{"asset_map": {"ui_paintbrush_icon": {"url": "https://d2oir5eh8rty2e.cloudfront.net/assets/images/ui_paintbrush_icon_18e7d75b-4444-4165-8a9d-89bdfd16b1c3.webp", "type": "image", "prompt": "Generate a 32x32 pixel art icon of a paintbrush. Wooden brown handle, bristles show a vibrant rainbow gradient (red, orange, yellow, green, blue, purple). Angled diagonally, cute and playful game UI style, transparent background, clean lines.", "description": "Animated style rainbow paintbrush icon for the main menu.", "subtype": "ui", "aspect_ratio": [726, 833], "compression_suggestion": "high", "duration_secs": null, "loop": null, "animation": null}, "sound_paint_cell": {"url": "https://d2oir5eh8rty2e.cloudfront.net/assets/sounds/effect/sound_paint_cell_5d5e90f8-b54f-43ae-a394-f5bca9d34a5e.mp3", "type": "audio", "prompt": "A short, high-pitched satisfying bubble pop sound effect. Bright, organic, and rewarding tactile click with a slight xylophone-like resonance. Clean, pleasant, and designed for frequent repetition in a relaxing puzzle game. No reverb tail.", "description": "A satisfying, bright 'pop' sound effect triggered when a player successfully paints a pixel cell.", "subtype": "effect", "aspect_ratio": null, "compression_suggestion": "original", "duration_secs": 0.3, "loop": false, "animation": null}, "sound_color_select": {"url": "https://d2oir5eh8rty2e.cloudfront.net/assets/sounds/effect/sound_color_select_59206700-7333-4aea-8a69-e44356665d9f.mp3", "type": "audio", "prompt": "A very short, clean UI tick sound effect. Digital but soft, similar to a high-end smartphone keyboard tap or a light mechanical switch. Sharp attack, instant decay, neutral tone, responsive and minimal.", "description": "A crisp, responsive 'tick' sound for UI interactions when switching colors in the palette.", "subtype": "effect", "aspect_ratio": null, "compression_suggestion": "original", "duration_secs": 0.2100453514739229, "loop": false, "animation": null}, "sound_artwork_complete": {"url": "https://d2oir5eh8rty2e.cloudfront.net/assets/sounds/effect/sound_artwork_complete_529e8b76-70fd-416f-9fa0-92c48f393262.mp3", "type": "audio", "prompt": "A celebratory 2-second musical fanfare for a game achievement. Shimmering glockenspiel arpeggio, rising major scale sequence, sparkly magical textures, and a warm synth swell. Uplifting, rewarding, and high-quality finish.", "description": "A magical, celebratory musical flourish played upon completing an entire pixel art design.", "subtype": "effect", "aspect_ratio": null, "compression_suggestion": "original", "duration_secs": 2.2, "loop": false, "animation": null}, "sound_ui_zen": {"url": "https://d2oir5eh8rty2e.cloudfront.net/assets/sounds/effect/sound_ui_zen_3741e61f-42de-4b73-9aef-068de2570bf0.mp3", "type": "audio", "prompt": "Extremely subtle, basic click sound effect. A discrete, organic tap for UI interactions. Very short, clean, and muted, without any high-frequency piercing or futuristic synth elements. Just a natural, soft fingertip-on-glass or wood-on-wood micro-tap. Minimalist and non-intrusive for frequent use.", "description": "An extremely subtle and discrete organic tap sound for minimalist UI feedback.", "subtype": "effect", "aspect_ratio": null, "compression_suggestion": "original", "duration_secs": 0.22, "loop": false, "animation": null}, "music_ambient_chill": {"url": "https://d2oir5eh8rty2e.cloudfront.net/assets/sounds/music/music_ambient_chill_7eee1cd6-2c69-432e-b03c-d4ff21eb507a.mp3", "type": "audio", "prompt": "A relaxing, high-quality lo-fi hip hop background track for a zen coloring game. Features a soft electric piano melody, a subtle mellow bassline, and a steady but gentle dusty boom-bap beat around 80 BPM. Incorporate atmospheric vinyl crackle and very light environmental textures. The arrangement should be soothing and repetitive in a way that facilitates deep focus and flow. Completely instrumental, no vocals, smooth transitions to allow for seamless looping.", "description": "A relaxing and loopable lo-fi background track for a zen-like pixel art coloring experience.", "subtype": "music", "aspect_ratio": null, "compression_suggestion": "original", "duration_secs": 89.93959183673469, "loop": true, "animation": null}}, "game_code": "<!DOCTYPE html>\n\n<html>\n<head>\n<title>Naruto Pixel Painter</title>\n<meta content=\"width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no\" name=\"viewport\"/>\n<link href=\"https://fonts.googleapis.com\" rel=\"preconnect\"/>\n<link crossorigin=\"\" href=\"https://fonts.gstatic.com\" rel=\"preconnect\"/>\n<link href=\"https://fonts.googleapis.com/css2?family=Press+Start+2P&amp;family=Poppins:wght@400;600;700&amp;display=swap\" rel=\"stylesheet\"/>\n<style>/* ==================================================\n * PIXEL PALETTE - CSS STYLES\n * A Barbie-themed pixel art coloring game\n * ================================================== */\n\n/* CSS Reset */\n* {\n    margin: 0;\n    padding: 0;\n    box-sizing: border-box;\n}\n\n:root {\n    /* Color Palette */\n    --primary-pink: #ff6b9d;\n    --primary-purple: #9b5de5;\n    --primary-cyan: #4ecdc4;\n    --light-pink: #ffb3d0;\n    --dark-purple: #6b2d7b;\n    --bg-light: #DEE3E9;\n    --bg-main: #DEE3E9;\n    --card-bg: #FFFEFF;\n    --text-dark: #2d1a4a;\n    --text-light: #ffffff;\n    --shadow-color: rgba(0, 0, 0, 0.15);\n    \n    /* Animation Timings */\n    --transition-fast: 150ms;\n    --transition-normal: 300ms;\n    --transition-slow: 500ms;\n    \n    /* Easing Functions */\n    --ease-out: cubic-bezier(0.0, 0, 0.2, 1);\n    --ease-bounce: cubic-bezier(0.68, -0.6, 0.32, 1.6);\n    --ease-smooth: cubic-bezier(0.4, 0, 0.2, 1);\n    \n    /* Spacing Scale (8px grid) */\n    --space-xs: 8px;\n    --space-sm: 16px;\n    --space-md: 24px;\n    --space-lg: 32px;\n    --space-xl: 48px;\n}\n\nbody, html {\n    width: 100%;\n    height: 100%;\n    overflow: hidden;\n    touch-action: none;\n    -ms-touch-action: none;\n    font-family: 'Poppins', sans-serif;\n    background: var(--bg-main);\n}\n\n#game-world {\n    position: relative;\n    width: 100%;\n    height: 100%;\n    overflow: hidden;\n}\n\n/* ==================================================\n * PERSISTENT HEADER\n * ================================================== */\n\n.persistent-header {\n    position: absolute;\n    top: 0;\n    left: 0;\n    width: 100%;\n    display: flex;\n    align-items: center;\n    padding: var(--space-md);\n    gap: var(--space-sm);\n    background: #202326;\n    /* The first shadow fills fractional gaps at the top seamlessly */\n    /* The second shadow is your original bottom drop shadow */\n    box-shadow: \n        0 -4px 0 #202326, \n        0 2px 12px rgba(0, 0, 0, 0.15);\n    height: 102px;\n    z-index: 1000;\n}\n\n.persistent-header.hidden {\n    display: none;\n}\n\n.header-close-btn {\n    width: 64px;\n    height: 64px;\n    border: none;\n    background: linear-gradient(135deg, #ff6b6b, #ee5a5a);\n    color: white;\n    font-size: 28px;\n    font-weight: bold;\n    border-radius: 16px;\n    cursor: pointer;\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                box-shadow var(--transition-fast);\n    box-shadow: 0 4px 12px rgba(255, 107, 107, 0.4);\n    flex-shrink: 0;\n    display: flex;\n    align-items: center;\n    justify-content: center;\n    padding-bottom: 4px;\n}\n\n.header-close-btn:hover {\n    transform: scale(1.05);\n    box-shadow: 0 6px 16px rgba(255, 107, 107, 0.5);\n}\n\n.header-close-btn:active {\n    transform: scale(0.92);\n}\n\n.header-close-btn:focus-visible {\n    outline: 3px solid var(--primary-pink);\n    outline-offset: 3px;\n}\n\n.header-close-btn.hidden {\n    display: none;\n}\n\n.header-title {\n    flex: 1;\n    font-family: 'Poppins', sans-serif;\n    font-size: 26px;\n    font-weight: 600;\n    color: #EBEEF1;\n    text-align: center;\n    line-height: 1.2;\n}\n\n/* ==================================================\n * SCREEN STATES\n * ================================================== */\n\n.screen {\n    position: absolute;\n    top: 0;\n    left: 0;\n    width: 100%;\n    height: 100%;\n    display: flex;\n    flex-direction: column;\n    opacity: 0;\n    visibility: hidden;\n    transition: opacity var(--transition-slow) var(--ease-smooth),\n                visibility var(--transition-slow);\n    pointer-events: none;\n    z-index: 10;\n}\n\n.screen.active {\n    opacity: 1;\n    visibility: visible;\n    pointer-events: auto;\n}\n\n/* ==================================================\n * MAIN MENU SCREEN\n * ================================================== */\n\n#menu-screen {\n    background: var(--bg-main);\n    justify-content: space-between;\n    align-items: center;\n    padding: var(--space-xl) var(--space-lg);\n    box-shadow: inset 0 0 60px rgba(0, 0, 0, 0.1);\n}\n\n.menu-content {\n    display: flex;\n    flex-direction: column;\n    align-items: center;\n    flex: 1;\n    justify-content: center;\n    gap: var(--space-md);\n    padding-top: var(--space-xl);\n}\n\n.game-title {\n    font-family: 'Press Start 2P', cursive;\n    font-size: 56px;\n    color: #34373C;\n    /*text-shadow: \n        3px 3px 0 #888,\n        0px 0px 0 #fff;\n        */\n    text-align: center;\n    line-height: 1.5;\n    padding: 0 var(--space-sm);\n}\n\n.paintbrush-icon {\n    width: 80px;\n    height: 100px;\n    background-size: contain;\n    background-repeat: no-repeat;\n    background-position: center;\n    margin-top: var(--space-sm);\n}\n\n.loading-section {\n    display: flex;\n    flex-direction: column;\n    align-items: center;\n    gap: var(--space-sm);\n    padding-bottom: var(--space-xl);\n    width: 100%;\n}\n\n.loading-bar-container {\n    width: 280px;\n    height: 28px;\n    background: #e8e8e8;\n    border-radius: 14px;\n    overflow: hidden;\n    /*box-shadow: \n        inset 0 2px 4px rgba(0, 0, 0, 0.2),\n        0 2px 0 #fff;*/\n    border: 3px solid #484A4C;\n    padding: 2px;\n}\n\n.loading-bar {\n    height: 100%;\n    width: 0%;\n    background: linear-gradient(90deg, \n        #3b82f6 0%,\n        #06b6d4 16%,\n        #10b981 32%,\n        #84cc16 48%,\n        #eab308 64%,\n        #f97316 80%,\n        #ec4899 100%);\n    border-radius: 10px;\n    transition: width var(--transition-normal) var(--ease-out);\n}\n\n.loading-text {\n    font-family: 'Press Start 2P', cursive;\n    font-size: 14px;\n    color: #4a4a4a;\n    letter-spacing: 2px;\n}\n\n/* ==================================================\n * GALLERY SCREEN\n * ================================================== */\n\n#gallery-screen {\n    background: var(--bg-main);\n    overflow: hidden;\n}\n\n.gallery-container {\n    width: 100%;\n    height: 100%;\n    display: flex;\n    flex-direction: column;\n    overflow: hidden;\n    padding-top: 100px; /* Account for persistent header */\n}\n\n.gallery-grid {\n    flex: 1;\n    display: grid;\n    grid-template-columns: repeat(2, 1fr);\n    grid-template-rows: repeat(5, 1fr);\n    gap: 24px;\n    padding: var(--space-md);\n    overflow: hidden;\n}\n\n.gallery-item {\n    position: relative;\n    background: var(--card-bg);\n    border-radius: 12px;\n    overflow: hidden;\n    box-shadow: 0 4px 12px rgba(0, 0, 0, 0.12);\n    cursor: pointer;\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                box-shadow var(--transition-fast) var(--ease-out);\n    display: flex;\n    flex-direction: column;\n    padding: 8px 8px 0 8px;\n}\n\n.gallery-item:hover {\n    transform: scale(1.02);\n    box-shadow: 0 6px 16px rgba(0, 0, 0, 0.16);\n}\n\n.gallery-item:active {\n    transform: scale(0.97);\n    box-shadow: 0 2px 8px rgba(0, 0, 0, 0.1);\n}\n\n.gallery-item:focus-visible {\n    outline: 3px solid var(--primary-pink);\n    outline-offset: 2px;\n}\n\n.gallery-item-preview {\n    width: 100%;\n    flex: 1;\n    min-height: 0;\n    overflow: hidden;\n    border-radius: 8px;\n}\n\n.gallery-item-preview canvas {\n    width: 100%;\n    height: 100%;\n    object-fit: cover;\n    image-rendering: pixelated;\n    image-rendering: crisp-edges;\n}\n\n.gallery-item-preview img {\n    width: 100%;\n    height: 100%;\n    object-fit: cover;\n    image-rendering: pixelated;\n    image-rendering: crisp-edges;\n    transition: filter var(--transition-normal) var(--ease-smooth);\n}\n\n/* Gallery preview colors are now rendered directly on canvas */\n\n.gallery-item-status {\n    height: 40px;\n    display: flex;\n    align-items: center;\n    justify-content: space-between;\n    font-size: 14px;\n    font-weight: 600;\n    color: #888;\n    background: var(--card-bg);\n    flex-shrink: 0;\n    padding: 0 4px;\n    gap: 8px;\n}\n\n.gallery-item-name {\n    color: #34373C;\n    text-align: left;\n    white-space: nowrap;\n    overflow: hidden;\n    text-overflow: ellipsis;\n    flex: 1;\n    min-width: 0;\n}\n\n.gallery-item-completed {\n    color: #4CAF50;\n    font-size: 12px;\n    white-space: nowrap;\n    flex-shrink: 0;\n}\n\n/* ==================================================\n * PAINTING SCREEN\n * ================================================== */\n\n#painting-screen {\n    background: var(--bg-main);\n    padding-top: 100px; /* Account for persistent header */\n}\n\n.canvas-container {\n    flex: 1;\n    display: flex;\n    align-items: center;\n    justify-content: center;\n    padding: var(--space-xs);\n    overflow: hidden;\n    min-height: 0;\n    position: relative;\n}\n\n#game-canvas,\n#breathing-canvas,\n#particle-canvas {\n    position: absolute;\n    max-width: 100%;\n    max-height: 100%;\n    image-rendering: pixelated;\n    image-rendering: crisp-edges;\n    border-radius: 8px;\n    touch-action: none;\n}\n\n#game-canvas {\n    box-shadow: 0 8px 32px var(--shadow-color);\n    z-index: 1;\n}\n\n#breathing-canvas {\n    z-index: 2;\n    pointer-events: none;\n}\n\n#particle-canvas {\n    z-index: 3;\n    pointer-events: none;\n}\n\n.debug-complete-btn {\n    position: absolute;\n    top: -20px;\n    right: 16px;\n    width: 48px;\n    height: 48px;\n    padding: 0;\n    font-family: 'Press Start 2P', cursive;\n    font-size: 16px;\n    color: white;\n    background: linear-gradient(135deg, #ff6b35, #f7c548);\n    border: 3px solid white;\n    border-radius: 50%;\n    cursor: pointer;\n    box-shadow: 0 4px 12px rgba(255, 107, 53, 0.5);\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                box-shadow var(--transition-fast);\n    z-index: 100;\n    display: flex;\n    align-items: center;\n    justify-content: center;\n}\n\n.debug-complete-btn:hover {\n    transform: scale(1.1);\n    box-shadow: 0 6px 16px rgba(255, 107, 53, 0.6);\n}\n\n.debug-complete-btn:active {\n    transform: scale(0.9);\n}\n\n.palette-container {\n    position: relative;\n    padding: var(--space-md) var(--space-sm) var(--space-lg);\n    background: var(--card-bg);\n    border-radius: 32px 32px 0 0;\n    box-shadow: 0 -6px 32px rgba(0, 0, 0, 0.12);\n}\n\n.selected-color-display {\n    width: 96px;\n    height: 96px;\n    margin: 0 auto var(--space-sm);\n    border-radius: 50%;\n    display: flex;\n    align-items: center;\n    justify-content: center;\n    box-shadow: \n        0 6px 20px var(--shadow-color),\n        0 0 0 8px #FF6B9D;\n    border: 5px solid white;\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                box-shadow var(--transition-fast);\n}\n\n.selected-number {\n    font-family: 'Poppins', sans-serif;\n    font-weight: 700;\n    font-size: 42px;\n    color: white;\n}\n\n.color-palette {\n    display: flex;\n    flex-wrap: wrap;\n    justify-content: center;\n    gap: 12px;\n    max-width: 100%;\n    padding: 0 var(--space-xs);\n}\n\n.color-btn {\n    width: 72px;\n    height: 72px;\n    border-radius: 16px;\n    border: 4px solid white;\n    cursor: pointer;\n    display: flex;\n    align-items: center;\n    justify-content: center;\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                box-shadow var(--transition-fast),\n                opacity var(--transition-fast);\n    box-shadow: 0 3px 10px rgba(0, 0, 0, 0.2);\n    position: relative;\n}\n\n.color-btn span {\n    font-family: 'Poppins', sans-serif;\n    font-weight: 700;\n    font-size: 32px;\n    color: white;\n}\n\n.color-btn:hover:not(.completed) {\n    transform: scale(1.1);\n    box-shadow: 0 4px 14px rgba(0, 0, 0, 0.25);\n}\n\n.color-btn:active:not(.completed) {\n    transform: scale(0.95);\n}\n\n.color-btn.selected {\n    z-index: 10;\n}\n\n.color-btn:focus-visible {\n    outline: 3px solid var(--primary-purple);\n    outline-offset: 3px;\n}\n\n.color-btn.completed {\n    opacity: 0.4;\n    cursor: default;\n    transform: scale(0.9);\n}\n\n.color-btn.completed::after {\n    content: '\u2713';\n    position: absolute;\n    font-size: 28px;\n    color: white;\n    text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.6);\n}\n\n.color-btn.completed span {\n    opacity: 0;\n}\n\n/* ==================================================\n * COMPLETION SCREEN\n * ================================================== */\n\n#completion-screen {\n    background: var(--bg-main);\n    padding-top: 100px; /* Account for persistent header */\n}\n\n.completion-content {\n    display: flex;\n    flex-direction: column;\n    align-items: center;\n    justify-content: center;\n    gap: var(--space-md);\n    padding: var(--space-md);\n    z-index: 10;\n    width: 100%;\n    flex: 1;\n    min-height: 0;\n}\n\n.congrats-text {\n    font-family: 'Press Start 2P', cursive;\n    font-size: 32px;\n    color: var(--primary-pink);\n    text-shadow: 4px 4px 0 var(--primary-purple);\n    text-align: center;\n    animation: congratsPulse 1s ease-in-out infinite;\n    line-height: 1.4;\n}\n\n@keyframes congratsPulse {\n    0%, 100% { transform: scale(1); }\n    50% { transform: scale(1.05); }\n}\n\n.completed-artwork-container {\n    background: var(--card-bg);\n    padding: var(--space-md);\n    border-radius: 16px;\n    box-shadow: 0 8px 32px var(--shadow-color);\n    animation: artworkBounceIn 0.6s var(--ease-bounce);\n    display: flex;\n    align-items: center;\n    justify-content: center;\n}\n\n@keyframes artworkBounceIn {\n    0% { transform: scale(0); opacity: 0; }\n    100% { transform: scale(1); opacity: 1; }\n}\n\n#completed-canvas {\n    display: block;\n    image-rendering: pixelated;\n    image-rendering: crisp-edges;\n}\n\n.completion-buttons {\n    display: flex;\n    flex-direction: column;\n    align-items: center;\n    gap: var(--space-sm);\n}\n\n.next-btn {\n    padding: var(--space-md) var(--space-xl);\n    font-family: 'Poppins', sans-serif;\n    font-size: 24px;\n    font-weight: 700;\n    color: white;\n    background: linear-gradient(135deg, var(--primary-purple), var(--primary-pink));\n    border: none;\n    border-radius: 50px;\n    cursor: pointer;\n    box-shadow: 0 6px 24px rgba(155, 93, 229, 0.5);\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                box-shadow var(--transition-fast);\n    min-height: 64px;\n    min-width: 240px;\n}\n\n.next-btn:hover {\n    transform: scale(1.03);\n    box-shadow: 0 8px 28px rgba(155, 93, 229, 0.6);\n}\n\n.next-btn:active {\n    transform: scale(0.96);\n    box-shadow: 0 3px 12px rgba(155, 93, 229, 0.4);\n}\n\n.next-btn:focus-visible {\n    outline: 3px solid var(--primary-cyan);\n    outline-offset: 3px;\n}\n\n.reset-btn {\n    padding: var(--space-sm) var(--space-lg);\n    font-family: 'Poppins', sans-serif;\n    font-size: 16px;\n    font-weight: 600;\n    color: #666;\n    background: transparent;\n    border: 2px solid #ccc;\n    border-radius: 50px;\n    cursor: pointer;\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                color var(--transition-fast),\n                border-color var(--transition-fast);\n    min-height: 48px;\n    min-width: 180px;\n}\n\n.reset-btn:hover {\n    color: #ff6b6b;\n    border-color: #ff6b6b;\n    transform: scale(1.02);\n}\n\n.reset-btn:active {\n    transform: scale(0.96);\n}\n\n.reset-btn:focus-visible {\n    outline: 3px solid var(--primary-cyan);\n    outline-offset: 3px;\n}\n\n/* Confirmation Modal */\n.confirm-modal {\n    position: absolute;\n    top: 0;\n    left: 0;\n    width: 100%;\n    height: 100%;\n    background: rgba(0, 0, 0, 0.6);\n    display: flex;\n    align-items: center;\n    justify-content: center;\n    z-index: 100;\n    opacity: 1;\n    transition: opacity var(--transition-normal) var(--ease-smooth);\n}\n\n.confirm-modal.hidden {\n    opacity: 0;\n    pointer-events: none;\n}\n\n.confirm-modal-content {\n    background: var(--card-bg);\n    padding: var(--space-lg);\n    border-radius: 24px;\n    box-shadow: 0 12px 48px rgba(0, 0, 0, 0.3);\n    text-align: center;\n    animation: modalBounceIn 0.3s var(--ease-bounce);\n    max-width: 320px;\n    width: 90%;\n}\n\n@keyframes modalBounceIn {\n    0% { transform: scale(0.8); opacity: 0; }\n    100% { transform: scale(1); opacity: 1; }\n}\n\n.confirm-text {\n    font-family: 'Poppins', sans-serif;\n    font-size: 22px;\n    font-weight: 700;\n    color: var(--text-dark);\n    margin-bottom: var(--space-xs);\n}\n\n.confirm-subtext {\n    font-size: 16px;\n    color: #888;\n    margin-bottom: var(--space-md);\n}\n\n.confirm-buttons {\n    display: flex;\n    gap: var(--space-sm);\n    justify-content: center;\n}\n\n.confirm-cancel-btn,\n.confirm-ok-btn {\n    padding: var(--space-sm) var(--space-lg);\n    font-family: 'Poppins', sans-serif;\n    font-size: 16px;\n    font-weight: 600;\n    border: none;\n    border-radius: 50px;\n    cursor: pointer;\n    min-width: 100px;\n    min-height: 48px;\n    transition: transform var(--transition-fast) var(--ease-bounce),\n                box-shadow var(--transition-fast);\n}\n\n.confirm-cancel-btn {\n    background: #e0e0e0;\n    color: #666;\n}\n\n.confirm-cancel-btn:hover {\n    background: #d0d0d0;\n    transform: scale(1.02);\n}\n\n.confirm-cancel-btn:active {\n    transform: scale(0.96);\n}\n\n.confirm-ok-btn {\n    background: linear-gradient(135deg, #ff6b6b, #ee5a5a);\n    color: white;\n    box-shadow: 0 4px 12px rgba(255, 107, 107, 0.4);\n}\n\n.confirm-ok-btn:hover {\n    transform: scale(1.02);\n    box-shadow: 0 6px 16px rgba(255, 107, 107, 0.5);\n}\n\n.confirm-ok-btn:active {\n    transform: scale(0.96);\n}\n\n#confetti-canvas {\n    position: absolute;\n    top: 0;\n    left: 0;\n    width: 100%;\n    height: 100%;\n    pointer-events: none;\n}\n\n/* ==================================================\n * ANIMATIONS\n * ================================================== */\n\n@keyframes cellFill {\n    0% { transform: scale(0); opacity: 0; }\n    50% { transform: scale(1.2); }\n    100% { transform: scale(1); opacity: 1; }\n}\n\n@keyframes cellShake {\n    0%, 100% { transform: translateX(0); }\n    25% { transform: translateX(-4px); }\n    75% { transform: translateX(4px); }\n}\n\n@keyframes fadeSlideIn {\n    0% { opacity: 0; transform: translateY(20px); }\n    100% { opacity: 1; transform: translateY(0); }\n}\n\n@keyframes sparkle {\n    0%, 100% { opacity: 0; transform: scale(0); }\n    50% { opacity: 1; transform: scale(1); }\n}\n\n/* ==================================================\n * REDUCED MOTION SUPPORT\n * ================================================== */\n\n@media (prefers-reduced-motion: reduce) {\n    *,\n    *::before,\n    *::after {\n        animation-duration: 0.01ms !important;\n        animation-iteration-count: 1 !important;\n        transition-duration: 0.01ms !important;\n    }\n}\n\n/* ==================================================\n * UTILITY CLASSES\n * ================================================== */\n\n.hidden {\n    display: none !important;\n}\n\n.no-select {\n    -webkit-user-select: none;\n    -moz-user-select: none;\n    -ms-user-select: none;\n    user-select: none;\n}\n\n/* Wrong Color Flash Animation */\n.color-btn.flash-wrong {\n    animation: flashRed 0.3s ease-out;\n}\n\n@keyframes flashRed {\n    0%, 100% { \n        box-shadow: 0 3px 10px rgba(0, 0, 0, 0.2);\n    }\n    50% { \n        box-shadow: 0 0 20px rgba(255, 80, 80, 0.8), 0 0 40px rgba(255, 80, 80, 0.4);\n        border-color: #ff5050;\n    }\n}\n</style>\n</head>\n<body>\n<div id=\"game-world\">\n<!-- Persistent Header (shared across gallery, painting, completion screens) -->\n<div class=\"persistent-header hidden\" id=\"persistent-header\">\n<button class=\"header-close-btn hidden\" id=\"header-close-btn\">\u2715</button>\n<div class=\"header-title\" id=\"header-title\">Select a Pixel Art</div>\n</div>\n<!-- Main Menu Screen -->\n<div class=\"screen active\" id=\"menu-screen\">\n<div class=\"menu-content\">\n<h1 class=\"game-title\">Pixel<br/>Painter</h1>\n<div class=\"paintbrush-icon\" id=\"paintbrush-icon\"></div>\n</div>\n<div class=\"loading-section\">\n<div class=\"loading-bar-container\">\n<div class=\"loading-bar\" id=\"loading-bar\"></div>\n</div>\n<p class=\"loading-text\" id=\"loading-text\">LOADING...</p>\n</div>\n</div>\n<!-- Gallery Screen -->\n<div class=\"screen\" id=\"gallery-screen\">\n<div class=\"gallery-container\">\n<div class=\"gallery-grid\" id=\"gallery-grid\"></div>\n</div>\n</div>\n<!-- Painting Screen -->\n<div class=\"screen\" id=\"painting-screen\">\n<div class=\"canvas-container\">\n<canvas id=\"game-canvas\"></canvas>\n<canvas id=\"breathing-canvas\"></canvas>\n<canvas id=\"particle-canvas\"></canvas>\n</div>\n<div class=\"palette-container\">\n<button class=\"debug-complete-btn hidden\" id=\"debug-complete-btn\">\u26a1</button>\n<div class=\"selected-color-display\" id=\"selected-color-display\">\n<span class=\"selected-number\" id=\"selected-number\">1</span>\n</div>\n<div class=\"color-palette\" id=\"color-palette\"></div>\n</div>\n</div>\n<!-- Completion Screen -->\n<div class=\"screen\" id=\"completion-screen\">\n<div class=\"completion-content\">\n<h2 class=\"congrats-text\">Congratulations!</h2>\n<div class=\"completed-artwork-container\">\n<canvas id=\"completed-canvas\"></canvas>\n</div>\n<div class=\"completion-buttons\">\n<button class=\"next-btn\" id=\"next-btn\">NEXT ARTWORK</button>\n<button class=\"reset-btn\" id=\"reset-btn\">Reset Artwork</button>\n</div>\n<!-- Reset Confirmation Modal -->\n<div class=\"confirm-modal hidden\" id=\"confirm-modal\">\n<div class=\"confirm-modal-content\">\n<p class=\"confirm-text\">Reset this artwork?</p>\n<p class=\"confirm-subtext\">Your progress will be lost.</p>\n<div class=\"confirm-buttons\">\n<button class=\"confirm-cancel-btn\" id=\"confirm-cancel\">Cancel</button>\n<button class=\"confirm-ok-btn\" id=\"confirm-ok\">OK</button>\n</div>\n</div>\n</div>\n</div>\n<canvas id=\"confetti-canvas\"></canvas>\n</div>\n</div>\n<script>(() => {\n  // game.js\n  var CANVAS_PADDING = 8;\n  var MIN_CELL_SIZE = 20;\n  var MAX_CELL_SIZE = 40;\n  var PARTICLE_LIFETIME = 500;\n  var PARTICLE_COUNT = 8;\n  var BREATHING_SPEED = 2e-3;\n  var BREATHING_INTENSITY = 0.25;\n  var CASCADE_DIRECTIONS = [\n    [-1, 0],\n    [1, 0],\n    [0, -1],\n    [0, 1],\n    // Up, Down, Left, Right\n    [-1, -1],\n    [-1, 1],\n    [1, -1],\n    [1, 1]\n    // Top-Left, Top-Right, Bottom-Left, Bottom-Right\n  ];\n  var gameState = {\n    currentScreen: \"menu\",\n    currentArtworkIndex: 0,\n    selectedColorNumber: 1,\n    paintedCells: /* @__PURE__ */ new Set(),\n    totalCells: 0,\n    remainingColors: {},\n    // O(1) lookup for remaining cells per color\n    isAnimating: false,\n    lastTapTime: 0,\n    breathingTime: 0,\n    // For breathing animation on selected color cells\n    isPointerDown: false,\n    // Track if user is holding/dragging\n    lastPointerX: null,\n    // Track last pointer X for Bresenham line algorithm\n    lastPointerY: null,\n    // Track last pointer Y for Bresenham line algorithm\n    hasMoved: false,\n    // Track if pointer has moved since down (to distinguish tap vs drag)\n    // Save/Load state\n    isLoadingSave: false,\n    artworkProgress: {},\n    assetsLoaded: false,\n    timerDone: false,\n    saveLoaded: false,\n    // Cascade fill state\n    isCascading: false,\n    cascadeQueue: [],\n    cascadeTimeoutId: null,\n    // Debounced save timeout\n    saveDebounceTimeoutId: null,\n    // Dirty flags for frame-batched rendering\n    needsUIUpdate: false,\n    needsStaticRender: false,\n    // Completion flag to prevent double-triggering\n    completionTriggered: false\n  };\n  var elements = {};\n  var assetCache = {};\n  var audioContext = null;\n  var audioBuffers = {};\n  var ambientMusic = {\n    source: null,\n    gainNode: null,\n    isPlaying: false,\n    targetVolume: 0.3\n  };\n  var ParticlePool = class {\n    constructor(size) {\n      this.pool = [];\n      this.activeParticles = [];\n      for (let i = 0; i < size; i++) {\n        this.pool.push({\n          x: 0,\n          y: 0,\n          vx: 0,\n          vy: 0,\n          color: \"#fff\",\n          size: 4,\n          life: 0,\n          maxLife: PARTICLE_LIFETIME,\n          active: false\n        });\n      }\n    }\n    spawn(x, y, color, count = PARTICLE_COUNT) {\n      for (let i = 0; i < count; i++) {\n        const particle = this.pool.find((p) => !p.active);\n        if (particle) {\n          particle.x = x;\n          particle.y = y;\n          particle.vx = (Math.random() - 0.5) * 6;\n          particle.vy = -Math.random() * 4 - 2;\n          particle.color = color;\n          particle.size = Math.random() * 4 + 3;\n          particle.life = PARTICLE_LIFETIME;\n          particle.maxLife = PARTICLE_LIFETIME;\n          particle.active = true;\n          this.activeParticles.push(particle);\n        }\n      }\n    }\n    update(deltaTime) {\n      for (let i = this.activeParticles.length - 1; i >= 0; i--) {\n        const p = this.activeParticles[i];\n        p.life -= deltaTime;\n        if (p.life <= 0) {\n          p.active = false;\n          this.activeParticles.splice(i, 1);\n        } else {\n          p.x += p.vx;\n          p.y += p.vy;\n          p.vy += 0.15;\n        }\n      }\n    }\n    draw(ctx) {\n      for (const p of this.activeParticles) {\n        const alpha = p.life / p.maxLife;\n        ctx.globalAlpha = alpha;\n        ctx.fillStyle = p.color;\n        ctx.fillRect(p.x - p.size / 2, p.y - p.size / 2, p.size, p.size);\n      }\n      ctx.globalAlpha = 1;\n    }\n    clear() {\n      for (const p of this.activeParticles) {\n        p.active = false;\n      }\n      this.activeParticles = [];\n    }\n  };\n  var particlePool = null;\n  var ConfettiSystem = class {\n    constructor(canvas) {\n      this.canvas = canvas;\n      this.ctx = canvas.getContext(\"2d\");\n      this.particles = [];\n      this.colors = [\"#ff6b9d\", \"#9b5de5\", \"#4ecdc4\", \"#f7c548\", \"#ff8c61\", \"#7fefef\"];\n    }\n    burst(count = 100) {\n      const centerX = this.canvas.width / 2;\n      const centerY = this.canvas.height / 3;\n      for (let i = 0; i < count; i++) {\n        this.particles.push({\n          x: centerX,\n          y: centerY,\n          vx: (Math.random() - 0.5) * 15,\n          vy: Math.random() * -12 - 5,\n          color: this.colors[Math.floor(Math.random() * this.colors.length)],\n          size: Math.random() * 8 + 4,\n          rotation: Math.random() * Math.PI * 2,\n          rotationSpeed: (Math.random() - 0.5) * 0.3,\n          life: 1\n        });\n      }\n    }\n    update(deltaTime) {\n      const dt = deltaTime / 16.67;\n      for (let i = this.particles.length - 1; i >= 0; i--) {\n        const p = this.particles[i];\n        p.x += p.vx * dt;\n        p.y += p.vy * dt;\n        p.vy += 0.3 * dt;\n        p.rotation += p.rotationSpeed * dt;\n        p.life -= 8e-3 * dt;\n        if (p.life <= 0 || p.y > this.canvas.height + 50) {\n          this.particles.splice(i, 1);\n        }\n      }\n    }\n    draw() {\n      this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n      for (const p of this.particles) {\n        this.ctx.save();\n        this.ctx.translate(p.x, p.y);\n        this.ctx.rotate(p.rotation);\n        this.ctx.globalAlpha = p.life;\n        this.ctx.fillStyle = p.color;\n        this.ctx.fillRect(-p.size / 2, -p.size / 2, p.size, p.size);\n        this.ctx.restore();\n      }\n    }\n    clear() {\n      this.particles = [];\n      this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n    }\n  };\n  var confettiSystem = null;\n  async function loadSavedGame() {\n    gameState.isLoadingSave = true;\n    try {\n      const response = await lib.getUserGameState();\n      let data = response;\n      if (typeof data === \"string\") {\n        try {\n          data = JSON.parse(data);\n        } catch (e) {\n          lib.log(\"[Save System] Failed to parse saved data\");\n        }\n      }\n      if (data && data.state) {\n        data = data.state;\n        if (data && data.state)\n          data = data.state;\n      }\n      if (data && (data.completedArtworks || data.artworkProgress)) {\n        if (data.completedArtworks) {\n          window.gameConfig.completedArtworks = [...data.completedArtworks];\n        }\n        if (data.artworkProgress) {\n          gameState.artworkProgress = { ...data.artworkProgress };\n        }\n        lib.log(\"[Save System] Progress restored\");\n      } else {\n        lib.log(\"[Save System] Starting fresh\");\n      }\n    } catch (e) {\n      lib.log(\"[Save System] Load failed, starting fresh: \" + e.message);\n    } finally {\n      gameState.isLoadingSave = false;\n      gameState.saveLoaded = true;\n    }\n  }\n  async function saveArtworkProgress() {\n    if (window.mode !== \"play\")\n      return;\n    if (gameState.isLoadingSave)\n      return;\n    try {\n      const currentArtwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n      if (currentArtwork) {\n        if (gameState.paintedCells.size > 0) {\n          gameState.artworkProgress[currentArtwork.id] = Array.from(gameState.paintedCells);\n        } else {\n          delete gameState.artworkProgress[currentArtwork.id];\n        }\n      }\n      const saveData = {\n        completedArtworks: window.gameConfig.completedArtworks || [],\n        artworkProgress: gameState.artworkProgress,\n        saveTime: Date.now()\n      };\n      await lib.saveUserGameState(saveData);\n      lib.log(\"[Save System] Progress saved\");\n    } catch (e) {\n      lib.log(\"[Save System] Save failed: \" + e.message);\n    }\n  }\n  function initAudio() {\n    try {\n      audioContext = new (window.AudioContext || window.webkitAudioContext)();\n    } catch (e) {\n      lib.log(\"Audio context not available\");\n    }\n  }\n  async function loadAudio(id) {\n    if (!audioContext)\n      return;\n    const asset = lib.getAsset(id);\n    if (!asset || asset.type !== \"audio\")\n      return;\n    try {\n      const response = await fetch(asset.url);\n      const arrayBuffer = await response.arrayBuffer();\n      audioBuffers[id] = await audioContext.decodeAudioData(arrayBuffer);\n    } catch (e) {\n      lib.log(\"Failed to load audio: \" + id);\n    }\n  }\n  function playSound(id, volume = 1) {\n    if (!audioContext || !audioBuffers[id])\n      return;\n    if (audioContext.state === \"suspended\") {\n      audioContext.resume();\n    }\n    const source = audioContext.createBufferSource();\n    const gainNode = audioContext.createGain();\n    source.buffer = audioBuffers[id];\n    gainNode.gain.value = volume;\n    source.connect(gainNode);\n    gainNode.connect(audioContext.destination);\n    source.start(0);\n  }\n  function startAmbientMusic() {\n    if (!audioContext || !audioBuffers[\"music_ambient_chill\"] || ambientMusic.isPlaying)\n      return;\n    if (audioContext.state === \"suspended\") {\n      audioContext.resume();\n    }\n    ambientMusic.source = audioContext.createBufferSource();\n    ambientMusic.gainNode = audioContext.createGain();\n    ambientMusic.source.buffer = audioBuffers[\"music_ambient_chill\"];\n    ambientMusic.source.loop = true;\n    ambientMusic.gainNode.gain.value = 0;\n    ambientMusic.source.connect(ambientMusic.gainNode);\n    ambientMusic.gainNode.connect(audioContext.destination);\n    ambientMusic.source.start(0);\n    ambientMusic.isPlaying = true;\n    ambientMusic.gainNode.gain.linearRampToValueAtTime(\n      ambientMusic.targetVolume,\n      audioContext.currentTime + 1\n    );\n  }\n  function resumeAmbientMusic() {\n    if (ambientMusic.isPlaying)\n      return;\n    startAmbientMusic();\n  }\n  async function preloadAssets() {\n    const imageIds = [\n      \"ui_paintbrush_icon\"\n    ];\n    const audioIds = [\n      \"sound_paint_cell\",\n      \"sound_color_select\",\n      \"sound_ui_zen\",\n      \"sound_artwork_complete\",\n      \"music_ambient_chill\"\n    ];\n    let loaded = 0;\n    const total = imageIds.length + audioIds.length;\n    const updateProgress = () => {\n      loaded++;\n      const percent = Math.round(loaded / total * 100);\n      if (elements.loadingBar) {\n        elements.loadingBar.style.width = percent + \"%\";\n      }\n      if (elements.loadingText) {\n        elements.loadingText.textContent = \"LOADING...\";\n      }\n    };\n    const imagePromises = imageIds.map((id) => {\n      return new Promise((resolve) => {\n        const asset = lib.getAsset(id);\n        if (asset && asset.url) {\n          const img = new Image();\n          img.onload = () => {\n            assetCache[id] = img;\n            updateProgress();\n            resolve();\n          };\n          img.onerror = () => {\n            updateProgress();\n            resolve();\n          };\n          img.src = asset.url;\n        } else {\n          updateProgress();\n          resolve();\n        }\n      });\n    });\n    initAudio();\n    const audioPromises = audioIds.map(async (id) => {\n      await loadAudio(id);\n      updateProgress();\n    });\n    await Promise.all([...imagePromises, ...audioPromises]);\n    if (assetCache[\"ui_paintbrush_icon\"] && elements.paintbrushIcon) {\n      elements.paintbrushIcon.style.backgroundImage = `url(${assetCache[\"ui_paintbrush_icon\"].src})`;\n    }\n  }\n  function showScreen(screenId) {\n    const screens = document.querySelectorAll(\".screen\");\n    screens.forEach((screen) => {\n      screen.classList.remove(\"active\");\n    });\n    const targetScreen = document.getElementById(screenId);\n    if (targetScreen) {\n      setTimeout(() => {\n        targetScreen.classList.add(\"active\");\n      }, 50);\n    }\n    gameState.currentScreen = screenId.replace(\"-screen\", \"\");\n    updatePersistentHeader(screenId);\n    if (screenId === \"gallery-screen\" || screenId === \"painting-screen\" || screenId === \"completion-screen\") {\n      resumeAmbientMusic();\n    }\n  }\n  function updatePersistentHeader(screenId) {\n    const header = elements.persistentHeader;\n    const closeBtn = elements.headerCloseBtn;\n    const title = elements.headerTitle;\n    if (!header)\n      return;\n    if (screenId === \"menu-screen\") {\n      header.classList.add(\"hidden\");\n      return;\n    }\n    header.classList.remove(\"hidden\");\n    switch (screenId) {\n      case \"gallery-screen\":\n        closeBtn.classList.add(\"hidden\");\n        title.textContent = \"Select a Pixel Art\";\n        break;\n      case \"painting-screen\":\n        closeBtn.classList.remove(\"hidden\");\n        updateProgressText();\n        break;\n      case \"completion-screen\":\n        closeBtn.classList.remove(\"hidden\");\n        title.textContent = \"\";\n        break;\n    }\n  }\n  function renderGallery() {\n    const grid = elements.galleryGrid;\n    if (!grid)\n      return;\n    grid.innerHTML = \"\";\n    const artworks = window.gameConfig.artworks;\n    const completed = window.gameConfig.completedArtworks || [];\n    artworks.forEach((artwork, index) => {\n      const item = document.createElement(\"div\");\n      item.className = \"gallery-item\";\n      item.dataset.index = index;\n      const isCompleted = completed.includes(artwork.id);\n      let savedCells = null;\n      if (!isCompleted && gameState.artworkProgress[artwork.id]) {\n        savedCells = new Set(gameState.artworkProgress[artwork.id]);\n      }\n      const previewDiv = document.createElement(\"div\");\n      previewDiv.className = \"gallery-item-preview\";\n      const previewCanvas = document.createElement(\"canvas\");\n      const gridWidth = window.gameConfig.settings.gridWidth;\n      const gridHeight = window.gameConfig.settings.gridHeight;\n      const previewCellSize = 6;\n      previewCanvas.width = gridWidth * previewCellSize;\n      previewCanvas.height = gridHeight * previewCellSize;\n      renderArtworkPreview(previewCanvas, artwork, isCompleted, savedCells);\n      previewDiv.appendChild(previewCanvas);\n      const statusDiv = document.createElement(\"div\");\n      statusDiv.className = \"gallery-item-status\" + (isCompleted ? \" completed\" : \"\");\n      const nameSpan = document.createElement(\"span\");\n      nameSpan.className = \"gallery-item-name\";\n      nameSpan.textContent = artwork.title;\n      const completedSpan = document.createElement(\"span\");\n      completedSpan.className = \"gallery-item-completed\";\n      completedSpan.textContent = isCompleted ? \"\\u2713 Completed\" : \"\";\n      statusDiv.appendChild(nameSpan);\n      statusDiv.appendChild(completedSpan);\n      item.appendChild(previewDiv);\n      item.appendChild(statusDiv);\n      item.addEventListener(\"click\", () => selectArtwork(index));\n      item.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        selectArtwork(index);\n      });\n      grid.appendChild(item);\n    });\n  }\n  function renderArtworkPreview(canvas, artwork, isCompleted, paintedCells = null) {\n    const ctx = canvas.getContext(\"2d\");\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const cellSizeX = canvas.width / gridWidth;\n    const cellSizeY = canvas.height / gridHeight;\n    ctx.clearRect(0, 0, canvas.width, canvas.height);\n    ctx.fillStyle = \"#f0f0f0\";\n    ctx.fillRect(0, 0, canvas.width, canvas.height);\n    for (let row = 0; row < gridHeight; row++) {\n      for (let col = 0; col < gridWidth; col++) {\n        const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n        const color = artwork.colors[colorNum];\n        const cellKey = `${row},${col}`;\n        if (colorNum > 0 && color) {\n          if (isCompleted) {\n            ctx.fillStyle = color;\n          } else if (paintedCells && paintedCells.has(cellKey)) {\n            ctx.fillStyle = color;\n          } else {\n            ctx.fillStyle = adjustBrightness(color, 0.3);\n          }\n          ctx.fillRect(col * cellSizeX, row * cellSizeY, cellSizeX, cellSizeY);\n        }\n      }\n    }\n  }\n  function adjustBrightness(hex, factor) {\n    const r = parseInt(hex.slice(1, 3), 16);\n    const g = parseInt(hex.slice(3, 5), 16);\n    const b = parseInt(hex.slice(5, 7), 16);\n    const gray = Math.round((r + g + b) / 3 * factor + 200 * (1 - factor));\n    return `rgb(${gray}, ${gray}, ${gray})`;\n  }\n  function isLightColor(hex) {\n    const r = parseInt(hex.slice(1, 3), 16);\n    const g = parseInt(hex.slice(3, 5), 16);\n    const b = parseInt(hex.slice(5, 7), 16);\n    const luminance = (0.299 * r + 0.587 * g + 0.114 * b) / 255;\n    return luminance > 0.65;\n  }\n  function getTextColorForBackground(hex) {\n    return isLightColor(hex) ? \"#333333\" : \"#ffffff\";\n  }\n  function selectArtwork(index) {\n    gameState.currentArtworkIndex = index;\n    gameState.paintedCells = /* @__PURE__ */ new Set();\n    gameState.selectedColorNumber = 1;\n    gameState.completionTriggered = false;\n    const artwork = window.gameConfig.artworks[index];\n    const completed = window.gameConfig.completedArtworks || [];\n    const isCompleted = completed.includes(artwork.id);\n    let total = 0;\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const remainingColors = {};\n    if (!isCompleted && gameState.artworkProgress[artwork.id]) {\n      const savedCells = gameState.artworkProgress[artwork.id];\n      gameState.paintedCells = new Set(savedCells);\n      lib.log(\"[Save System] Restored \" + savedCells.length + \" painted cells for \" + artwork.title);\n    }\n    for (let row = 0; row < gridHeight; row++) {\n      for (let col = 0; col < gridWidth; col++) {\n        const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n        if (colorNum > 0) {\n          total++;\n          const cellKey = `${row},${col}`;\n          if (!gameState.paintedCells.has(cellKey)) {\n            remainingColors[colorNum] = (remainingColors[colorNum] || 0) + 1;\n          }\n        }\n      }\n    }\n    gameState.totalCells = total;\n    gameState.remainingColors = remainingColors;\n    if (isCompleted) {\n      setupCompletionScreen(artwork, false);\n      showScreen(\"completion-screen\");\n      playSound(\"sound_ui_zen\", 0.5);\n      return;\n    }\n    setupPaintingScreen(artwork);\n    showScreen(\"painting-screen\");\n    playSound(\"sound_ui_zen\", 0.5);\n  }\n  function setupPaintingScreen(artwork) {\n    const canvas = elements.gameCanvas;\n    const breathingCanvas = elements.breathingCanvas;\n    const particleCanvas = elements.particleCanvas;\n    const container = elements.canvasContainer;\n    if (!canvas || !breathingCanvas || !particleCanvas || !container)\n      return;\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const containerRect = container.getBoundingClientRect();\n    const maxWidth = (containerRect.width || 688) - CANVAS_PADDING * 2;\n    const maxHeight = (containerRect.height || 800) - CANVAS_PADDING * 2;\n    let cellSize = Math.min(\n      Math.floor(maxWidth / gridWidth),\n      Math.floor(maxHeight / gridHeight)\n    );\n    cellSize = Math.max(MIN_CELL_SIZE, Math.min(MAX_CELL_SIZE, cellSize));\n    const dpr = window.devicePixelRatio || 1;\n    const canvasWidth = gridWidth * cellSize * dpr;\n    const canvasHeight = gridHeight * cellSize * dpr;\n    const cssWidth = gridWidth * cellSize + \"px\";\n    const cssHeight = gridHeight * cellSize + \"px\";\n    [canvas, breathingCanvas, particleCanvas].forEach((c) => {\n      c.width = canvasWidth;\n      c.height = canvasHeight;\n      c.style.width = cssWidth;\n      c.style.height = cssHeight;\n      const ctx = c.getContext(\"2d\");\n      ctx.setTransform(1, 0, 0, 1, 0, 0);\n      ctx.scale(dpr, dpr);\n    });\n    canvas.dataset.cellSize = cellSize;\n    setupColorPalette(artwork);\n    updateDebugButton();\n    renderStaticCanvas();\n    updateProgressText();\n    updateColorButtonStates();\n    autoSelectNextColor();\n  }\n  function setupColorPalette(artwork) {\n    const palette = elements.colorPalette;\n    if (!palette)\n      return;\n    palette.innerHTML = \"\";\n    const colorNumbers = Object.keys(artwork.colors).map(Number).sort((a, b) => a - b);\n    colorNumbers.forEach((num) => {\n      const btn = document.createElement(\"button\");\n      btn.className = \"color-btn\";\n      btn.dataset.colorNum = num;\n      btn.style.backgroundColor = artwork.colors[num];\n      const span = document.createElement(\"span\");\n      span.textContent = num;\n      span.style.color = getTextColorForBackground(artwork.colors[num]);\n      btn.appendChild(span);\n      if (num === gameState.selectedColorNumber) {\n        btn.classList.add(\"selected\");\n        btn.style.borderColor = artwork.colors[num];\n      } else {\n        btn.style.borderColor = \"white\";\n      }\n      btn.addEventListener(\"click\", () => selectColor(num));\n      btn.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        selectColor(num);\n      });\n      palette.appendChild(btn);\n    });\n    updateSelectedColorDisplay();\n  }\n  function selectColor(num) {\n    if (!gameState.remainingColors[num] || gameState.remainingColors[num] <= 0) {\n      return;\n    }\n    gameState.selectedColorNumber = num;\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const buttons = elements.colorPalette.querySelectorAll(\".color-btn\");\n    buttons.forEach((btn) => {\n      const btnNum = parseInt(btn.dataset.colorNum);\n      const isSelected = btnNum === num;\n      btn.classList.toggle(\"selected\", isSelected);\n      if (isSelected) {\n        btn.style.borderColor = artwork.colors[btnNum];\n      } else {\n        btn.style.borderColor = \"white\";\n      }\n    });\n    updateSelectedColorDisplay();\n    playSound(\"sound_ui_zen\", 0.5);\n  }\n  function updateSelectedColorDisplay() {\n    const display = elements.selectedColorDisplay;\n    const numberSpan = elements.selectedNumber;\n    if (!display || !numberSpan)\n      return;\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const color = artwork.colors[gameState.selectedColorNumber];\n    display.style.backgroundColor = color;\n    numberSpan.textContent = gameState.selectedColorNumber;\n    numberSpan.style.color = getTextColorForBackground(color);\n  }\n  function updateProgressText() {\n    const title = elements.headerTitle;\n    if (!title)\n      return;\n    const filled = gameState.paintedCells.size;\n    const total = gameState.totalCells;\n    title.textContent = `Artwork Progress: ${filled}/${total} Colors Filled`;\n  }\n  function renderStaticCanvas() {\n    const canvas = elements.gameCanvas;\n    if (!canvas)\n      return;\n    const ctx = canvas.getContext(\"2d\");\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const cellSize = parseInt(canvas.dataset.cellSize);\n    const cssWidth = gridWidth * cellSize;\n    const cssHeight = gridHeight * cellSize;\n    ctx.clearRect(0, 0, cssWidth, cssHeight);\n    ctx.fillStyle = \"#f0f0f0\";\n    ctx.fillRect(0, 0, cssWidth, cssHeight);\n    for (let row = 0; row < gridHeight; row++) {\n      for (let col = 0; col < gridWidth; col++) {\n        const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n        const cellKey = `${row},${col}`;\n        const isPainted = gameState.paintedCells.has(cellKey);\n        const x = col * cellSize;\n        const y = row * cellSize;\n        if (colorNum > 0) {\n          if (isPainted) {\n            ctx.fillStyle = artwork.colors[colorNum];\n            ctx.fillRect(x, y, cellSize, cellSize);\n          } else {\n            ctx.fillStyle = \"#f8f4ff\";\n            ctx.fillRect(x, y, cellSize, cellSize);\n          }\n        }\n      }\n    }\n    ctx.strokeStyle = \"#e0d8f0\";\n    ctx.lineWidth = 1 / (window.devicePixelRatio || 1);\n    ctx.beginPath();\n    for (let col = 0; col <= gridWidth; col++) {\n      const x = col * cellSize;\n      ctx.moveTo(x, 0);\n      ctx.lineTo(x, cssHeight);\n    }\n    for (let row = 0; row <= gridHeight; row++) {\n      const y = row * cellSize;\n      ctx.moveTo(0, y);\n      ctx.lineTo(cssWidth, y);\n    }\n    ctx.stroke();\n    ctx.fillStyle = \"#888888\";\n    const baseFontSize = Math.floor(cellSize * 0.55);\n    ctx.font = `${baseFontSize}px 'Poppins', sans-serif`;\n    ctx.textAlign = \"center\";\n    ctx.textBaseline = \"middle\";\n    const yOffset = baseFontSize * 0.08;\n    for (let row = 0; row < gridHeight; row++) {\n      for (let col = 0; col < gridWidth; col++) {\n        const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n        const cellKey = `${row},${col}`;\n        const isPainted = gameState.paintedCells.has(cellKey);\n        if (colorNum > 0 && !isPainted) {\n          const x = col * cellSize;\n          const y = row * cellSize;\n          ctx.fillText(colorNum.toString(), x + cellSize / 2, y + cellSize / 2 + yOffset);\n        }\n      }\n    }\n  }\n  function renderBreathingCanvas() {\n    const canvas = elements.breathingCanvas;\n    if (!canvas)\n      return;\n    const ctx = canvas.getContext(\"2d\");\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const cellSize = parseInt(elements.gameCanvas.dataset.cellSize);\n    const cssWidth = gridWidth * cellSize;\n    const cssHeight = gridHeight * cellSize;\n    ctx.clearRect(0, 0, cssWidth, cssHeight);\n    const breathingAlpha = (Math.sin(gameState.breathingTime) + 1) / 2 * BREATHING_INTENSITY;\n    const breathingScaleMax = window.gameConfig.settings.breathingScaleMax || 0.5;\n    const breathingScale = 1 + breathingScaleMax;\n    const selectedColor = artwork.colors[gameState.selectedColorNumber];\n    if (!selectedColor)\n      return;\n    const selectedCells = [];\n    for (let row = 0; row < gridHeight; row++) {\n      for (let col = 0; col < gridWidth; col++) {\n        const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n        const cellKey = `${row},${col}`;\n        const isPainted = gameState.paintedCells.has(cellKey);\n        if (colorNum === gameState.selectedColorNumber && !isPainted) {\n          selectedCells.push({ row, col, colorNum });\n        }\n      }\n    }\n    if (breathingAlpha >= 0.01) {\n      ctx.fillStyle = window.gameConfig.settings.highlightColor || \"#D94665\";\n      ctx.globalAlpha = breathingAlpha;\n      for (const cell of selectedCells) {\n        const x = cell.col * cellSize;\n        const y = cell.row * cellSize;\n        ctx.fillRect(x, y, cellSize, cellSize);\n      }\n      ctx.globalAlpha = 1;\n    }\n    ctx.fillStyle = window.gameConfig.settings.highlightNumberColor || \"#E53935\";\n    const baseFontSize = Math.floor(cellSize * 0.55);\n    ctx.font = `bold ${baseFontSize}px 'Poppins', sans-serif`;\n    ctx.textAlign = \"center\";\n    ctx.textBaseline = \"middle\";\n    const yOffset = baseFontSize * 0.08;\n    for (const cell of selectedCells) {\n      const x = cell.col * cellSize;\n      const y = cell.row * cellSize;\n      const centerX = x + cellSize / 2;\n      const centerY = y + cellSize / 2;\n      ctx.save();\n      ctx.translate(centerX, centerY);\n      ctx.scale(breathingScale, breathingScale);\n      ctx.fillText(cell.colorNum.toString(), 0, yOffset);\n      ctx.restore();\n    }\n  }\n  function renderParticleCanvas() {\n    const canvas = elements.particleCanvas;\n    if (!canvas || !particlePool)\n      return;\n    const ctx = canvas.getContext(\"2d\");\n    const cellSize = parseInt(elements.gameCanvas.dataset.cellSize);\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const cssWidth = gridWidth * cellSize;\n    const cssHeight = gridHeight * cellSize;\n    ctx.clearRect(0, 0, cssWidth, cssHeight);\n    particlePool.draw(ctx);\n  }\n  function getPointerCoordinates(e) {\n    const canvas = elements.gameCanvas;\n    if (!canvas)\n      return null;\n    const rect = canvas.getBoundingClientRect();\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const cellSize = parseInt(canvas.dataset.cellSize);\n    const scaleX = gridWidth * cellSize / rect.width;\n    const scaleY = gridHeight * cellSize / rect.height;\n    let clientX, clientY, radius = 20;\n    if (e.touches && e.touches.length > 0) {\n      clientX = e.touches[0].clientX;\n      clientY = e.touches[0].clientY;\n      radius = Math.max(e.touches[0].radiusX || 20, e.touches[0].radiusY || 20);\n    } else if (e.changedTouches && e.changedTouches.length > 0) {\n      clientX = e.changedTouches[0].clientX;\n      clientY = e.changedTouches[0].clientY;\n      radius = Math.max(e.changedTouches[0].radiusX || 20, e.changedTouches[0].radiusY || 20);\n    } else {\n      clientX = e.clientX;\n      clientY = e.clientY;\n      if (e.pointerType === \"touch\" && e.width) {\n        radius = Math.max(e.width, e.height) / 2;\n      }\n    }\n    const x = (clientX - rect.left) * scaleX;\n    const y = (clientY - rect.top) * scaleY;\n    const scaledRadius = radius * Math.max(scaleX, scaleY);\n    return { x, y, radius: scaledRadius };\n  }\n  function getLineCells(x0, y0, x1, y1, cellSize, gridWidth, gridHeight) {\n    const cells = [];\n    const visited = /* @__PURE__ */ new Set();\n    const col0 = Math.floor(x0 / cellSize);\n    const row0 = Math.floor(y0 / cellSize);\n    const col1 = Math.floor(x1 / cellSize);\n    const row1 = Math.floor(y1 / cellSize);\n    let dx = Math.abs(col1 - col0);\n    let dy = Math.abs(row1 - row0);\n    let sx = col0 < col1 ? 1 : -1;\n    let sy = row0 < row1 ? 1 : -1;\n    let err = dx - dy;\n    let col = col0;\n    let row = row0;\n    while (true) {\n      if (col >= 0 && col < gridWidth && row >= 0 && row < gridHeight) {\n        const key = `${row},${col}`;\n        if (!visited.has(key)) {\n          visited.add(key);\n          cells.push({ row, col });\n        }\n      }\n      if (col === col1 && row === row1)\n        break;\n      const e2 = 2 * err;\n      if (e2 > -dy) {\n        err -= dy;\n        col += sx;\n      }\n      if (e2 < dx) {\n        err += dx;\n        row += sy;\n      }\n    }\n    return cells;\n  }\n  function getCanvasCellFromEvent(e) {\n    const canvas = elements.gameCanvas;\n    if (!canvas)\n      return null;\n    const rect = canvas.getBoundingClientRect();\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const cellSize = parseInt(canvas.dataset.cellSize);\n    const scaleX = gridWidth * cellSize / rect.width;\n    const scaleY = gridHeight * cellSize / rect.height;\n    let clientX, clientY;\n    if (e.touches && e.touches.length > 0) {\n      clientX = e.touches[0].clientX;\n      clientY = e.touches[0].clientY;\n    } else if (e.changedTouches && e.changedTouches.length > 0) {\n      clientX = e.changedTouches[0].clientX;\n      clientY = e.changedTouches[0].clientY;\n    } else {\n      clientX = e.clientX;\n      clientY = e.clientY;\n    }\n    const x = (clientX - rect.left) * scaleX;\n    const y = (clientY - rect.top) * scaleY;\n    const col = Math.floor(x / cellSize);\n    const row = Math.floor(y / cellSize);\n    if (row < 0 || row >= gridHeight || col < 0 || col >= gridWidth)\n      return null;\n    return { row, col };\n  }\n  function handleGlobalPointerDown(e) {\n    gameState.isPointerDown = true;\n    gameState.lastPointerX = null;\n    gameState.lastPointerY = null;\n  }\n  function handleCanvasPointerDown(e) {\n    e.preventDefault();\n    gameState.isPointerDown = true;\n    gameState.hasMoved = false;\n    const coords = getPointerCoordinates(e);\n    if (!coords)\n      return;\n    gameState.lastPointerX = coords.x;\n    gameState.lastPointerY = coords.y;\n    const canvas = elements.gameCanvas;\n    const cellSize = parseInt(canvas.dataset.cellSize);\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const isTouch = e.pointerType === \"touch\" || e.touches;\n    const brushRadius = isTouch ? Math.min(2, Math.max(1, Math.ceil(coords.radius / cellSize))) : 0;\n    const centerCol = Math.floor(coords.x / cellSize);\n    const centerRow = Math.floor(coords.y / cellSize);\n    for (let dr = -brushRadius; dr <= brushRadius; dr++) {\n      for (let dc = -brushRadius; dc <= brushRadius; dc++) {\n        const r = centerRow + dr;\n        const c = centerCol + dc;\n        if (r >= 0 && r < gridHeight && c >= 0 && c < gridWidth) {\n          paintCell(r, c, false);\n        }\n      }\n    }\n  }\n  function handleCanvasPointerMove(e) {\n    if (!gameState.isPointerDown || gameState.currentScreen !== \"painting\")\n      return;\n    if (e.cancelable)\n      e.preventDefault();\n    const coords = getPointerCoordinates(e);\n    if (!coords)\n      return;\n    if (gameState.lastPointerX !== null && gameState.lastPointerY !== null) {\n      const dx = coords.x - gameState.lastPointerX;\n      const dy = coords.y - gameState.lastPointerY;\n      if (Math.abs(dx) < 2 && Math.abs(dy) < 2)\n        return;\n    }\n    gameState.hasMoved = true;\n    const canvas = elements.gameCanvas;\n    if (!canvas)\n      return;\n    const cellSize = parseInt(canvas.dataset.cellSize);\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    if (gameState.lastPointerX === null || gameState.lastPointerY === null) {\n      gameState.lastPointerX = coords.x;\n      gameState.lastPointerY = coords.y;\n    }\n    const cells = getLineCells(\n      gameState.lastPointerX,\n      gameState.lastPointerY,\n      coords.x,\n      coords.y,\n      cellSize,\n      gridWidth,\n      gridHeight\n    );\n    const isTouch = e.pointerType === \"touch\" || e.touches;\n    const brushRadius = isTouch ? Math.min(2, Math.max(1, Math.ceil(coords.radius / cellSize))) : 0;\n    for (const cell of cells) {\n      for (let dr = -brushRadius; dr <= brushRadius; dr++) {\n        for (let dc = -brushRadius; dc <= brushRadius; dc++) {\n          const r = cell.row + dr;\n          const c = cell.col + dc;\n          if (r >= 0 && r < gridHeight && c >= 0 && c < gridWidth) {\n            paintCell(r, c, true);\n          }\n        }\n      }\n    }\n    gameState.lastPointerX = coords.x;\n    gameState.lastPointerY = coords.y;\n  }\n  function handleCanvasPointerUp(e) {\n    if (gameState.isPointerDown && gameState.currentScreen === \"painting\" && !gameState.hasMoved) {\n      const cell = getCanvasCellFromEvent(e);\n      if (cell) {\n        const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n        const cellColorNum = artwork.grid[cell.row] ? artwork.grid[cell.row][cell.col] : 0;\n        const cellKey = `${cell.row},${cell.col}`;\n        if (cellColorNum > 0 && !gameState.paintedCells.has(cellKey) && cellColorNum !== gameState.selectedColorNumber) {\n          playSound(\"sound_color_select\", 0.4);\n          flashWrongCell(cell.row, cell.col);\n        }\n      }\n    }\n    gameState.isPointerDown = false;\n    gameState.lastPointerX = null;\n    gameState.lastPointerY = null;\n    if (gameState.currentScreen === \"painting\") {\n      saveArtworkProgress();\n    }\n  }\n  function paintCell(row, col, isDrag = false) {\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const cellColorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n    const cellKey = `${row},${col}`;\n    if (gameState.paintedCells.has(cellKey))\n      return;\n    if (cellColorNum === 0)\n      return;\n    if (cellColorNum === gameState.selectedColorNumber) {\n      paintSingleCell(row, col, true);\n      startCascadeFill(row, col, cellColorNum);\n    }\n  }\n  function paintSingleCell(row, col, playAudio = true) {\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const cellColorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n    const cellKey = `${row},${col}`;\n    if (gameState.paintedCells.has(cellKey))\n      return false;\n    const canvas = elements.gameCanvas;\n    const cellSize = parseInt(canvas.dataset.cellSize);\n    const centerX = col * cellSize + cellSize / 2;\n    const centerY = row * cellSize + cellSize / 2;\n    gameState.paintedCells.add(cellKey);\n    const color = artwork.colors[cellColorNum];\n    particlePool.spawn(centerX, centerY, color, PARTICLE_COUNT);\n    if (playAudio) {\n      const now = Date.now();\n      if (now - gameState.lastTapTime > 50) {\n        playSound(\"sound_paint_cell\", 0.5);\n        gameState.lastTapTime = now;\n      }\n    } else {\n      playSound(\"sound_paint_cell\", 0.2);\n    }\n    gameState.remainingColors[cellColorNum]--;\n    if (gameState.remainingColors[cellColorNum] <= 0) {\n      delete gameState.remainingColors[cellColorNum];\n    }\n    gameState.needsUIUpdate = true;\n    gameState.needsStaticRender = true;\n    if (!gameState.remainingColors[gameState.selectedColorNumber]) {\n      autoSelectNextColor();\n    }\n    if (gameState.paintedCells.size >= gameState.totalCells && !gameState.completionTriggered) {\n      gameState.completionTriggered = true;\n      if (gameState.cascadeTimeoutId) {\n        clearTimeout(gameState.cascadeTimeoutId);\n        gameState.cascadeTimeoutId = null;\n      }\n      for (const qCell of gameState.cascadeQueue) {\n        const qKey = `${qCell.row},${qCell.col}`;\n        if (!gameState.paintedCells.has(qKey)) {\n          gameState.paintedCells.add(qKey);\n        }\n      }\n      gameState.cascadeQueue = [];\n      gameState.isCascading = false;\n      renderStaticCanvas();\n      updateProgressText();\n      updateColorButtonStates();\n      setTimeout(() => completeArtwork(), 300);\n    }\n    return true;\n  }\n  function startCascadeFill(startRow, startCol, colorNum) {\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const visited = /* @__PURE__ */ new Set();\n    const queue = [[startRow, startCol]];\n    visited.add(`${startRow},${startCol}`);\n    let addedToQueue = false;\n    while (queue.length > 0) {\n      const [row, col] = queue.shift();\n      for (const [dr, dc] of CASCADE_DIRECTIONS) {\n        const newRow = row + dr;\n        const newCol = col + dc;\n        const newKey = `${newRow},${newCol}`;\n        if (newRow < 0 || newRow >= gridHeight || newCol < 0 || newCol >= gridWidth)\n          continue;\n        if (visited.has(newKey) || gameState.paintedCells.has(newKey))\n          continue;\n        const cellColor = artwork.grid[newRow] ? artwork.grid[newRow][newCol] : 0;\n        if (cellColor !== colorNum)\n          continue;\n        visited.add(newKey);\n        queue.push([newRow, newCol]);\n        if (!gameState.cascadeQueue.some((c) => c.row === newRow && c.col === newCol)) {\n          gameState.cascadeQueue.push({ row: newRow, col: newCol });\n          addedToQueue = true;\n        }\n      }\n    }\n    if (addedToQueue && !gameState.isCascading) {\n      gameState.isCascading = true;\n      processCascadeQueue();\n    } else if (!gameState.isCascading) {\n      checkCompletionAndAutoSelect();\n      debouncedSave();\n    }\n  }\n  function debouncedSave() {\n    if (gameState.saveDebounceTimeoutId) {\n      clearTimeout(gameState.saveDebounceTimeoutId);\n    }\n    gameState.saveDebounceTimeoutId = setTimeout(() => {\n      gameState.saveDebounceTimeoutId = null;\n      if (gameState.currentScreen === \"painting\")\n        saveArtworkProgress();\n    }, 200);\n  }\n  function processCascadeQueue() {\n    if (gameState.cascadeQueue.length === 0) {\n      gameState.isCascading = false;\n      gameState.cascadeTimeoutId = null;\n      checkCompletionAndAutoSelect();\n      if (gameState.currentScreen === \"painting\")\n        saveArtworkProgress();\n      return;\n    }\n    const cell = gameState.cascadeQueue.shift();\n    if (!gameState.paintedCells.has(`${cell.row},${cell.col}`)) {\n      paintSingleCell(cell.row, cell.col, false);\n    }\n    const cascadeSpeed = window.gameConfig.settings.cascadeSpeedMs || 50;\n    gameState.cascadeTimeoutId = setTimeout(processCascadeQueue, cascadeSpeed);\n  }\n  function checkCompletionAndAutoSelect() {\n    autoSelectNextColor();\n    if (gameState.paintedCells.size >= gameState.totalCells && !gameState.completionTriggered) {\n      gameState.completionTriggered = true;\n      setTimeout(() => completeArtwork(), 300);\n    }\n  }\n  function flashWrongCell(row, col) {\n    const canvas = elements.gameCanvas;\n    const ctx = canvas.getContext(\"2d\");\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const cellSize = parseInt(canvas.dataset.cellSize);\n    const x = col * cellSize;\n    const y = row * cellSize;\n    const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n    ctx.fillStyle = \"rgba(255, 80, 80, 0.7)\";\n    ctx.fillRect(x, y, cellSize, cellSize);\n    ctx.strokeStyle = \"#ff4444\";\n    ctx.lineWidth = 2;\n    ctx.strokeRect(x + 1, y + 1, cellSize - 2, cellSize - 2);\n    if (colorNum > 0) {\n      const baseFontSize = Math.floor(cellSize * 0.65);\n      ctx.fillStyle = \"#ffffff\";\n      ctx.font = `bold ${baseFontSize}px 'Poppins', sans-serif`;\n      ctx.textAlign = \"center\";\n      ctx.textBaseline = \"middle\";\n      const yOffset = baseFontSize * 0.08;\n      ctx.fillText(colorNum.toString(), x + cellSize / 2, y + cellSize / 2 + yOffset);\n    }\n    flashColorButton(colorNum);\n    setTimeout(() => renderStaticCanvas(), 150);\n  }\n  function flashColorButton(colorNum) {\n    const btn = elements.colorPalette.querySelector(`[data-color-num=\"${colorNum}\"]`);\n    if (btn && !btn.classList.contains(\"completed\")) {\n      btn.classList.add(\"flash-wrong\");\n      setTimeout(() => btn.classList.remove(\"flash-wrong\"), 300);\n    }\n  }\n  function updateColorButtonStates() {\n    const buttons = elements.colorPalette.querySelectorAll(\".color-btn\");\n    buttons.forEach((btn) => {\n      const num = parseInt(btn.dataset.colorNum);\n      if (!gameState.remainingColors[num]) {\n        btn.classList.add(\"completed\");\n      } else {\n        btn.classList.remove(\"completed\");\n      }\n    });\n  }\n  function autoSelectNextColor() {\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    if (gameState.remainingColors[gameState.selectedColorNumber]) {\n      return;\n    }\n    const colorNumbers = Object.keys(artwork.colors).map(Number).sort((a, b) => a - b);\n    for (const num of colorNumbers) {\n      if (gameState.remainingColors[num] && gameState.remainingColors[num] > 0) {\n        selectColor(num);\n        return;\n      }\n    }\n  }\n  function completeArtwork() {\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    if (!window.gameConfig.completedArtworks) {\n      window.gameConfig.completedArtworks = [];\n    }\n    if (!window.gameConfig.completedArtworks.includes(artwork.id)) {\n      window.gameConfig.completedArtworks.push(artwork.id);\n    }\n    if (gameState.artworkProgress[artwork.id]) {\n      delete gameState.artworkProgress[artwork.id];\n    }\n    saveArtworkProgress();\n    playSound(\"sound_artwork_complete\", 0.7);\n    setupCompletionScreen(artwork, true);\n    showScreen(\"completion-screen\");\n    setTimeout(() => {\n      if (confettiSystem) {\n        confettiSystem.burst(150);\n      }\n    }, 300);\n  }\n  function setupCompletionScreen(artwork, isFreshCompletion = false) {\n    const canvas = elements.completedCanvas;\n    if (!canvas)\n      return;\n    const congratsText = document.querySelector(\".congrats-text\");\n    if (congratsText) {\n      congratsText.style.display = isFreshCompletion ? \"block\" : \"none\";\n    }\n    if (elements.resetBtn) {\n      elements.resetBtn.style.display = isFreshCompletion ? \"none\" : \"block\";\n    }\n    if (!isFreshCompletion && confettiSystem) {\n      confettiSystem.clear();\n    }\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    const viewportWidth = 720;\n    const viewportHeight = 1280;\n    const headerHeight = 120;\n    const buttonHeight = 100;\n    const containerPadding = 48;\n    const artworkPadding = 48;\n    const availableWidth = viewportWidth - containerPadding * 2 - artworkPadding * 2;\n    const availableHeight = viewportHeight - headerHeight - buttonHeight - containerPadding * 2 - artworkPadding * 2;\n    const cellSize = Math.floor(Math.min(availableWidth / gridWidth, availableHeight / gridHeight));\n    canvas.width = gridWidth * cellSize;\n    canvas.height = gridHeight * cellSize;\n    const ctx = canvas.getContext(\"2d\");\n    ctx.fillStyle = \"#f0f0f0\";\n    ctx.fillRect(0, 0, canvas.width, canvas.height);\n    for (let row = 0; row < gridHeight; row++) {\n      for (let col = 0; col < gridWidth; col++) {\n        const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n        const color = artwork.colors[colorNum];\n        if (colorNum > 0 && color) {\n          ctx.fillStyle = color;\n          ctx.fillRect(col * cellSize, row * cellSize, cellSize, cellSize);\n        }\n      }\n    }\n    const confettiCanvas = elements.confettiCanvas;\n    if (confettiCanvas) {\n      confettiCanvas.width = 720;\n      confettiCanvas.height = 1280;\n      confettiSystem = new ConfettiSystem(confettiCanvas);\n    }\n  }\n  function goToNextArtwork() {\n    playSound(\"sound_ui_zen\", 0.5);\n    const nextIndex = (gameState.currentArtworkIndex + 1) % window.gameConfig.artworks.length;\n    if (confettiSystem) {\n      confettiSystem.clear();\n    }\n    selectArtwork(nextIndex);\n  }\n  var lastFrameTime = 0;\n  var animationFrameId = null;\n  function gameLoop(timestamp) {\n    const deltaTime = Math.min(timestamp - lastFrameTime, 110);\n    lastFrameTime = timestamp;\n    gameState.breathingTime += deltaTime * BREATHING_SPEED;\n    if (gameState.currentScreen === \"painting\") {\n      if (particlePool) {\n        particlePool.update(deltaTime);\n      }\n      if (gameState.needsStaticRender) {\n        renderStaticCanvas();\n        gameState.needsStaticRender = false;\n      }\n      if (gameState.needsUIUpdate) {\n        updateProgressText();\n        updateColorButtonStates();\n        gameState.needsUIUpdate = false;\n      }\n      renderBreathingCanvas();\n      renderParticleCanvas();\n    }\n    if (confettiSystem && gameState.currentScreen === \"completion\") {\n      confettiSystem.update(deltaTime);\n      confettiSystem.draw();\n    }\n    animationFrameId = requestAnimationFrame(gameLoop);\n  }\n  function handleKeyDown(e) {\n    if (gameState.currentScreen === \"painting\") {\n      const num = parseInt(e.key);\n      if (num >= 1 && num <= 9) {\n        const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n        if (artwork.colors[num]) {\n          selectColor(num);\n        }\n      }\n      if (e.key === \"Escape\") {\n        returnToGallery();\n      }\n    }\n  }\n  function returnToGallery() {\n    playSound(\"sound_ui_zen\", 0.5);\n    if (gameState.cascadeTimeoutId) {\n      clearTimeout(gameState.cascadeTimeoutId);\n      gameState.cascadeTimeoutId = null;\n      gameState.isCascading = false;\n    }\n    saveArtworkProgress();\n    if (particlePool) {\n      particlePool.clear();\n    }\n    renderGallery();\n    showScreen(\"gallery-screen\");\n  }\n  function returnToGalleryFromCompletion() {\n    playSound(\"sound_ui_zen\", 0.5);\n    if (confettiSystem) {\n      confettiSystem.clear();\n    }\n    renderGallery();\n    showScreen(\"gallery-screen\");\n  }\n  function debugAutoComplete() {\n    playSound(\"sound_ui_zen\", 0.5);\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    const gridWidth = window.gameConfig.settings.gridWidth;\n    const gridHeight = window.gameConfig.settings.gridHeight;\n    for (let row = 0; row < gridHeight; row++) {\n      for (let col = 0; col < gridWidth; col++) {\n        const colorNum = artwork.grid[row] ? artwork.grid[row][col] : 0;\n        if (colorNum > 0) {\n          const cellKey = `${row},${col}`;\n          gameState.paintedCells.add(cellKey);\n        }\n      }\n    }\n    renderStaticCanvas();\n    updateProgressText();\n    updateColorButtonStates();\n    setTimeout(() => completeArtwork(), 300);\n  }\n  function updateDebugButton() {\n    if (!elements.debugCompleteBtn)\n      return;\n    if (window.gameConfig.settings.debugMode) {\n      elements.debugCompleteBtn.classList.remove(\"hidden\");\n    } else {\n      elements.debugCompleteBtn.classList.add(\"hidden\");\n    }\n  }\n  function showResetConfirmation() {\n    playSound(\"sound_ui_zen\", 0.5);\n    if (elements.confirmModal) {\n      elements.confirmModal.classList.remove(\"hidden\");\n    }\n  }\n  function hideResetConfirmation() {\n    playSound(\"sound_ui_zen\", 0.5);\n    if (elements.confirmModal) {\n      elements.confirmModal.classList.add(\"hidden\");\n    }\n  }\n  function resetCurrentArtwork() {\n    const artwork = window.gameConfig.artworks[gameState.currentArtworkIndex];\n    if (window.gameConfig.completedArtworks) {\n      const index = window.gameConfig.completedArtworks.indexOf(artwork.id);\n      if (index > -1) {\n        window.gameConfig.completedArtworks.splice(index, 1);\n      }\n    }\n    gameState.paintedCells = /* @__PURE__ */ new Set();\n    gameState.selectedColorNumber = 1;\n    gameState.completionTriggered = false;\n    saveArtworkProgress();\n    hideResetConfirmation();\n    if (confettiSystem) {\n      confettiSystem.clear();\n    }\n    setupPaintingScreen(artwork);\n    showScreen(\"painting-screen\");\n    playSound(\"sound_ui_zen\", 0.5);\n  }\n  function cacheElements() {\n    elements = {\n      menuScreen: document.getElementById(\"menu-screen\"),\n      galleryScreen: document.getElementById(\"gallery-screen\"),\n      paintingScreen: document.getElementById(\"painting-screen\"),\n      completionScreen: document.getElementById(\"completion-screen\"),\n      loadingBar: document.getElementById(\"loading-bar\"),\n      loadingText: document.getElementById(\"loading-text\"),\n      loadingSection: document.querySelector(\".loading-section\"),\n      paintbrushIcon: document.getElementById(\"paintbrush-icon\"),\n      galleryGrid: document.getElementById(\"gallery-grid\"),\n      gameCanvas: document.getElementById(\"game-canvas\"),\n      breathingCanvas: document.getElementById(\"breathing-canvas\"),\n      particleCanvas: document.getElementById(\"particle-canvas\"),\n      canvasContainer: document.querySelector(\".canvas-container\"),\n      progressText: document.getElementById(\"header-title\"),\n      colorPalette: document.getElementById(\"color-palette\"),\n      selectedColorDisplay: document.getElementById(\"selected-color-display\"),\n      selectedNumber: document.getElementById(\"selected-number\"),\n      completedCanvas: document.getElementById(\"completed-canvas\"),\n      confettiCanvas: document.getElementById(\"confetti-canvas\"),\n      nextBtn: document.getElementById(\"next-btn\"),\n      resetBtn: document.getElementById(\"reset-btn\"),\n      confirmModal: document.getElementById(\"confirm-modal\"),\n      confirmCancel: document.getElementById(\"confirm-cancel\"),\n      confirmOk: document.getElementById(\"confirm-ok\"),\n      debugCompleteBtn: document.getElementById(\"debug-complete-btn\"),\n      // Persistent header elements\n      persistentHeader: document.getElementById(\"persistent-header\"),\n      headerCloseBtn: document.getElementById(\"header-close-btn\"),\n      headerTitle: document.getElementById(\"header-title\")\n    };\n  }\n  function setupEventListeners() {\n    const startAudioOnInteraction = () => {\n      if (audioContext && audioContext.state === \"suspended\") {\n        audioContext.resume();\n      }\n      startAmbientMusic();\n      document.removeEventListener(\"touchstart\", startAudioOnInteraction);\n      document.removeEventListener(\"click\", startAudioOnInteraction);\n    };\n    document.addEventListener(\"touchstart\", startAudioOnInteraction, { once: true });\n    document.addEventListener(\"click\", startAudioOnInteraction, { once: true });\n    window.addEventListener(\"pointerdown\", handleGlobalPointerDown);\n    if (elements.gameCanvas) {\n      elements.gameCanvas.addEventListener(\"pointerdown\", handleCanvasPointerDown);\n    }\n    window.addEventListener(\"pointermove\", handleCanvasPointerMove, { passive: false });\n    window.addEventListener(\"pointerup\", handleCanvasPointerUp);\n    window.addEventListener(\"pointercancel\", handleCanvasPointerUp);\n    if (elements.headerCloseBtn) {\n      elements.headerCloseBtn.addEventListener(\"click\", handleHeaderClose);\n      elements.headerCloseBtn.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        handleHeaderClose();\n      });\n    }\n    if (elements.nextBtn) {\n      elements.nextBtn.addEventListener(\"click\", goToNextArtwork);\n      elements.nextBtn.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        goToNextArtwork();\n      });\n    }\n    if (elements.resetBtn) {\n      elements.resetBtn.addEventListener(\"click\", showResetConfirmation);\n      elements.resetBtn.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        showResetConfirmation();\n      });\n    }\n    if (elements.confirmCancel) {\n      elements.confirmCancel.addEventListener(\"click\", hideResetConfirmation);\n      elements.confirmCancel.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        hideResetConfirmation();\n      });\n    }\n    if (elements.confirmOk) {\n      elements.confirmOk.addEventListener(\"click\", resetCurrentArtwork);\n      elements.confirmOk.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        resetCurrentArtwork();\n      });\n    }\n    document.addEventListener(\"keydown\", handleKeyDown);\n    if (elements.debugCompleteBtn) {\n      elements.debugCompleteBtn.addEventListener(\"click\", debugAutoComplete);\n      elements.debugCompleteBtn.addEventListener(\"touchend\", (e) => {\n        e.preventDefault();\n        debugAutoComplete();\n      });\n    }\n  }\n  function handleHeaderClose() {\n    if (gameState.currentScreen === \"painting\") {\n      returnToGallery();\n    } else if (gameState.currentScreen === \"completion\") {\n      returnToGalleryFromCompletion();\n    }\n  }\n  async function run(mode) {\n    lib.log(\"run() called. Mode: \" + mode);\n    window.mode = mode;\n    cacheElements();\n    particlePool = new ParticlePool(window.gameConfig.settings.particlePoolSize || 100);\n    lib.showGameParameters({\n      name: \"Game Settings\",\n      params: {\n        \"Tap Cooldown (ms)\": {\n          key: \"gameConfig.settings.tapCooldownMs\",\n          type: \"slider\",\n          min: 50,\n          max: 300,\n          step: 10,\n          onChange: (value) => {\n            window.gameConfig.settings.tapCooldownMs = value;\n          }\n        },\n        \"Cascade Speed (ms)\": {\n          key: \"gameConfig.settings.cascadeSpeedMs\",\n          type: \"slider\",\n          min: 10,\n          max: 200,\n          step: 10,\n          onChange: (value) => {\n            window.gameConfig.settings.cascadeSpeedMs = value;\n          }\n        },\n        \"Breathing Scale\": {\n          key: \"gameConfig.settings.breathingScaleMax\",\n          type: \"slider\",\n          min: 0.1,\n          max: 1,\n          step: 0.1,\n          onChange: (value) => {\n            window.gameConfig.settings.breathingScaleMax = value;\n          }\n        },\n        \"Highlight Color\": {\n          key: \"gameConfig.settings.highlightColor\",\n          type: \"color\",\n          onChange: (value) => {\n            window.gameConfig.settings.highlightColor = value;\n          }\n        },\n        \"Highlight Number Color\": {\n          key: \"gameConfig.settings.highlightNumberColor\",\n          type: \"color\",\n          onChange: (value) => {\n            window.gameConfig.settings.highlightNumberColor = value;\n          }\n        },\n        \"Debug Mode\": {\n          key: \"gameConfig.settings.debugMode\",\n          type: \"checkbox\",\n          onChange: (value) => {\n            window.gameConfig.settings.debugMode = value;\n            updateDebugButton();\n          }\n        }\n      }\n    });\n    setupEventListeners();\n    showScreen(\"menu-screen\");\n    const loadingDuration = 1500;\n    const startTime = performance.now();\n    function animateLoadingBar() {\n      const elapsed = performance.now() - startTime;\n      const progress = Math.min(elapsed / loadingDuration, 1);\n      if (elements.loadingBar) {\n        elements.loadingBar.style.width = progress * 100 + \"%\";\n      }\n      if (progress < 1) {\n        requestAnimationFrame(animateLoadingBar);\n      } else {\n        gameState.timerDone = true;\n        checkReadyToStart();\n      }\n    }\n    animateLoadingBar();\n    preloadAssets().then(() => {\n      gameState.assetsLoaded = true;\n      checkReadyToStart();\n    });\n    loadSavedGame().then(() => {\n      gameState.saveLoaded = true;\n      checkReadyToStart();\n    });\n    function checkReadyToStart() {\n      if (gameState.timerDone && gameState.assetsLoaded && gameState.saveLoaded) {\n        renderGallery();\n        showScreen(\"gallery-screen\");\n        lastFrameTime = performance.now();\n        animationFrameId = requestAnimationFrame(gameLoop);\n        if (mode === \"edit\") {\n          lib.log(\"Edit mode active - browse and test artworks\");\n        } else {\n          lib.log(\"Play mode active - enjoy painting!\");\n        }\n      }\n    }\n  }\n  if (typeof window !== \"undefined\") {\n    window.run = run;\n  }\n})();\n</script>\n</body>\n</html>\n", "game_config": "{\n  \"settings\": {\n    \"gridWidth\": 29,\n    \"gridHeight\": 44,\n    \"particlePoolSize\": 100,\n    \"tapCooldownMs\": 100,\n    \"debugMode\": false,\n    \"cascadeSpeedMs\": 20,\n    \"breathingScaleMax\": 0.7,\n    \"highlightColor\": \"#e8177c\",\n    \"highlightNumberColor\": \"#3449e5\"\n  },\n  \"artworks\": [\n    {\n      \"id\": \"naruto_art_1_862e94d4-dfbc-48e9-9b0a-143aae723800\",\n      \"title\": \"Naruto Uzumaki\",\n      \"colors\": {\n        \"1\": \"#FFFFFF\",\n        \"2\": \"#F2E68C\",\n        \"3\": \"#F5B46B\",\n        \"4\": \"#EC7758\",\n        \"5\": \"#5F708E\",\n  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   7,\n          4,\n          4,\n          6,\n          8,\n          7,\n          5,\n          5,\n          3,\n          5,\n          6,\n          5,\n          3,\n          3,\n          3,\n          1,\n          1,\n          1,\n          3,\n          5,\n          5,\n          3,\n          3,\n          3,\n          3,\n          3,\n          5\n        ],\n        [\n          4,\n          6,\n          6,\n          4,\n          4,\n          4,\n          7,\n          7,\n          5,\n          5,\n          3,\n          3,\n          6,\n          5,\n          3,\n          3,\n          3,\n          1,\n          1,\n          1,\n          1,\n          1,\n          5,\n          5,\n          3,\n          3,\n          3,\n          6,\n          6\n        ]\n      ]\n    },\n    {\n      \"id\": \"naruto_art_10_054e6471-1c67-4b80-9d12-9f60e177856a\",\n      \"title\": \"Kurama Link Naruto\",\n      \"colors\": {\n        \"1\": \"#FFFFFF\",\n        \"2\": \"#F8E88D\",\n        \"3\": \"#EEB375\",\n        \"4\": \"#E37F5F\",\n        \"5\": \"#D55C51\",\n        \"6\": \"#A4413C\",\n        \"7\": \"#532222\",\n        \"8\": \"#000000\"\n      },\n      \"grid\": [\n        [\n          7,\n          7,\n          5,\n          4,\n          3,\n          4,\n          6,\n          5,\n          2,\n          5,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          3,\n          4,\n          6,\n          5,\n          6,\n          4,\n          3,\n          4,\n          6,\n          7\n        ],\n        [\n          7,\n          6,\n          5,\n          4,\n          4,\n          6,\n          5,\n          3,\n          2,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          6,\n          4,\n          2,\n          3,\n          6,\n          5,\n          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4,\n          4,\n          4,\n          4,\n          4,\n          5,\n          3,\n          3,\n          3,\n          3,\n          3,\n          3,\n          3,\n          3,\n          5\n        ],\n        [\n          4,\n          4,\n          5,\n          4,\n          2,\n          2,\n          2,\n          5,\n          5,\n          4,\n          6,\n          8,\n          8,\n          5,\n          4,\n          4,\n          4,\n          4,\n          4,\n          6,\n          3,\n          2,\n          4,\n          3,\n          3,\n          3,\n          2,\n          2,\n          6\n        ],\n        [\n          5,\n          4,\n          4,\n          4,\n          2,\n          3,\n          3,\n          4,\n          5,\n          5,\n          6,\n          8,\n          8,\n          6,\n          4,\n          5,\n          5,\n          4,\n          5,\n          3,\n          3,\n          4,\n          3,\n          4,\n          3,\n          3,\n          2,\n          2,\n          6\n        ],\n        [\n          6,\n          5,\n          4,\n          3,\n          3,\n          2,\n          4,\n          5,\n          4,\n          4,\n          7,\n          8,\n          8,\n          6,\n          5,\n          4,\n          4,\n          4,\n          5,\n          3,\n          4,\n          5,\n          3,\n          4,\n          2,\n          2,\n          2,\n          3,\n          4\n        ],\n        [\n          7,\n          6,\n          3,\n          4,\n          3,\n          4,\n          3,\n          4,\n          3,\n          4,\n          8,\n          7,\n          7,\n          4,\n          4,\n          3,\n          4,\n          4,\n          3,\n          5,\n          5,\n          3,\n          3,\n          4,\n          2,\n          2,\n          3,\n          3,\n          2\n        ],\n        [\n          6,\n          7,\n          3,\n          2,\n          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         7,\n          7,\n          8,\n          8,\n          7,\n          3,\n          6,\n          3,\n          3,\n          2,\n          2,\n          2,\n          3,\n          4\n        ],\n        [\n          6,\n          2,\n          2,\n          2,\n          2,\n          3,\n          6,\n          8,\n          8,\n          8,\n          8,\n          7,\n          8,\n          8,\n          8,\n          8,\n          8,\n          8,\n          8,\n          6,\n          3,\n          6,\n          4,\n          2,\n          2,\n          2,\n          2,\n          3,\n          5\n        ],\n        [\n          6,\n          3,\n          2,\n          2,\n          2,\n          3,\n          4,\n          6,\n          6,\n          6,\n          7,\n          7,\n          7,\n          7,\n          7,\n          7,\n          7,\n          7,\n          6,\n          5,\n          3,\n          5,\n          3,\n          2,\n          2,\n          2,\n          3,\n          3,\n          5\n        ],\n        [\n          4,\n          3,\n          2,\n          2,\n          2,\n          4,\n          5,\n          5,\n          4,\n          4,\n          5,\n          5,\n          5,\n          5,\n          4,\n          4,\n          4,\n          5,\n          5,\n          5,\n          3,\n          4,\n          3,\n          4,\n          4,\n          5,\n          5,\n          2,\n          6\n        ],\n        [\n          4,\n          2,\n          3,\n          2,\n          3,\n          4,\n          5,\n          4,\n          4,\n          4,\n          5,\n          5,\n          5,\n          5,\n          4,\n          4,\n          4,\n          4,\n          5,\n          6,\n          3,\n          4,\n          4,\n          3,\n          3,\n          4,\n          4,\n          3,\n          8\n        ],\n        [\n          6,\n          3,\n          4,\n          5,\n          4,\n          4,\n          5,\n          4,\n          5,\n          5,\n          4,\n          4,\n          5,\n          4,\n          4,\n          4,\n          4,\n          4,\n          4,\n          5,\n          4,\n          4,\n          4,\n          3,\n          3,\n          3,\n          3,\n          5,\n          7\n        ],\n        [\n          6,\n          4,\n          3,\n          3,\n          4,\n          5,\n          5,\n          4,\n          5,\n          5,\n          5,\n          5,\n          4,\n          4,\n          5,\n          5,\n          4,\n          4,\n          4,\n          5,\n          5,\n          2,\n          3,\n          4,\n          3,\n          3,\n          3,\n          5,\n          7\n        ],\n        [\n          7,\n          3,\n          3,\n          3,\n          4,\n          5,\n          4,\n          4,\n          4,\n          5,\n          5,\n          5,\n          6,\n          6,\n          5,\n          5,\n          5,\n          4,\n          4,\n          5,\n          4,\n          2,\n          4,\n          5,\n          3,\n          5,\n          3,\n          5,\n          7\n        ],\n        [\n          7,\n          3,\n          3,\n          5,\n          5,\n          5,\n          4,\n          3,\n          4,\n          5,\n          5,\n          5,\n          5,\n          5,\n          5,\n          4,\n          4,\n          4,\n          4,\n          4,\n          4,\n          3,\n          3,\n          4,\n          6,\n          4,\n          4,\n          6,\n          7\n        ],\n        [\n          7,\n          5,\n          3,\n          4,\n          4,\n          4,\n          3,\n          4,\n          4,\n          4,\n          5,\n          6,\n          5,\n          5,\n          4,\n          5,\n          5,\n          4,\n          4,\n          4,\n          5,\n          4,\n          4,\n          5,\n          3,\n          3,\n          6,\n          7,\n          7\n        ]\n      ]\n    }\n  ]\n}", "game_design_document": "## Core Game Loop and Mechanics\n\n**Main Gameplay Flow:**\n1. Player starts at the main menu with a colorful loading animation\n2. Selects an artwork from the gallery (10 designs available)\n3. Enters the painting screen with a numbered grid overlay\n4. Selects a color number from the palette at the bottom\n5. Taps individual cells matching that number to fill them with color\n6. Watches satisfying particle effects and smooth color fills with each tap\n7. Progress bar shows completion percentage\n8. Upon finishing all pixels, sees a celebration screen with the completed artwork\n9. Can proceed to the next artwork or return to gallery\n\n**Core Mechanics:**\n- **Single-tap painting**: Players can only paint one cell at a time (no hold-to-paint)\n- **Number matching**: Can only paint cells that match the currently selected color number\n- **Visual feedback**: Each successful tap triggers particle bursts, smooth color transitions, and subtle animations\n- **Progress tracking**: Real-time progress counter shows \"X/Y Colors Filled\"\n- **Mistake prevention**: Tapping wrong numbers provides gentle visual feedback (shake/flash) but doesn't paint\n\n**Win Condition:**\nComplete all numbered cells in the current artwork to unlock the next design\n\n**Engagement Drivers:**\n- Satisfying \"juice\" on every interaction (particles, smooth fills, sound effects)\n- Sense of progression as the image gradually reveals itself\n- Collection aspect (10 unique designs to complete)\n- Relaxing, meditative gameplay with no time pressure or failure states\n\n## Starting Scope\n\n**First Implementation (MVP):**\n- Main menu screen with animated loading bar and title\n- Gallery screen showing all 10 artworks (thumbnails with titles)\n- Full painting interface with:\n  - Grid display with numbers overlay\n  - Color palette selector at bottom (showing available color numbers)\n  - Progress indicator at top\n  - Close button to return to gallery\n- Completion screen with \"Next Artwork\" button\n- Core painting mechanics (tap-to-paint with number matching)\n- Essential juice: smooth color fills, particle bursts on tap, UI transitions\n- All 10 pixel art designs implemented\n\n**Future Enhancements (Post-MVP):**\n- Hint system (highlight all cells of selected number)\n- Undo/redo functionality\n- Zoom and pan for detailed work\n- Sound effects and background music\n- Save/resume progress across sessions\n- Share completed artwork\n- Daily challenges or timed modes\n- Additional artwork packs\n\n## Game Perspective\n\n**Fixed-screen** - The game uses a single-screen interface for each state (menu, gallery, painting, completion). The painting screen shows the entire pixel grid scaled to fit the viewport, with UI elements (palette, progress) positioned around it.\n\n## Game World and Level Design\n\n**Screen States:**\n\n1. **Main Menu (Loading Screen)**\n   - Centered \"Pixel Palette\" title in bold pixel font\n   - Animated paintbrush icon with rainbow gradient\n   - Colorful loading bar that fills with gradient colors\n   - Light gray background with subtle texture\n\n2. **Gallery Screen**\n   - \"Pixel Palette\" header at top\n   - Scrollable grid of artwork thumbnails (2 columns)\n   - Each thumbnail shows:\n     - Preview of the completed artwork\n     - Title below (e.g., \"Forest Spirit\", \"Neon City\")\n     - Checkmark badge if completed\n     - \"New\" badge for uncompleted\n   - Thumbnails have smooth hover/tap effects\n   - Tapping a thumbnail transitions to painting screen\n\n3. **Painting Screen**\n   - Top bar:\n     - Close button (X) on left\n     - Progress text centered: \"Artwork Progress: 32/150 Colors Filled\"\n   - Center area:\n     - Pixel grid with numbered cells (unfilled cells show numbers)\n     - Filled cells show their color without numbers\n     - Grid sized to fit comfortably with padding\n   - Bottom palette:\n     - Large circular color selector showing currently selected number\n     - Row of smaller circular buttons for each available color (1-9+)\n     - Selected color has glow effect and scale increase\n     - Unavailable colors (all filled) appear grayed out with checkmark\n\n4. **Completion Screen**\n   - \"Congratulations!\" header\n   - Full completed artwork displayed (no numbers)\n   - Particle effects and sparkles around the image\n   - \"NEXT ARTWORK\" button at bottom (gradient purple-to-pink)\n   - Smooth fade-in animation\n\n**The 10 Pixel Art Designs:**\nAll designs are 16x16 pixel grids with 6-9 colors each, maintaining a cohesive vibrant aesthetic:\n\n1. **Mystic Deer** - Silhouette of a majestic deer with antlers against a gradient blue/teal background with sparkles\n2. **Forest Spirit** - Magical forest scene with glowing elements and nature spirits\n3. **Neon City** - Cyberpunk cityscape with bright pink/purple/cyan neon lights\n4. **Cozy Cafe** - Warm interior scene with coffee cups, pastries, and plants\n5. **Ocean Depths** - Underwater scene with colorful fish and coral\n6. **Desert Sunset** - Pyramids silhouetted against orange/pink sunset sky\n7. **Dragon's Peak** - Mountain landscape with dragon silhouette and sunset\n8. **Space Garden** - Cosmic scene with planets, stars, and floating flowers\n9. **Robot Friend** - Cute robot character in a snowy scene\n10. **Mythical Phoenix** - Fiery phoenix bird with orange/red/yellow flames\n\n## Edit Mode Design\n\n**Editable Properties:**\n- **Artwork Designs**: Users can modify the pixel grid layouts and color assignments for each of the 10 designs\n  - Grid data stored as 2D array with color numbers (0 = empty, 1-9 = color IDs)\n  - Each design includes: title, grid array, color palette mapping\n- **Color Palettes**: Users can customize the hex color values for each numbered color\n- **Grid Size**: Can adjust from 12x12 to 20x20 (default 16x16)\n- **Number of Designs**: Can add or remove artwork designs (minimum 5, maximum 20)\n\n**Constraints:**\n- Grid size must be between 12x12 and 20x20 pixels\n- Each design must use 4-10 different colors\n- Color numbers must be sequential (1, 2, 3... no gaps)\n- Design titles must be 2-20 characters\n- At least 5 designs must be available\n\n## Control Design\n\n**Mobile (Touch) Controls:**\n- **Tap**: Select color from palette or paint a cell\n- **Tap UI buttons**: Navigate between screens (close, next artwork, gallery items)\n- **Scroll**: Vertical scroll in gallery screen to see all artworks\n\n**Desktop (Mouse/Keyboard) Controls:**\n- **Click**: Select color from palette or paint a cell\n- **Click UI buttons**: Navigate between screens\n- **Number keys (1-9)**: Quick-select color numbers\n- **Escape**: Close current screen/return to gallery\n- **Mouse wheel**: Scroll in gallery\n\n**Control Implementation:**\n- All interactive elements are minimum 96x96 pixels for touch\n- Color palette buttons are large and spaced for easy tapping\n- Grid cells auto-scale based on grid size to remain tappable\n- Visual feedback on all taps (scale pulse, color flash)\n- Prevent accidental double-taps with cooldown\n- Clear visual indication of selected color (glow, scale, border)\n\n## Art Style and Visual Theme\n\n**Overall Style:**\n- **Pixel art aesthetic** with smooth, modern UI elements\n- **Vibrant, saturated color palette** with gradients for UI elements\n- **Playful and relaxing** mood with gentle animations\n- **Clean, minimalist** interface that doesn't distract from the artwork\n\n**Visual Specifications:**\n- Pixel grid: Sharp, crisp pixels with subtle borders between cells\n- UI elements: Smooth gradients, rounded corners, soft shadows\n- Typography: Bold pixel font for title, clean sans-serif for UI text\n- Color palette: Cohesive across all 10 designs (blues, purples, pinks, teals, oranges, yellows)\n- Particle effects: Small colored squares/circles that float and fade\n- Transitions: Smooth ease-in-out animations (0.3-0.5s duration)\n\n**Rendering Approach:**\n- Pixel grid: Canvas rendering for precise pixel control\n- UI elements: CSS for buttons, text, and layout\n- Particles: Canvas rendering with object pooling\n- Background: CSS gradients and textures\n\n**Game Feel (Juice) Specifications:**\n- **Color fill animation**: Smooth 0.2s ease-out scale and fade-in when cell is painted\n- **Particle burst**: 5-8 small colored particles spawn from painted cell, float upward and fade (0.5s duration)\n- **Wrong number feedback**: Gentle shake animation (0.1s) and red flash on cell\n- **Color selection**: Selected color scales to 1.2x with glow effect, smooth 0.2s transition\n- **Screen transitions**: Fade and slide animations (0.4s ease-in-out)\n- **Progress update**: Number animates/counts up smoothly when colors are filled\n- **Completion celebration**: Confetti burst, sparkle effects, artwork scales in with bounce\n\n**Performance Targets:**\n- Maintain 60 FPS throughout gameplay\n- Object pooling for particles (pool of 100 particle objects)\n- Efficient canvas rendering (only redraw changed cells)\n- Debounce rapid taps to prevent performance issues\n- Lazy load artwork thumbnails in gallery", "persistent_storage_config": null, "game_metadata": {"game_id": "01KV3KDFNG1R29KMHYYZNWH0PK", "title": "Naruto Pixel Painter", "description": "Paint stunning pixel art designs one tap at a time in this relaxing color-by-number game with satisfying visual feedback!", "thumbnail_url": "https://d2oir5eh8rty2e.cloudfront.net/assets/images/thumbnail_faf68797-f41a-4978-8eeb-5a104e77df60.webp", "created_at": 1781458713, "updated_at": 1781489636514.7812, "art_style": null, "is_remix": true, "base_game_id": "01KPEK3YGWHW3X2NE57V73B0K3"}, "task_plan": null}