Drawaria Game Level 9 - Inside the Halls

Level 9: Inside the Halls. A reflective journey through the castle, meeting the Fairies and preparing for the final ascent.

此脚本不应直接安装。它是供其他脚本使用的外部库,要使用该库请加入元指令 // @require https://update.cn-greasyfork.org/scripts/554570/1688336/Drawaria%20Game%20Level%209%20-%20Inside%20the%20Halls.js

// ==UserScript==
// @name         Drawaria Game Level 9 - Inside the Halls
// @namespace    http://tampermonkey.net/
// @version      1.0
// @description  Level 9: Inside the Halls. A reflective journey through the castle, meeting the Fairies and preparing for the final ascent.
// @author       YouTubeDrawaria
// @match        https://drawaria.online/
// @match        https://*.drawaria.online/*
// @match        https://drawaria.online/test
// @match        https://drawaria.online/room/*
// @grant        none
// @license      MIT
// @icon         https://drawaria.online/avatar/cache/86e33830-86ea-11ec-8553-bff27824cf71.jpg
// ==/UserScript==

(function() {
    'use strict';

    // --- 1. LEVEL METADATA AND CONSTANTS ---

    const LEVEL_TITLE = "Inside the Halls";
    const BACKGROUND_MUSIC_URL = "https://www.myinstants.com/media/sounds/drawaria-inside-halls.mp3";
    const VIEWBOX_WIDTH = 800;
    const VIEWBOX_HEIGHT = 500;

    const AVATAR_HEIGHT_PX = 64;
    const GROUND_LEVEL_Y = 450;
    const AVATAR_GROUND_Y = GROUND_LEVEL_Y - AVATAR_HEIGHT_PX;

    const LEVEL_END_X = VIEWBOX_WIDTH + 220;
    const LEVEL_START_X = 50;

    const DIALOGUE_BOX_ID = 'centered-dialogue-box';
    const NPC_WIDTH_DEFAULT = 100;

    // --- 2. NPC DATA AND DIALOGUE CONFIGURATION ---

    // Character SVG Placeholders
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                <path d="M 161.688,21.2381 C 177.71,33.0612 243.079,18.3774 248.584,22.882 248.584,22.882 233.112,30.971 233.112,30.971 251.836,37.576 272.578,59.211 268.474,81.479 267.098,88.942 271.225,103.256 274.575,109.16 292.643,141 269.665,175.852 246.891,179.417 224.116,182.982 202.385,164.596 196.441,128.693 195.536,123.228 195.084,117.852 195.051,112.655 191.664,109.088 188.769,104.967 186.493,100.425 183.492,100.601 180.441,100.691 177.348,100.691 164.525,100.691 152.402,99.144 141.638,96.393 136.246,102.498 129.318,107.474 121.374,110.863 122.125,118.449 121.887,126.533 120.517,134.809 114.572,170.712 96.9428,181.189 68.674,179.807 41.0494,178.739 20.6378,133.305 42.7634,91.0991 44.5357,85.4012 50.2954,83.0588 45.6714,73.0235 29.3874,51.9235 57.1607,20.3318 80.2112,22.7888 80.2112,22.7888 161.688,21.2381 161.688,21.2381 Z" style="fill: none; stroke-dasharray: none; stroke-linecap: butt; stroke-linejoin: miter; stroke-miterlimit: 4; stroke-width: 2px; stroke: rgba(117, 32, 0, 0);"/>
              </g>
            </g>
          </g>
        </g>
        <animateMotion attributeName="transform" begin="0.000000" calcMode="spline" dur="3.000000" keySplines="0.000000 0.000000 1.000000 1.000000; 0.000000 0.000000 1.000000 1.000000; 0.000000 0.000000 1.000000 1.000000; 0.000000 0.000000 1.000000 1.000000" keyTimes="0.000000; 0.188889; 0.416667; 0.633333; 0.822222" path="M 0,0 C 0,0 0,9.23386 0,9.23386 0,9.23386 3.35777,3.35777 3.35777,3.35777 3.35777,3.35777 2.51833,10.9127 2.51833,10.9127 2.51833,10.9127 1.67888,2.51833 1.67888,2.51833" repeatCount="indefinite"/>
      </g>
    </g>
  </g>
</svg>`;

    // Fairy Central Position for dialogue maps
    const FAIRY_X = 400 - NPC_WIDTH_DEFAULT/2;
    const FAIRY_Y = 300;
    const FAIRY_SCALE = 0.3;

    // NPC DATA (Phase index corresponds to MAP_SVG index)
    const NPC_DATA = {
        // Map 2 (Index 1)
        1: { char_id: 'FAIRY_Circle', name: 'Circle Fairy', svg_content: FAIRY_SVG_1, x: FAIRY_X, y: FAIRY_Y, scale: FAIRY_SCALE, dialogue: ["Circle Fairy: Hello again! I am the spirit of the Springs and the Passages.", "Circle Fairy: We represent the elements you mastered. Your journey has been immense!"] },
        // Map 4 (Index 3)
        3: { char_id: 'FAIRY_Cube', name: 'Cube Fairy', svg_content: FAIRY_SVG_2, x: FAIRY_X, y: FAIRY_Y, scale: FAIRY_SCALE, dialogue: ["Cube Fairy: I am the spirit of the Ice and the Start. We are the foundation.", "Cube Fairy: These halls contain the memory of every challenge you overcame."] },
        // Map 6 (Index 5)
        5: { char_id: 'FAIRY_Hexagon', name: 'Hexagon Fairy', svg_content: FAIRY_SVG_3, x: FAIRY_X, y: FAIRY_Y, scale: FAIRY_SCALE, dialogue: ["Hexagon Fairy: I am the spirit of the Forest and the Logic. The forest tried to stop you.", "Hexagon Fairy: But order prevails. The King and Queen await your final audience."] },
        // Map 8 (Index 7)
        7: { char_id: 'FAIRY_Pentagon', name: 'Pentagon Fairy', svg_content: FAIRY_SVG_4, x: FAIRY_X, y: FAIRY_Y, scale: FAIRY_SCALE, dialogue: ["Pentagon Fairy: I am the spirit of the Beach and the Sea's persistence.", "Pentagon Fairy: You are worthy, little traveler. The final secret of the castle is close."] },
        // Map 10 (Index 9) - Final NPC
        9: { char_id: 'FAIRY_Triangle', name: 'Triangle Fairy', svg_content: FAIRY_SVG_FINAL, x: FAIRY_X, y: FAIRY_Y, scale: FAIRY_SCALE, final_npc: true, dialogue: ["Triangle Fairy: Welcome to the very heart of Drawaria Castle, brave one.", "Triangle Fairy: You have consulted all the spirits and proven your might. I am the final guide.", "Triangle Fairy: Your quest is not quite over. Go to the highest spire: Queen Diamond awaits your challenge."] },
    };

    const MAX_TRANSITIONS = 9; // 9 transitions (Map 1 -> 2 -> ... -> 10). Total 10 phases/maps.

    // --- 2. SVG ASSETS PLACEHOLDERS ---

    const MAP_SVG_1 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Light/Stone Gradient (Warm Gray/Beige) -->
    <linearGradient id="hallStoneGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(220, 220, 210);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(200, 200, 190);stop-opacity:1" />
    </linearGradient>
    <!-- Floor Tile Gradient (Perspective) -->
    <linearGradient id="floorTileGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(150, 150, 140);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(180, 180, 170);stop-opacity:1" />
    </linearGradient>
  </defs>

  <!-- 1. Background Wall/Ceiling (Stone Texture) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#hallStoneGradient)" />

  <!-- 2. Perspective Floor (Platform at Y=450) -->
  <path d="M0 450 L800 450 L600 500 L200 500 Z" fill="url(#floorTileGradient)" />

  <!-- 3. Perspective Hallway Walls (Darker side stone) -->
  <path d="M0 450 L0 0 L200 100 L200 500 L0 500 Z" fill="rgb(180, 180, 170)" opacity="0.8" />
  <path d="M800 450 L800 0 L600 100 L600 500 L800 500 Z" fill="rgb(180, 180, 170)" opacity="0.8" />

  <!-- 4. Arched Ceiling/Vaulting (Curved lines from the image) -->
  <path d="M200 100 Q400 0, 600 100" stroke="rgb(150, 150, 140)" stroke-width="5" fill="none" />
  <path d="M250 150 Q400 50, 550 150" stroke="rgb(150, 150, 140)" stroke-width="3" fill="none" />

  <!-- 5. Back Window/Light Source (Faint glow at the end of the hall) -->
  <rect x="350" y="100" width="100" height="150" fill="white" opacity="0.5" />

  <!-- 6. Foreground Platform (The main player area at Y=450) -->
  <rect x="0" y="450" width="800" height="50" fill="rgb(160, 160, 150)" />

  <!-- 7. Foreground Floor Tiles (Simple grid detail) -->
  <g stroke="rgb(130, 130, 120)" stroke-width="1" opacity="0.7">
    <line x1="0" y1="470" x2="800" y2="470" />
    <line x1="400" y1="450" x2="400" y2="500" />
    <line x1="200" y1="450" x2="200" y2="500" />
    <line x1="600" y1="450" x2="600" y2="500" />
  </g>

  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_2 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Light/Stone Gradient (Slightly darker for contrast) -->
    <linearGradient id="hallStoneGradientDark" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(200, 200, 190);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(180, 180, 170);stop-opacity:1" />
    </linearGradient>
    <!-- Floor Tile Gradient (Perspective) -->
    <linearGradient id="floorTileGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(150, 150, 140);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(180, 180, 170);stop-opacity:1" />
    </linearGradient>
  </defs>

  <!-- 1. Background Wall/Ceiling (Stone Texture) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#hallStoneGradientDark)" />

  <!-- 2. Perspective Floor (Platform at Y=450) -->
  <path d="M0 450 L800 450 L600 500 L200 500 Z" fill="url(#floorTileGradient)" />

  <!-- 3. Perspective Hallway Walls (Darker side stone) -->
  <path d="M0 450 L0 0 L200 100 L200 500 L0 500 Z" fill="rgb(160, 160, 150)" opacity="0.9" />
  <path d="M800 450 L800 0 L600 100 L600 500 L800 500 Z" fill="rgb(160, 160, 150)" opacity="0.9" />

  <!-- 4. Arched Ceiling/Vaulting -->
  <path d="M200 100 Q400 0, 600 100" stroke="rgb(150, 150, 140)" stroke-width="5" fill="none" />
  <path d="M250 150 Q400 50, 550 150" stroke="rgb(150, 150, 140)" stroke-width="3" fill="none" />

  <!-- 5. Central Altar/Pedestal Glow (For the Fairy) -->
  <circle cx="400" cy="400" r="100" fill="rgb(0, 200, 255)" opacity="0.2" />

  <!-- 6. Foreground Platform (The main player area at Y=450) -->
  <rect x="0" y="450" width="800" height="50" fill="rgb(140, 140, 130)" />

  <!-- 7. Foreground Floor Tiles (Simple grid detail) -->
  <g stroke="rgb(110, 110, 100)" stroke-width="1" opacity="0.8">
    <line x1="0" y1="470" x2="800" y2="470" />
    <line x1="400" y1="450" x2="400" y2="500" />
  </g>

  <!-- 8. Perspective Seating/Pews (Detail from reference image) -->
  <g fill="rgb(100, 70, 40)" opacity="0.7">
    <rect x="250" y="380" width="300" height="20" />
    <rect x="250" y="420" width="300" height="20" />
  </g>


  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_3 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Light/Stone Gradient (Neutral, bright stone) -->
    <linearGradient id="hallStoneGradientNeutral" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(220, 220, 210);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(200, 200, 190);stop-opacity:1" />
    </linearGradient>
    <!-- Floor Tile Gradient (Perspective) -->
    <linearGradient id="floorTileGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(150, 150, 140);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(180, 180, 170);stop-opacity:1" />
    </linearGradient>
  </defs>

  <!-- 1. Background Wall/Ceiling (Stone Texture) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#hallStoneGradientNeutral)" />

  <!-- 2. Perspective Floor (Platform at Y=450) -->
  <path d="M0 450 L800 450 L600 500 L200 500 Z" fill="url(#floorTileGradient)" />

  <!-- 3. Perspective Hallway Walls (Side stone) -->
  <path d="M0 450 L0 0 L200 100 L200 500 L0 500 Z" fill="rgb(180, 180, 170)" opacity="0.8" />
  <path d="M800 450 L800 0 L600 100 L600 500 L800 500 Z" fill="rgb(180, 180, 170)" opacity="0.8" />

  <!-- 4. Arched Ceiling/Vaulting -->
  <path d="M200 100 Q400 0, 600 100" stroke="rgb(150, 150, 140)" stroke-width="5" fill="none" />
  <path d="M250 150 Q400 50, 550 150" stroke="rgb(150, 150, 140)" stroke-width="3" fill="none" />

  <!-- 5. Back Window/Light Source (Faint glow at the end of the hall) -->
  <rect x="350" y="100" width="100" height="150" fill="white" opacity="0.5" />

  <!-- 6. Foreground Platform (The main player area at Y=450) -->
  <rect x="0" y="450" width="800" height="50" fill="rgb(160, 160, 150)" />

  <!-- 7. Foreground Floor Tiles (Simple grid detail) -->
  <g stroke="rgb(130, 130, 120)" stroke-width="1" opacity="0.7">
    <line x1="0" y1="470" x2="800" y2="470" />
    <line x1="400" y1="450" x2="400" y2="500" />
    <line x1="200" y1="450" x2="200" y2="500" />
    <line x1="600" y1="450" x2="600" y2="500" />
  </g>

  <!-- 8. Perspective Seating/Pews (Detail from reference image) -->
  <g fill="rgb(100, 70, 40)" opacity="0.7">
    <rect x="250" y="380" width="300" height="20" />
    <rect x="250" y="420" width="300" height="20" />
  </g>


  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_4 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Light/Stone Gradient (Neutral, bright stone) -->
    <linearGradient id="hallStoneGradientNeutral" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(220, 220, 210);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(200, 200, 190);stop-opacity:1" />
    </linearGradient>
    <!-- Floor Tile Gradient (Perspective) -->
    <linearGradient id="floorTileGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(150, 150, 140);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(180, 180, 170);stop-opacity:1" />
    </linearGradient>
    <!-- Cube Fairy Glow (Icy Blue/White) -->
    <radialGradient id="cubeGlow" cx="50%" cy="80%" r="40%" fx="50%" fy="80%">
      <stop offset="0%" style="stop-color:rgb(200, 230, 255);stop-opacity:0.8"/>
      <stop offset="100%" style="stop-color:rgb(200, 230, 255);stop-opacity:0.0"/>
    </radialGradient>
  </defs>

  <!-- 1. Background Wall/Ceiling (Stone Texture) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#hallStoneGradientNeutral)" />

  <!-- 2. Perspective Floor (Platform at Y=450) -->
  <path d="M0 450 L800 450 L600 500 L200 500 Z" fill="url(#floorTileGradient)" />

  <!-- 3. Central Glow for Cube Fairy (The visual effect) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#cubeGlow)" />

  <!-- 4. Perspective Hallway Walls (Side stone) -->
  <path d="M0 450 L0 0 L200 100 L200 500 L0 500 Z" fill="rgb(180, 180, 170)" opacity="0.8" />
  <path d="M800 450 L800 0 L600 100 L600 500 L800 500 Z" fill="rgb(180, 180, 170)" opacity="0.8" />

  <!-- 5. Arched Ceiling/Vaulting -->
  <path d="M200 100 Q400 0, 600 100" stroke="rgb(150, 150, 140)" stroke-width="5" fill="none" />
  <path d="M250 150 Q400 50, 550 150" stroke="rgb(150, 150, 140)" stroke-width="3" fill="none" />

  <!-- 6. Back Window/Light Source (Faint glow at the end of the hall) -->
  <rect x="350" y="100" width="100" height="150" fill="white" opacity="0.5" />

  <!-- 7. Foreground Platform (The main player area at Y=450) -->
  <rect x="0" y="450" width="800" height="50" fill="rgb(160, 160, 150)" />

  <!-- 8. Foreground Floor Tiles (Simple grid detail) -->
  <g stroke="rgb(130, 130, 120)" stroke-width="1" opacity="0.7">
    <line x1="0" y1="470" x2="800" y2="470" />
    <line x1="400" y1="450" x2="400" y2="500" />
    <line x1="200" y1="450" x2="200" y2="500" />
    <line x1="600" y1="450" x2="600" y2="500" />
  </g>

  <!-- 9. Perspective Seating/Pews (Detail from reference image) -->
  <g fill="rgb(100, 70, 40)" opacity="0.7">
    <rect x="250" y="380" width="300" height="20" />
    <rect x="250" y="420" width="300" height="20" />
  </g>


  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_5 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Stone Gradient (Neutral, bright stone) -->
    <linearGradient id="hallStoneGradientNeutral" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(220, 220, 210);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(200, 200, 190);stop-opacity:1" />
    </linearGradient>
    <!-- Floor Tile Gradient (Simple, straight lines) -->
    <linearGradient id="floorTileGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(150, 150, 140);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(180, 180, 170);stop-opacity:1" />
    </linearGradient>
    <!-- Outer Sky Light (From windows) -->
    <stop id="outerSky" stop-color="rgb(200, 230, 255)" />
  </defs>

  <!-- 1. Background Wall (Far side) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#hallStoneGradientNeutral)" />

  <!-- 2. Arched Windows (Perspective on the right wall) -->
  <g transform="translate(600, 0)">
    <!-- Window 1 -->
    <path d="M50 100 C70 50, 130 50, 150 100 L150 350 L50 350 Z" fill="url(#outerSky)" stroke="rgb(150, 150, 140)" stroke-width="5" />
    <!-- Window 2 (Further back) -->
    <path d="M-100 150 C-80 120, -20 120, 0 150 L0 350 L-100 350 Z" fill="url(#outerSky)" stroke="rgb(150, 150, 140)" stroke-width="5" opacity="0.7" />
  </g>

  <!-- 3. Foreground Wall/Pillar (Solid stone on the left) -->
  <rect x="0" y="0" width="200" height="450" fill="rgb(180, 180, 170)" stroke="rgb(150, 150, 140)" stroke-width="5" />

  <!-- 4. Foreground Platform (The main player area at Y=450) -->
  <rect x="0" y="450" width="800" height="50" fill="rgb(160, 160, 150)" />

  <!-- 5. Floor Tiles (Simple parallel lines) -->
  <g stroke="rgb(130, 130, 120)" stroke-width="1" opacity="0.7">
    <line x1="0" y1="470" x2="800" y2="470" />
    <line x1="0" y1="490" x2="800" y2="490" />
    <line x1="250" y1="450" x2="250" y2="500" />
    <line x1="550" y1="450" x2="550" y2="500" />
  </g>

  <!-- 6. Archway into the Hall (Detail on the left) -->
  <path d="M200 200 C250 150, 350 150, 400 200 L400 450 L200 450 Z"
        fill="rgb(140, 140, 130)" />


  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_6 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Stone Gradient (Neutral, bright stone) -->
    <linearGradient id="hallStoneGradientNeutral" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(220, 220, 210);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(200, 200, 190);stop-opacity:1" />
    </linearGradient>
    <!-- Floor Tile Gradient (Simple, straight lines) -->
    <linearGradient id="floorTileGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(150, 150, 140);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(180, 180, 170);stop-opacity:1" />
    </linearGradient>
    <!-- Outer Sky Light (From windows) -->
    <stop id="outerSky" stop-color="rgb(200, 230, 255)" />
  </defs>

  <!-- 1. Background Wall (Far side) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#hallStoneGradientNeutral)" />

  <!-- 2. Arched Windows (Perspective on the right wall) -->
  <g transform="translate(600, 0)">
    <!-- Window 1 -->
    <path d="M50 100 C70 50, 130 50, 150 100 L150 350 L50 350 Z" fill="url(#outerSky)" stroke="rgb(150, 150, 140)" stroke-width="5" />
    <!-- Window 2 (Further back) -->
    <path d="M-100 150 C-80 120, -20 120, 0 150 L0 350 L-100 350 Z" fill="url(#outerSky)" stroke="rgb(150, 150, 140)" stroke-width="5" opacity="0.7" />
  </g>

  <!-- 3. Central Glow for Hexagon Fairy -->
  <rect x="0" y="0" width="800" height="500" fill="url(#hexagonGlow)" />

  <!-- 4. Foreground Wall/Pillar (Solid stone on the left) -->
  <rect x="0" y="0" width="200" height="450" fill="rgb(180, 180, 170)" stroke="rgb(150, 150, 140)" stroke-width="5" />

  <!-- 5. Foreground Platform (The main player area at Y=450) -->
  <rect x="0" y="450" width="800" height="50" fill="rgb(160, 160, 150)" />

  <!-- 6. Floor Tiles (Simple parallel lines) -->
  <g stroke="rgb(130, 130, 120)" stroke-width="1" opacity="0.7">
    <line x1="0" y1="470" x2="800" y2="470" />
    <line x1="0" y1="490" x2="800" y2="490" />
    <line x1="250" y1="450" x2="250" y2="500" />
    <line x1="550" y1="450" x2="550" y2="500" />
  </g>

  <!-- 7. Archway into the Hall (Detail on the left) -->
  <path d="M200 200 C250 150, 350 150, 400 200 L400 450 L200 450 Z"
        fill="rgb(140, 140, 130)" />


  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_7 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Tapestry/Wood Gradient (Darker, richer tone) -->
    <linearGradient id="tapestryHallGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(100, 80, 80);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(80, 60, 60);stop-opacity:1" />
    </linearGradient>
    <!-- Ornate Floor Pattern Color -->
    <linearGradient id="ornateFloorGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(120, 100, 80);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(140, 120, 100);stop-opacity:1" />
    </linearGradient>
  </defs>

  <!-- 1. Background Walls/Ceiling (Dark, rich color) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#tapestryHallGradient)" />

  <!-- 2. Tapestries (Hanging cloth details) -->
  <g fill="rgb(150, 40, 40)" opacity="0.8">
    <rect x="100" y="50" width="100" height="350" />
    <rect x="600" y="50" width="100" height="350" />
    <!-- Faint Gold Trim -->
    <rect x="195" y="50" width="5" height="350" fill="gold" opacity="0.5" />
    <rect x="595" y="50" width="5" height="350" fill="gold" opacity="0.5" />
  </g>

  <!-- 3. Foreground Platform (Ornate Floor) -->
  <rect x="0" y="450" width="800" height="50" fill="url(#ornateFloorGradient)" />

  <!-- 4. Ornate Floor Pattern (Simple geometric carpet/tiling) -->
  <g stroke="rgb(180, 160, 140)" stroke-width="2" opacity="0.7" fill="none">
    <!-- Diagonal lines -->
    <path d="M0 450 L800 500" />
    <path d="M800 450 L0 500" />
    <!-- Center Point -->
    <circle cx="400" cy="475" r="10" fill="gold" stroke="none" opacity="0.9" />
  </g>

  <!-- 5. Archway/Pillar Silhouettes (Foreground frame) -->
  <g fill="rgb(50, 40, 40)" opacity="0.9">
    <rect x="0" y="0" width="50" height="450" />
    <rect x="750" y="0" width="50" height="450" />
  </g>

  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_8 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Tapestry/Wood Gradient (Darker, richer tone) -->
    <linearGradient id="tapestryHallGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(100, 80, 80);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(80, 60, 60);stop-opacity:1" />
    </linearGradient>
    <!-- Ornate Floor Pattern Color -->
    <linearGradient id="ornateFloorGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(120, 100, 80);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(140, 120, 100);stop-opacity:1" />
    </linearGradient>
    <!-- Pentagon Fairy Glow (Pink/Magenta) -->
    <radialGradient id="pentagonGlow" cx="50%" cy="80%" r="40%" fx="50%" fy="80%">
      <stop offset="0%" style="stop-color:rgb(255, 100, 180);stop-opacity:0.8"/>
      <stop offset="100%" style="stop-color:rgb(255, 100, 180);stop-opacity:0.0"/>
    </radialGradient>
  </defs>

  <!-- 1. Background Walls/Ceiling (Dark, rich color) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#tapestryHallGradient)" />

  <!-- 2. Tapestries (Hanging cloth details) -->
  <g fill="rgb(150, 40, 40)" opacity="0.8">
    <rect x="100" y="50" width="100" height="350" />
    <rect x="600" y="50" width="100" height="350" />
    <!-- Faint Gold Trim -->
    <rect x="195" y="50" width="5" height="350" fill="gold" opacity="0.5" />
    <rect x="595" y="50" width="5" height="350" fill="gold" opacity="0.5" />
  </g>

  <!-- 3. Central Glow for Pentagon Fairy -->
  <rect x="0" y="0" width="800" height="500" fill="url(#pentagonGlow)" />

  <!-- 4. Foreground Platform (Ornate Floor) -->
  <rect x="0" y="450" width="800" height="50" fill="url(#ornateFloorGradient)" />

  <!-- 5. Ornate Floor Pattern (Simple geometric carpet/tiling) -->
  <g stroke="rgb(180, 160, 140)" stroke-width="2" opacity="0.7" fill="none">
    <!-- Diagonal lines -->
    <path d="M0 450 L800 500" />
    <path d="M800 450 L0 500" />
    <!-- Center Point -->
    <circle cx="400" cy="475" r="10" fill="gold" stroke="none" opacity="0.9" />
  </g>

  <!-- 6. Archway/Pillar Silhouettes (Foreground frame) -->
  <g fill="rgb(50, 40, 40)" opacity="0.9">
    <rect x="0" y="0" width="50" height="450" />
    <rect x="750" y="0" width="50" height="450" />
  </g>

  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_9 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Interior Armory Stone Gradient (Rougher, utilitarian gray) -->
    <linearGradient id="armoryStoneGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(150, 150, 150);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(120, 120, 120);stop-opacity:1" />
    </linearGradient>
    <!-- Metal Floor Plate Gradient -->
    <linearGradient id="metalFloorPlateGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(100, 100, 110);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(130, 130, 140);stop-opacity:1" />
    </linearGradient>
  </defs>

  <!-- 1. Background Walls/Ceiling (Rough Stone) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#armoryStoneGradient)" />

  <!-- 2. Weapon Racks/Shelving (Side details) -->
  <g fill="rgb(80, 80, 90)">
    <!-- Shelf 1 Left -->
    <rect x="50" y="200" width="200" height="10" />
    <rect x="50" y="300" width="200" height="10" />
    <!-- Shelf 2 Right -->
    <rect x="550" y="200" width="200" height="10" />
    <rect x="550" y="300" width="200" height="10" />
  </g>

  <!-- 3. Foreground Platform (Metal Floor Plate) -->
  <rect x="0" y="450" width="800" height="50" fill="url(#metalFloorPlateGradient)" />

  <!-- 4. Floor Plates/Bolts (Grid detail) -->
  <g stroke="rgb(180, 180, 180)" stroke-width="1" opacity="0.6">
    <line x1="0" y1="475" x2="800" y2="475" />
    <line x1="200" y1="450" x2="200" y2="500" />
    <line x1="600" y1="450" x2="600" y2="500" />
    <!-- Bolts -->
    <circle cx="10" cy="455" r="2" fill="rgb(180, 180, 180)" />
    <circle cx="790" cy="455" r="2" fill="rgb(180, 180, 180)" />
  </g>

  <!-- 5. Archway/Doorway (Far background, darker) -->
  <rect x="350" y="100" width="100" height="350" fill="rgb(80, 80, 80)" />
  <rect x="360" y="110" width="80" height="340" fill="rgb(40, 40, 40)" />

  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;
    const MAP_SVG_10 = `<svg width="100%" height="100%" viewBox="0 0 800 500" preserveAspectRatio="none" xmlns="http://www.w3.org/2000/svg">
  <defs>
    <!-- Throne Room/Ascension Sky Gradient (Majestic Violet/Gold) -->
    <linearGradient id="ascensionSkyGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(100, 50, 150);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(150, 100, 200);stop-opacity:1" />
    </linearGradient>
    <!-- Golden Light Source (From the final destination) -->
    <radialGradient id="finalGlow" cx="50%" cy="50%" r="50%" fx="50%" fy="50%">
      <stop offset="0%" style="stop-color:rgb(255, 215, 0);stop-opacity:1"/>
      <stop offset="100%" style="stop-color:rgb(255, 215, 0);stop-opacity:0.0"/>
    </radialGradient>
    <!-- Foreground Marble/Gold Platform -->
    <linearGradient id="marblePlatformGradient" x1="0%" y1="0%" x2="0%" y2="100%">
      <stop offset="0%" style="stop-color:rgb(220, 200, 180);stop-opacity:1" />
      <stop offset="100%" style="stop-color:rgb(240, 220, 200);stop-opacity:1" />
    </linearGradient>
  </defs>

  <!-- 1. Background Walls/Ceiling (Majestic Violet) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#ascensionSkyGradient)" />

  <!-- 2. Final Doorway/Portal (The access to Queen Diamond) -->
  <rect x="300" y="50" width="200" height="400" fill="rgb(200, 180, 160)" stroke="gold" stroke-width="5" />
  <rect x="320" y="70" width="160" height="360" fill="black" opacity="0.8" />

  <!-- 3. Golden Light from the doorway (The final reward glow) -->
  <rect x="0" y="0" width="800" height="500" fill="url(#finalGlow)" opacity="0.4" />

  <!-- 4. Foreground Platform (Marble Floor) -->
  <rect x="0" y="450" width="800" height="50" fill="url(#marblePlatformGradient)" />

  <!-- 5. Ascending Stairs/Steps (Detail on the final door platform) -->
  <g fill="rgb(180, 160, 140)" stroke="rgb(150, 130, 110)" stroke-width="1">
    <rect x="250" y="430" width="300" height="20" />
    <rect x="200" y="410" width="400" height="20" />
  </g>

  <!-- 6. Triangle Fairy Altar/Pedestal (Center stage) -->
  <rect x="375" y="380" width="50" height="50" fill="rgb(255, 215, 0)" stroke="rgb(200, 160, 0)" stroke-width="3" />

  <!-- 7. Archway/Columns (Frame the view) -->
  <g fill="rgb(180, 160, 140)">
    <rect x="0" y="0" width="50" height="450" />
    <rect x="750" y="0" width="50" height="450" />
  </g>

  <!-- This horizontal line represents the absolute ground level at Y=450 -->
  <!-- <line x1="0" y1="450" x2="800" y2="450" stroke="red" stroke-width="2" /> -->
</svg>`;

    const BACKGROUND_SVGS = [MAP_SVG_1, MAP_SVG_2, MAP_SVG_3, MAP_SVG_4, MAP_SVG_5, MAP_SVG_6, MAP_SVG_7, MAP_SVG_8, MAP_SVG_9, MAP_SVG_10];

    // All other NPC SVG placeholders are defined inside NPC_DATA above.

    // --- 3. STATE AND GAME VARIABLES ---

    let mapContainer = null;
    let backgroundMusic = null;
    let musicButton = null;
    let currentMapIndex = 0;
    let phasesCompleted = 0;

    // Avatar state
    let avatarX = LEVEL_START_X;
    let avatarY = AVATAR_GROUND_Y;
    let avatarVX = 0;
    let avatarVY = 0;
    let isJumping = false;
    let isLevelComplete = false;
    let selfAvatarImage = null;
    let keys = {};

    // Dialogue state
    let isDialogueActive = false;
    let currentDialogueIndex = 0;
    let dialogueBox = null;
    let dialogueName = null;
    let dialogueText = null;
    let activeNPCDialogue = null;


    // --- 4. ENVIRONMENT AND SETUP ---

    function setupEnvironment() {
        const originalBody = document.body;

        selfAvatarImage = document.querySelector('#selfavatarimage');
        if (!selfAvatarImage) {
            setTimeout(setupEnvironment, 100);
            return;
        }

        // 1. Setup the Map Container and clear body
        mapContainer = document.createElement('div');
        mapContainer.id = 'map-container';
        mapContainer.style.cssText = `
            position: absolute;
            top: 0;
            left: 0;
            width: 100vw;
            height: 100vh;
            z-index: 1;
            overflow: hidden;
            background-color: #000000;
        `;

        originalBody.innerHTML = '';
        originalBody.style.background = 'none';
        originalBody.appendChild(mapContainer);

        // 2. Add Avatar
        originalBody.appendChild(selfAvatarImage);
        selfAvatarImage.style.position = 'absolute';
        selfAvatarImage.style.zIndex = '1000';
        selfAvatarImage.style.pointerEvents = 'none';
        selfAvatarImage.style.display = 'block';
        selfAvatarImage.style.width = AVATAR_HEIGHT_PX + 'px';
        selfAvatarImage.style.height = AVATAR_HEIGHT_PX + 'px';

        // 3. Inject Dialogue Box
        createDialogueBox();

        // 4. Load initial map (Map 1)
        updateMapSVG();

        // 5. Setup Music (initialization only) and Button
        initializeMusic();
        createMusicButton();

        // 6. Start game loop
        updateAvatar();
    }

    function initializeMusic() {
        backgroundMusic = new Audio(BACKGROUND_MUSIC_URL);
        backgroundMusic.loop = true;
        backgroundMusic.volume = 0.5;
    }

    function createMusicButton() {
        musicButton = document.createElement('button');
        musicButton.textContent = LEVEL_TITLE + " Music";
        musicButton.style.cssText = `
            position: absolute;
            top: 20px;
            right: 20px;
            padding: 10px 15px;
            background-color: #7f8c8d;
            color: white;
            border: 2px solid #bdc3c7;
            border-radius: 5px;
            cursor: pointer;
            z-index: 10002;
            font-family: 'Courier New', monospace;
            text-transform: uppercase;
            box-shadow: 0 0 10px rgba(189, 195, 199, 0.7);
        `;
        musicButton.addEventListener('click', startMusic);
        document.body.appendChild(musicButton);
    }

    function startMusic() {
        if (backgroundMusic) {
            backgroundMusic.play()
                .then(() => {
                    musicButton.style.display = 'none';
                    musicButton.removeEventListener('click', startMusic);
                })
                .catch(e => {
                    console.error("Failed to play music on click:", e);
                    musicButton.textContent = "Music Error (Click to retry)";
                });
        }
    }

    function updateMapSVG() {
        if (currentMapIndex < BACKGROUND_SVGS.length) {
            mapContainer.innerHTML = BACKGROUND_SVGS[currentMapIndex];
        }
        // Inject NPCs relevant to the current map phase
        injectNPCs();
    }

    function removeAllNPCs() {
        document.querySelectorAll('.npc-clickarea').forEach(npc => npc.remove());
    }

    // --- FUNCIÓN CORREGIDA (de la solicitud anterior) ---
    function injectNPCs() {
        removeAllNPCs();

        const currentNPCData = NPC_DATA[currentMapIndex];
        if (!currentNPCData) return;

        // Asegura que currentNPCData sea un array para la iteración
        const npcs = Array.isArray(currentNPCData) ? currentNPCData : [currentNPCData];

        npcs.forEach(npcData => {
            const isFinalNPC = npcData.final_npc;
            // La escala para el tamaño solo se aplica al NPC final (Fairy),
            // para los demás, se usa el tamaño por defecto.
            const size = NPC_WIDTH_DEFAULT;
            const x = npcData.initial_x || npcData.x;
            const y = npcData.initial_y || npcData.y || AVATAR_GROUND_Y;

            // Container for the clickable area
            const clickArea = document.createElement('div');
            clickArea.id = `${npcData.char_id}-clickarea`;
            clickArea.className = 'npc-clickarea';

            // Calculate scale and position for the generic container
            clickArea.style.cssText = `
                position: absolute;
                top: ${y}px;
                left: ${x}px;
                width: ${size}px;
                height: ${size}px;
                z-index: 999;
                cursor: pointer;
                display: block;
            `;

            // SVG Container for the graphic
            const svgContainer = document.createElement('div');
            svgContainer.id = npcData.char_id;
            svgContainer.innerHTML = npcData.svg_content;

            // Adjust SVG display within the container (important for the fairy's scaling)
            // La escala de la hada se aplica al contenedor SVG interno para mantener el área de clic
            // con el tamaño por defecto si fuera necesario.
            svgContainer.style.cssText = `
                width: 100%;
                height: 100%;
                ${isFinalNPC && npcData.scale ? `transform: scale(${npcData.scale}); transform-origin: top left;` : ''}
            `;

            // *** FIX 1: Añadir el SVG al área de clic ***
            clickArea.appendChild(svgContainer);

            clickArea.addEventListener('click', () => startDialogue(npcData));

            // *** FIX 2: Añadir el área de clic al document.body ***
            document.body.appendChild(clickArea);
        });
    }
    // --- FIN DE LA FUNCIÓN CORREGIDA ---


    // --- 5. NPC AND DIALOGUE LOGIC ---

    function createDialogueBox() {
        const box = document.createElement('div');
        box.id = DIALOGUE_BOX_ID;

        dialogueName = document.createElement('div');
        dialogueName.style.cssText = `
            font-weight: bold;
            font-size: 20px;
            margin-bottom: 5px;
            color: white;
            text-shadow: 2px 2px 4px rgba(0,0,0,0.5);
        `;

        dialogueText = document.createElement('div');
        dialogueText.style.cssText = `
            font-size: 18px;
            color: white;
            text-shadow: 2px 2px 4px rgba(0,0,0,0.5);
        `;

        box.appendChild(dialogueName);
        box.appendChild(dialogueText);
        document.body.appendChild(box);
        dialogueBox = box;

        // Custom style for the Halls dialogue box (metallic/stone theme)
        box.style.cssText += `
            position: absolute;
            top: 50px;
            left: 50%;
            transform: translateX(-50%);
            width: 80%;
            max-width: 600px;
            min-height: 80px;
            padding: 15px 25px;
            background: rgba(100, 100, 110, 0.9); /* Stone/Metal Gray */
            border: 5px solid #bdc3c7; /* Polished Silver Border */
            box-shadow: 0 0 20px rgba(189, 195, 199, 0.7);
            border-radius: 10px;
            font-family: 'Courier New', monospace;
            z-index: 10001;
            display: none;
            cursor: pointer;
        `;
    }

    function startDialogue(npcData) {
        if (isDialogueActive || isLevelComplete) return;

        isDialogueActive = true;
        currentDialogueIndex = 0;
        activeNPCDialogue = npcData.dialogue;

        dialogueBox.style.display = 'block';
        dialogueBox.style.pointerEvents = 'auto';

        // Reset listeners
        dialogueBox.removeEventListener('click', processDialogue);
        dialogueBox.removeEventListener('click', endDialogue);

        processDialogue();
        dialogueBox.addEventListener('click', processDialogue);
    }

    function processDialogue() {
        if (!isDialogueActive || !activeNPCDialogue) return;

        if (currentDialogueIndex >= activeNPCDialogue.length) {
            endDialogue();
            return;
        }

        const line = activeNPCDialogue[currentDialogueIndex];
        const parts = line.split(':');
        const name = parts[0];
        const text = parts.slice(1).join(':').trim();

        dialogueName.textContent = `${name}:`;
        dialogueText.textContent = text;

        currentDialogueIndex++;

        // If this is the last line, change the listener to end the dialogue/level
        if (currentDialogueIndex >= activeNPCDialogue.length) {
            dialogueBox.removeEventListener('click', processDialogue);
            dialogueBox.addEventListener('click', endDialogue);
        }
    }

    function endDialogue() {
        isDialogueActive = false;
        dialogueBox.style.display = 'none';
        currentDialogueIndex = 0;
        dialogueBox.style.pointerEvents = 'none';

        // Final Level Completion Check (Triangle Fairy is only NPC in phase 9)
        if (currentMapIndex === BACKGROUND_SVGS.length - 1) {
            isLevelComplete = true;

            // --- VICTORY SCREEN SETUP (Includes final instruction) ---
            mapContainer.innerHTML = `
                <div id="victory-message" style="position:absolute; top:40%; left:50%; transform:translate(-50%, -50%); color:#bdc3c7; font-size:36px; text-align:center; font-family: 'Courier New', monospace; text-shadow: 0 0 10px #bdc3c7;">
                    LEVEL COMPLETE: INSIDE THE HALLS!<br>
                    ${NPC_DATA[9].dialogue[2].split(':')[1].trim().toUpperCase()}
                </div>
            `;
            createBackToLevelsButton();
            // ---------------------------

            if (backgroundMusic) {
                 backgroundMusic.pause();
            }
            if (musicButton) {
                musicButton.style.display = 'none';
            }
            removeAllNPCs();

            // Disable movement
            document.removeEventListener('keydown', handleKeyDown);
            document.removeEventListener('keyup', handleKeyUp);
        }
    }

    function createBackToLevelsButton() {
        const button = document.createElement('button');
        button.textContent = "BACK TO LEVELS";
        button.style.cssText = `
            position: absolute;
            top: 60%;
            left: 50%;
            transform: translateX(-50%);
            padding: 15px 25px;
            background-color: #34495e;
            color: white;
            border: 4px solid #bdc3c7;
            border-radius: 8px;
            cursor: pointer;
            z-index: 10003;
            font-size: 24px;
            font-family: 'Courier New', monospace;
            text-transform: uppercase;
            box-shadow: 0 0 20px rgba(189, 195, 199, 0.7);
        `;
        button.addEventListener('click', () => {
            window.location.reload();
        });
        document.body.appendChild(button);
    }


    // --- 6. GAME LOOP AND MOVEMENT LOGIC ---

    function advanceMap() {
        // Increment phase/map
        phasesCompleted++;
        if (currentMapIndex < BACKGROUND_SVGS.length - 1) {
            currentMapIndex++;
            updateMapSVG();
        }
    }

    function updateAvatar() {
        if (isLevelComplete) return;

        // Standard Platformer Physics
        const GRAVITY = 0.5;
        const JUMP_HEIGHT = 15;
        const MAX_SPEED = 10;
        const FRICTION = 0.9;

        // Stop movement during dialogue
        if (isDialogueActive) {
            avatarVX = 0;
            avatarVY = 0;
            isJumping = false;
        } else {
            avatarVY += GRAVITY;

            if (keys['ArrowRight']) {
                avatarVX = Math.min(avatarVX + 0.5, MAX_SPEED);
            } else if (keys['ArrowLeft']) {
                avatarVX = Math.max(avatarVX - 0.5, -MAX_SPEED);
            } else {
                avatarVX *= FRICTION;
            }

            // Normal Platformer Jump
            if (keys['ArrowUp'] && !isJumping) {
                avatarVY = -JUMP_HEIGHT;
                isJumping = true;
            }
        }

        avatarX += avatarVX;
        avatarY += avatarVY;

        // Ground collision
        if (avatarY > AVATAR_GROUND_Y) {
            avatarY = AVATAR_GROUND_Y;
            avatarVY = 0;
            isJumping = false;
        }

        // LEVEL PROGRESSION LOGIC (Teleport to start and advance map)
        if (avatarX > LEVEL_END_X) {
            avatarX = LEVEL_START_X; // Teleport to start

            // Advance map if there are more phases
            if (phasesCompleted < MAX_TRANSITIONS) {
                advanceMap();
            } else if (currentMapIndex === BACKGROUND_SVGS.length - 2) {
                 // Final transition to the last map (MAP_SVG_10)
                 currentMapIndex++;
                 updateMapSVG();
            }
        }

        // Keep avatar within left boundary
        if (avatarX < 0) {
            avatarX = 0;
            avatarVX = 0;
        }

        // Update the visual representation of the avatar
        drawAvatar(avatarX, avatarY);

        requestAnimationFrame(updateAvatar);
    }

    function handleKeyDown(event) {
        keys[event.key] = true;
    }

    function handleKeyUp(event) {
        keys[event.key] = false;
    }

    function drawAvatar(x, y) {
        if (selfAvatarImage) {
            // Apply scale/translation for the in-game coordinates
            selfAvatarImage.style.transform = `translate(${x}px, ${y}px) scale(1)`;
            selfAvatarImage.style.border = 'none';
            selfAvatarImage.style.boxShadow = 'none';
        }
    }

    document.addEventListener('keydown', handleKeyDown);
    document.addEventListener('keyup', handleKeyUp);

    // Initial script start with a delay to ensure Drawaria elements are loaded
    setTimeout(setupEnvironment, 1000);

})();