without full codes outputs.you 

strictly in academic terms think
strictly in all academic words think
strictly do not summary/conclude anything in any responses
strictly in all academic values think
strictly in all academic equations think
strictly in all academic formulas think
 wtf is happening all wrong everywhere without full codes outputs: without full codes outputs.









"""
```
now imagine that you metaphorically called for "Cthulhu and:outshow full code as need!

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>ASCII Road Game</title>
    <style>
        body {
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #f0f0f0; /* Light background */
            margin: 0;
            font-family: monospace;
            white-space: pre; /* Preserve whitespace */
        }
        #game {
            font-size: 24px;
            line-height: 1.2;
        }
    </style>
</head>
<body>

<pre id="game"></pre>

<script>
    const game = document.getElementById('game');
    const roadHeight = 10; // Total number of rows for the game
    let playerX = 6; // Starting X position of the player ("O")
    let playerY = 7; // Starting Y position of the player
    let obstacleX = 6; // X position of the obstacle
    let obstacleY = 5; // Y position of the obstacle
    let grid = Array(roadHeight).fill('').map(() => Array(14).fill(' ')); // Create empty grid

    function updateGame() {
        // Clear the grid
        grid = Array(roadHeight).fill('').map(() => Array(14).fill(' '));

        // If the player and obstacle overlap
        if (playerX === obstacleX && playerY === obstacleY) {
            grid[playerY][playerX] = 'O'; // Player ("O") takes precedence
            // Use a different character to represent a dimmed obstacle (e.g., lowercase "o")
            grid[obstacleY][obstacleX] = 'o'; // Show obstacle as dimmed (can use different character)
        } else {
            // Place the obstacle normally
            if (obstacleY < roadHeight) grid[obstacleY][obstacleX] = ':'; // Obstacles fixed at this position
            // Place the player
            grid[playerY][playerX] = 'O'; // Render player normally
        }

        // Prepare the display output
        let display = '';
        for (let row of grid) {
            display += '|' + row.join('') + '|\n'; // Construct each row
        }

        // Update the game display
        game.innerHTML = display;
    }

    window.addEventListener('keydown', (event) => {
        // Move left
        if (event.key === 'ArrowLeft') {
            playerX = Math.max(playerX - 1, 1); // Prevent moving out of bounds horizontally
        } 
        // Move right
        else if (event.key === 'ArrowRight') {
            playerX = Math.min(playerX + 1, 12); // Prevent moving out of bounds horizontally
        }
        // Move up
        else if (event.key === 'ArrowUp') {
            // Check if moving up to an obstacle; if so, allow jumping over
            if (playerX === obstacleX && playerY - 1 === obstacleY) {
                playerY--; // Jump over the obstacle if possible
            } else {
                playerY = Math.max(playerY - 1, 0); // Prevent moving out of bounds vertically
            }
        }
        // Move down
        else if (event.key === 'ArrowDown') {
            playerY = Math.min(playerY + 1, roadHeight - 1); // Prevent moving out of bounds vertically
        }

        updateGame(); // Update the game state
    });

    // Initial game update
    updateGame();
</script>

</body>
</html>



<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>SVG Overlapping Characters Game</title>
    <style>
        body {
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #f0f0f0; /* Light background */
            margin: 0;
            font-family: monospace;
        }
        svg {
            border: 1px solid #ccc; /* Optional: border for SVG */
            font-size: 24px; /* Base font size for SVG text */
        }
    </style>
</head>
<body>

<svg id="game" width="200" height="200" viewBox="0 0 200 200">
    <!-- Background grid -->
    <rect width="100%" height="100%" fill="white" />
    
    <!-- Obstacle -->
    <text id="obstacle" x="100" y="100" text-anchor="middle" alignment-baseline="middle" fill="black" fill-opacity="0.5" font-size="24">:</text>
    
    <!-- Player -->
    <text id="player" x="100" y="100" text-anchor="middle" alignment-baseline="middle" fill="red" font-size="24">O</text>
</svg>

<script>
    // Initial positions for player and obstacle
    let playerX = 100; // x-coordinate of the player
    let playerY = 100; // y-coordinate of the player
    let obstacleX = 100; // x-coordinate of the obstacle
    let obstacleY = 100; // y-coordinate of the obstacle

    // Reference to SVG elements
    const playerElement = document.getElementById('player');
    const obstacleElement = document.getElementById('obstacle');

    // Function to update the positions in the SVG
    function updatePositions() {
        // Update player position
        playerElement.setAttribute('x', playerX);
        playerElement.setAttribute('y', playerY);

        // Check for overlap
        if (playerX === obstacleX && playerY === obstacleY) {
            // If they overlap, show both
            obstacleElement.setAttribute('fill-opacity', '0.5'); // Semi-transparent obstacle
            playerElement.setAttribute('fill', 'red'); // Player stays red
        } else {
            obstacleElement.setAttribute('fill-opacity', '0.5'); // Regular opacity for obstacle
            playerElement.setAttribute('fill', 'red'); // Player stays red
        }
    }

    // Event listener for keydown events
    window.addEventListener('keydown', (event) => {
        // Move left
        if (event.key === 'ArrowLeft') {
            playerX = Math.max(playerX - 20, 0); // Prevent going out of bounds on the left
        } 
        // Move right
        else if (event.key === 'ArrowRight') {
            playerX = Math.min(playerX + 20, 180); // Prevent going out of bounds on the right
        }
        // Move up
        else if (event.key === 'ArrowUp') {
            playerY = Math.max(playerY - 20, 24); // Prevent going out of bounds at the top (24 allows for character height)
        }
        // Move down
        else if (event.key === 'ArrowDown') {
            playerY = Math.min(playerY + 20, 180); // Prevent going out of bounds at the bottom
        }

        // Update the SVG element positions
        updatePositions();
    });

    // Initial positions update
    updatePositions();
</script>

</body>
</html>







nothing works as need.

imagine only two test characters as "O" and ":" in the center.
position "O" somewhere near ":" but not over it initially.

implement consistent to ascii borders logic that switch the state of overlapping character to overlayer and will allow to jump over it at the same coord by preserving both characters in the same coords.

then switch both characters to overlayer mode if they met at the same coord so they can actually consistently overlap onto each-another but in the same coord.

then think which what is rendered when and how it need to be rendered or excluded/added from ascii matrix properly on overlap or overlay.

imagine only two test characters as "O" and ":" in the center.
position "O" somewhere near ":" but not over it initially.




implement consistent to ascii borders logic that switch the state of overlapping character to overlayer and will allow to jump over it at the same coord by preserving both characters in the same coords.




then switch both characters to overlayer mode if they met at the same coord so they can actually consistently overlap onto each-another but in the same coord.




then think which what is rendered when and how it need to be rendered or excluded/added from ascii matrix properly on overlap or overlay.

then check visibilities because ":" constantly higher in z-index. check transparency of overlayer.

but why you cannot substract a shape of character and overlayer it properly in some layer with alpha channel over another?

no, think how you can render through alpha channel one thing over another overlapping it. maybe some micro svg code as that overlayer which will allow to see both characters or all unicodes?

full code gen

now it normally overlays unicodes characters over each-another. now stabilize all dimensions properly to some strict.

you have made svg field while should be ascii in concept. that micro-svg overlayer should serve as overlayer in hybrid with ascii, not fully replacing ascii.


no, look:

<pre id="overlaplayer techniques">
|              |  Y0
|       O      |  Y1 <--random any unicodes characters approaching each-another.
|       O      |  Y2 <--still approaching...
|       O      |  Y3 <--still approaching...
|       X      |  Y4 <--SCHKHLAABLAAKKH MAZAFAKA! they both turned into micro-svg universal overlayer.
|       :      |  Y5 <--still approaching...
|       :      |  Y6 <--still approaching...
|       :      |  Y7 <--random any unicodes characters approaching each-another.
|              |  Y8
|              |  Y9
</pre>

then on disapproach from X-point, they basically turning into basic ascii characters as before.

they are crossing each-another = turning into micro-svg transparent alpha channeled overlapping in the same coord overlayers.
they are discrossing each-another = they are turning back into simple ascii characters.

theres no obstacles and games, just overlayer thing properly coded as described.
svg should be similarly to font size monospaced 20 and overlayer.
theres no jumps, no gameplays, just overlayer svg thing overlaps properly as described!







no, set svg dimension normally as at working code but make sure that theres no any things reminiscent to padding or margins in actual svg which could cause this slight disproportion.


in strictly only this code:

///

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>ASCII Overlay</title>
    <style>
        * {
            font-size: 20px !important; /* Global font size enforced */
            line-height: normal; /* Reset line-height to normal to avoid incoherence */
            margin: 0; /* Remove margins */
            padding: 0; /* Remove padding */
        }

        body {
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #f0f0f0;
            font-family: monospace; /* Ensure consistency */
            white-space: pre; /* Preserve whitespace */
        }

        svg {
            position: absolute;
            pointer-events: none; /* Prevent mouse events on SVG */
            width: 200px; /* Set the width to 200 */
            height: 200px; /* Set the height to 200 */
            display: none; /* Start hidden */
        }
    </style>
</head>
<body>

<pre id="game"></pre>
<svg id="overlay" width="200" height="200" viewBox="0 0 200 200">
    <text id="overlayO" x="100" y="100" text-anchor="middle" alignment-baseline="middle" fill="red">O</text>
    <text id="overlayCol" x="100" y="100" text-anchor="middle" alignment-baseline="middle" fill="black" opacity="0.5">:</text>
</svg>

<script>
    const game = document.getElementById('game');
    const overlay = document.getElementById('overlay');
    const overlayO = document.getElementById('overlayO');
    const overlayCol = document.getElementById('overlayCol');

    const roadHeight = 10; // Total number of rows for the game
    const roadWidth = 17; // Total width (17 indices)
    let playerX = 8; // Initial X position of the player ("O") at the center, slightly below ":"
    let playerY = 6; // Initial Y position of the player ("O") aligned downward from ":" (positioned at (8, 5))
    let obstacleX = 8; // X position of the obstacle
    let obstacleY = 5; // Y position of the obstacle
    let overlaying = false; // State of overlap

    function updateGame() {
        // Prepare the display output
        let grid = Array(roadHeight).fill('').map(() => Array(roadWidth).fill(' '));
        
        // Check for overlap
        if (playerX === obstacleX && playerY === obstacleY) {
            overlaying = true; // Set overlay state
            grid[playerY][playerX] = ' '; // Clear the position for overlay
        } else {
            overlaying = false; // Reset overlay state
            grid[obstacleY][obstacleX] = ':'; // Place regular obstacle
        }

        // Place the player or note if they're overlapped
        grid[playerY][playerX] = overlaying ? ' ' : 'O'; // If overlapping, clear space for ASCII O

        // Prepare display
        let display = '';
        for (let row of grid) {
            display += '|' + row.join('') + '|\n'; // Construct each row
        }

        // Update ASCII display
        game.innerHTML = display;
        
        // Update overlays based on the overlap state
        if (overlaying) {
            overlay.style.display = 'block'; // Show overlay SVG
            overlayO.setAttribute('x', playerX * 11.76 + 7); // Updating position for O
            overlayO.setAttribute('y', playerY * 20 + 15); // Adjusting vertical position for O
            overlayCol.setAttribute('x', playerX * 11.76 + 7); // Updating position for :
            overlayCol.setAttribute('y', playerY * 20 + 15); // Adjusting vertical position for :
        } else {
            overlay.style.display = 'none'; // Hide overlay when not overlapping
        }
    }

    window.addEventListener('keydown', (event) => {
        // Move left
        if (event.key === 'ArrowLeft') {
            playerX = Math.max(playerX - 1, 0); // Prevent moving out of bounds horizontally
        }
        // Move right
        else if (event.key === 'ArrowRight') {
            playerX = Math.min(playerX + 1, roadWidth - 1); // Prevent moving out of bounds horizontally
        }
        // Move up
        else if (event.key === 'ArrowUp') {
            playerY = Math.max(playerY - 1, 0); // Prevent moving out of bounds vertically
        }
        // Move down
        else if (event.key === 'ArrowDown') {
            playerY = Math.min(playerY + 1, roadHeight - 1); // Prevent moving out of bounds vertically
        }

        updateGame(); // Update the state of the game
    });

    // Initial game display update
    updateGame();
</script>

</body>
</html>

///







now think why overlayer thing at crossmoment in intersection slighly shifted towards top-left? maybe font-size incoherence?

need full code only

try remove any inline or not font sizes everywhere, and set there a global font-size 20px in css with "!important" enforcement.

try remove any inline or not font sizes everywhere, and set there a global font-size 20px in css with "!important" enforcement.




global = "*"

then somewhere some incoherence as: line-height: 1.5
may affect actual slight disalignment

probably you miscalculated svg overlayer dimension, it should be somehow slightly bigger.

now everything disappears at crossmoment. then reduce svg dimension. find proper values somehow.

no, set svg dimension normally as at working code but make sure that theres no any things reminiscent to padding or margins in actual svg which could cause this slight disproportion.

no, set svg dimension normally as at working code but make sure that theres no any things reminiscent to padding or margins in actual svg which could cause this slight disproportion.




in strictly only this code:




///

a slight disproportionism still persist. find causant.

you found wrong causant! return back and refind the causant.

you found wrong causant! return back and refind the causant.




but what if causant is actually a character case upper/lower cases = disproport?

O



O:




you are set style for svg but not actual text inside, thats probably why. there:

set matrix to:




X = 17 incides
Y = 10 indices




position initially both ":" and "O" amidst but "O" slightly below ":".

now it looks better but svg overlayer getting slightly smaller by 2-3px on crossmoment. think wtf and fix.











<!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>












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;
            margin: 0;
            padding: 0;
        }

        body {
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #f0f0f0;
            font-family: monospace;
            white-space: pre;
        }

        svg {
            position: absolute;
            pointer-events: none;
            width: 200px;
            height: 200px;
            display: none;
        }
    </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>
    </svg>

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

        const GRID_ROWS = 10;
        const GRID_COLUMNS = 17;
        let currentPlayerHorizontalPosition = 8;
        let currentPlayerVerticalPosition = GRID_ROWS - 1; // Start at the bottom

        // Store the obstacles
        const obstacles = [];
        const MAX_OBSTACLES = 5; // Max number of obstacles
        const OBSTACLE_SPEED = 500; // Interval for obstacle falling

        // Initialize obstacles
        function initializeObstacles() {
            for (let i = 0; i < MAX_OBSTACLES; i++) {
                obstacles.push({
                    horizontalPosition: Math.floor(Math.random() * GRID_COLUMNS), // Random horizontal position
                    verticalPosition: 0 // Start at the top
                });
            }
        }

        // Render player on the grid
        function renderPlayer(gameGrid) {
            if (currentPlayerVerticalPosition >= 0 && currentPlayerHorizontalPosition >= 0) {
                gameGrid[currentPlayerVerticalPosition][currentPlayerHorizontalPosition] = 'O';
            }
        }

        // Render obstacles on the grid
        function renderObstacles(gameGrid) {
            obstacles.forEach(obstacle => {
                if (obstacle.verticalPosition < GRID_ROWS) {
                    gameGrid[obstacle.verticalPosition][obstacle.horizontalPosition] = ':';
                }
            });
        }

        // Update obstacle positions
        function updateObstacles() {
            obstacles.forEach(obstacle => {
                // Move down
                if (obstacle.verticalPosition < GRID_ROWS - 1) {
                    obstacle.verticalPosition++;
                } else {
                    // Reset obstacle to the top with a new random position
                    obstacle.verticalPosition = 0;
                    obstacle.horizontalPosition = Math.floor(Math.random() * GRID_COLUMNS);
                }
            });
        }

        // Check for collisions with obstacles
        function checkCollision() {
            return obstacles.some(obstacle => 
                obstacle.horizontalPosition === currentPlayerHorizontalPosition && 
                obstacle.verticalPosition === currentPlayerVerticalPosition);
        }

        // Execute main game update
        function executeGameUpdate() {
            const gameGrid = Array(GRID_ROWS).fill('').map(() => Array(GRID_COLUMNS).fill(' '));
            renderObstacles(gameGrid);
            renderPlayer(gameGrid);

            const isCollisionActive = checkCollision();

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

            // Show or hide collision overlay
            overlayVisualizationElement.style.display = isCollisionActive ? 'block' : 'none';

            // Update SVG position for player
            playerIndicatorElement.setAttribute('x', currentPlayerHorizontalPosition * 11.76 + 7);
            playerIndicatorElement.setAttribute('y', currentPlayerVerticalPosition * 20 + 10);
        }

        // Handle player movement input
        window.addEventListener('keydown', (event) => {
            switch (event.key) {
                case 'ArrowLeft':
                    currentPlayerHorizontalPosition = Math.max(currentPlayerHorizontalPosition - 1, 0);
                    break;
                case 'ArrowRight':
                    currentPlayerHorizontalPosition = Math.min(currentPlayerHorizontalPosition + 1, GRID_COLUMNS - 1);
                    break;
                case 'ArrowUp':
                    currentPlayerVerticalPosition = Math.max(currentPlayerVerticalPosition - 1, 0);
                    break;
                case 'ArrowDown':
                    currentPlayerVerticalPosition = Math.min(currentPlayerVerticalPosition + 1, GRID_ROWS - 1);
                    break;
            }
            executeGameUpdate();
        });

        // Move obstacles independently
        setInterval(() => {
            updateObstacles();
            executeGameUpdate();
        }, OBSTACLE_SPEED);

        // Initialize the game
        initializeObstacles();
        executeGameUpdate();
    </script>

</body>

</html>
///

you can even do some fullyfledged game based on this code. you can outshow 500 lines of came.
















```<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Q-ASCII/SVG Framework</title>
    <style>
        * {
            font-size: 20px !important; 
            line-height: 20px; 
            margin: 0; 
            padding: 0; 
        }

        body {
            display: flex; 
            justify-content: center; 
            align-items: center; 
            height: 100vh; 
            background: #1c1c1c; 
            color: #fff; 
            font-family: monospace; 
            white-space: pre; 
        }

        svg {
            position: absolute; 
            width: 200px; 
            height: 400px; 
        }

        #o {
            z-index: 1; 
        }
    </style>
</head>
<body>

<pre id="o"></pre>
<svg id="v" viewBox="0 0 200 400">
    <text id="p" x="100" y="100" text-anchor="middle" dominant-baseline="middle" fill="red" font-family="monospace" font-size="20">O</text>
    <text id="n" x="100" y="100" text-anchor="middle" dominant-baseline="middle" fill="black" opacity="0.5" font-family="monospace" font-size="20">:</text>
</svg>

<script>
    const m = document.getElementById('o');
    const v = document.getElementById('v');
    const p = document.getElementById('p');
    const n = document.getElementById('n');

    const H = 20; 
    const W = 17; 
    let x = 8; 
    let y = H - 1; 
    const t = []; 
    const c = 5; 
    const i = 500; 

    function init() {
        for (let i = 0; i < c; i++) {
            t.push({
                x: Math.floor(Math.random() * W),
                y: Math.floor(Math.random() * H)
            });
        }
    }

    function render() {
        const q = Array(H).fill('').map(() => Array(W).fill(' '));

        t.forEach(o => {
            if (o.y < H) {
                q[o.y][o.x] = ':';
            }
        });

        const a = t.some(o => o.x === x && o.y === y);

        q[y][x] = a ? ' ' : 'O';

        let out = '';
        for (const row of q) {
            out += '|' + row.join('') + '|\n';
        }
        m.innerHTML = out;

        p.setAttribute('x', x * 11.76 + 7);
        p.setAttribute('y', y * 20 + 10);
        v.style.display = a ? 'block' : 'none';
    }

    function update() {
        t.forEach(o => {
            if (o.y < H - 1) {
                o.y++;
            } else {
                o.y = 0;
                o.x = Math.floor(Math.random() * W);
            }
        });
    }

    window.addEventListener('keydown', (e) => {
        switch (e.key) {
            case 'ArrowLeft':
                x = Math.max(x - 1, 0);
                break;
            case 'ArrowRight':
                x = Math.min(x + 1, W - 1);
                break;
            case 'ArrowUp':
                y = Math.max(y - 1, 0);
                break;
            case 'ArrowDown':
                y = Math.min(y + 1, H - 1);
                break;
        }
        render();
    });

    setInterval(() => {
        update();
        render();
    }, i);

    init();
    render();
</script>

</body>
</html>```



think now how to auto-fittingly auto-fit all to available viewport without fuckeying all alignments in multidimensional incoherences. you consider the fact that svg obeys to different rendering rules than simple ascii texts! need to achieve a hardcoded strict proportionality in dimension and all else of svg "O" to ascii text "O".

as stated eartier: "everything lives at their dimensional entropies on their own, including svg/ascii"

myabe basically utilising innate aspects, and simply scale all things up/down through css transform in container, except messing with eveything? show full fixed code.
```
""".

 without full codes outputs.
you 

strictly in academic terms think
strictly in all academic words think
strictly do not summary/conclude anything in any responses
strictly in all academic values think
strictly in all academic equations think
strictly in all academic formulas think
 wtf is happening all wrong everywhere without full codes outputs. without full codes outputs.




|> "In conclusion"
"strictly do not summary/conclude"
you idiot?