now do some animation of road moving upwards somehow by preserving code features:


<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>THIS IS NOT A MAZAFAKIN GAME!!!</title>
    <style>
        * {
            font-size: 20px !important; 
            line-height: 20px; /* Consistent line height to match font size */
            margin: 0;
            padding: 0;
        }

        body {
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #f0f0f0;
            font-family: monospace; /* Ensuring a consistent font */
            white-space: pre; /* Preserve whitespace for ASCII output */
        }

        svg {
            position: absolute;
            pointer-events: none;
            width: 200px; /* SVG width */
            height: 200px; /* SVG height */
            display: none; /* Initially hidden */
        }
    </style>
</head>
<body>

<pre id="asciiDisplay"></pre>
<svg id="overlayVisualization" width="200" height="200" viewBox="0 0 200 200">
    <text id="playerIndicator" x="100" y="100" text-anchor="middle" 
          dominant-baseline="middle" fill="red" font-family="monospace" font-size="20" transform="translate(0, 1)">O</text>
    <text id="obstacleIndicator" x="100" y="100" text-anchor="middle" 
          dominant-baseline="middle" fill="black" opacity="0.5" font-family="monospace" font-size="20" transform="translate(0, 1)">:</text>
</svg>

<script>
    const asciiDisplayElement = document.getElementById('asciiDisplay');
    const overlayVisualizationElement = document.getElementById('overlayVisualization');
    const playerIndicatorElement = document.getElementById('playerIndicator');
    const obstacleIndicatorElement = document.getElementById('obstacleIndicator');

    const GRID_ROWS = 10;
    const GRID_COLUMNS = 17;
    let currentPlayerHorizontalPosition = 8;
    let currentPlayerVerticalPosition = 6;
    let stationaryObstacleHorizontalPosition = 8;
    let stationaryObstacleVerticalPosition = 5;
    let isCollisionActive = false;

    function executeGameUpdate() {
        let gameGrid = Array(GRID_ROWS).fill('').map(() => Array(GRID_COLUMNS).fill(' '));
        
        if (currentPlayerHorizontalPosition === stationaryObstacleHorizontalPosition && currentPlayerVerticalPosition === stationaryObstacleVerticalPosition) {
            isCollisionActive = true; 
            gameGrid[currentPlayerVerticalPosition][currentPlayerHorizontalPosition] = ' ';
        } else {
            isCollisionActive = false; 
            gameGrid[stationaryObstacleVerticalPosition][stationaryObstacleHorizontalPosition] = ':';
        }

        gameGrid[currentPlayerVerticalPosition][currentPlayerHorizontalPosition] = isCollisionActive ? ' ' : 'O';

        let asciiOutput = '';
        for (let row of gameGrid) {
            asciiOutput += '|' + row.join('') + '|\n';
        }

        asciiDisplayElement.innerHTML = asciiOutput;

        if (isCollisionActive) {
            overlayVisualizationElement.style.display = 'block';
            playerIndicatorElement.setAttribute('x', currentPlayerHorizontalPosition * 11.76 + 7);
            playerIndicatorElement.setAttribute('y', currentPlayerVerticalPosition * 20 + 10);
            obstacleIndicatorElement.setAttribute('x', currentPlayerHorizontalPosition * 11.76 + 7);
            obstacleIndicatorElement.setAttribute('y', currentPlayerVerticalPosition * 20 + 10);
        } else {
            overlayVisualizationElement.style.display = 'none';
        }
    }

    window.addEventListener('keydown', (event) => {
        if (event.key === 'ArrowLeft') {
            currentPlayerHorizontalPosition = Math.max(currentPlayerHorizontalPosition - 1, 0);
        } else if (event.key === 'ArrowRight') {
            currentPlayerHorizontalPosition = Math.min(currentPlayerHorizontalPosition + 1, GRID_COLUMNS - 1);
        } else if (event.key === 'ArrowUp') {
            currentPlayerVerticalPosition = Math.max(currentPlayerVerticalPosition - 1, 0);
        } else if (event.key === 'ArrowDown') {
            currentPlayerVerticalPosition = Math.min(currentPlayerVerticalPosition + 1, GRID_ROWS - 1);
        }

        executeGameUpdate();
    });

    executeGameUpdate();
</script>

</body>
</html>