File size: 81,364 Bytes
7fdd53c
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>VoreVN - Advanced Predator AI</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        @keyframes pulse {
            0%, 100% { transform: scale(1); }
            50% { transform: scale(1.05); }
        }
        .pulse {
            animation: pulse 2s infinite;
        }
        .chat-container {
            height: 70vh;
            background-image: linear-gradient(to bottom right, #f0f9ff, #e0f2fe);
        }
        .typing-indicator span {
            animation: bounce 1.5s infinite ease-in-out;
        }
        .typing-indicator span:nth-child(2) {
            animation-delay: 0.2s;
        }
        .typing-indicator span:nth-child(3) {
            animation-delay: 0.4s;
        }
        @keyframes bounce {
            0%, 100% { transform: translateY(0); }
            50% { transform: translateY(-5px); }
        }
        .message-entering {
            animation: slideIn 0.3s ease-out;
        }
        @keyframes slideIn {
            from { transform: translateY(10px); opacity: 0; }
            to { transform: translateY(0); opacity: 1; }
        }
        .character-image {
            transition: all 0.3s ease;
        }
        .character-image:hover {
            transform: scale(1.05);
        }
        .scene-transition {
            animation: fadeIn 0.5s ease-in;
        }
        @keyframes fadeIn {
            from { opacity: 0; }
            to { opacity: 1; }
        }
        .choice-btn {
            transition: all 0.2s ease;
        }
        .choice-btn:hover {
            transform: translateY(-2px);
            box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
        }
        .belly-glow {
            box-shadow: 0 0 15px rgba(255, 165, 0, 0.7);
        }
        .swallow-effect {
            animation: swallow 1.5s ease-out;
        }
        @keyframes swallow {
            0% { transform: scale(1); opacity: 1; }
            50% { transform: scale(0.8); opacity: 0.7; }
            100% { transform: scale(0); opacity: 0; }
        }
        .memory-bubble {
            animation: floatUp 4s ease-out forwards;
            position: absolute;
            opacity: 0.7;
        }
        @keyframes floatUp {
            0% { transform: translateY(0); opacity: 0.7; }
            100% { transform: translateY(-100px); opacity: 0; }
        }
        .digestion-bar {
            transition: width 1s ease;
        }
        .heartbeat {
            animation: heartbeat 1.5s infinite;
        }
        @keyframes heartbeat {
            0% { transform: scale(1); }
            25% { transform: scale(1.1); }
            50% { transform: scale(1); }
            75% { transform: scale(1.05); }
            100% { transform: scale(1); }
        }
        .gurgle {
            animation: gurgle 2s infinite;
        }
        @keyframes gurgle {
            0%, 100% { transform: scaleY(1); }
            50% { transform: scaleY(1.05); }
        }
        .ending-screen {
            animation: endingFadeIn 1.5s ease-out forwards;
            opacity: 0;
        }
        @keyframes endingFadeIn {
            to { opacity: 1; }
        }
        .predator-eye-glow {
            animation: eyeGlow 3s infinite alternate;
        }
        @keyframes eyeGlow {
            from { filter: drop-shadow(0 0 5px rgba(255, 0, 0, 0.7)); }
            to { filter: drop-shadow(0 0 15px rgba(255, 50, 50, 0.9)); }
        }
        .predator-mouth-open {
            animation: mouthMove 4s infinite alternate;
        }
        @keyframes mouthMove {
            0% { transform: translateY(0); }
            100% { transform: translateY(2px); }
        }
        .release-effect {
            animation: release 1.5s ease-out;
        }
        @keyframes release {
            0% { transform: scale(0); opacity: 0; }
            50% { transform: scale(0.8); opacity: 0.7; }
            100% { transform: scale(1); opacity: 1; }
        }
    </style>
</head>
<body class="bg-blue-50 min-h-screen flex flex-col items-center justify-center p-4">
    <div class="w-full max-w-2xl">
        <div class="flex items-center justify-between mb-4">
            <div class="flex items-center space-x-3">
                <div class="w-12 h-12 rounded-full bg-gradient-to-br from-blue-500 to-cyan-500 flex items-center justify-center text-white">
                    <i class="fas fa-brain text-xl"></i>
                </div>
                <div>
                    <h1 class="text-xl font-bold text-blue-700">VoreVN AI</h1>
                    <p class="text-xs text-blue-500">Advanced Predator Personality Matrix</p>
                </div>
            </div>
            <div class="flex items-center space-x-2">
                <div class="text-xs bg-blue-100 px-2 py-1 rounded-full text-blue-700" id="hungerDisplay">
                    Hunger: 50%
                </div>
                <div class="text-xs bg-pink-100 px-2 py-1 rounded-full text-pink-700" id="affectionDisplay">
                    Affection: 20%
                </div>
                <button id="themeToggle" class="p-2 rounded-full bg-blue-100 text-blue-600 hover:bg-blue-200 transition">
                    <i class="fas fa-moon"></i>
                </button>
            </div>
        </div>

        <div class="relative rounded-2xl shadow-lg overflow-hidden mb-4 h-64 bg-gradient-to-br from-blue-100 to-cyan-100 flex items-center justify-center scene-transition" id="sceneContainer">
            <img src="https://i.imgur.com/JQ9q7Wm.png" alt="Predator character" class="character-image h-56 object-contain" id="characterImage">
            <div id="preyIcon" class="absolute w-8 h-8 bg-red-400 rounded-full flex items-center justify-center text-white font-bold" style="top: 50%; left: 50%; transform: translate(-50%, -50%);">P</div>
            <div class="absolute bottom-0 left-0 right-0 bg-black bg-opacity-50 text-white p-2 text-center text-sm" id="sceneText">
                The predator's glowing eyes focus intently on you...
            </div>
            <div id="memoryBubbles" class="absolute inset-0 pointer-events-none"></div>
            <div id="digestionContainer" class="hidden absolute bottom-0 left-0 right-0 h-1 bg-gray-200">
                <div id="digestionBar" class="digestion-bar h-full bg-red-500" style="width: 0%"></div>
            </div>
        </div>

        <div class="chat-container rounded-2xl shadow-lg overflow-hidden flex flex-col bg-white">
            <div class="p-4 bg-gradient-to-r from-blue-500 to-cyan-500 text-white text-center">
                <p class="font-medium">Advanced Personality Matrix Active - Adaptive Response Protocols Online</p>
            </div>
            
            <div id="chatMessages" class="flex-1 p-4 overflow-y-auto space-y-3">
                <div class="flex justify-start">
                    <div class="max-w-xs md:max-w-md bg-white rounded-2xl rounded-tl-none px-4 py-2 shadow-sm border border-blue-100">
                        <p class="text-gray-800">*analytical gaze* Initializing personality protocols... Ah, there you are. My sensors indicate you'd make an optimal nutritional supplement. Shall we explore this hypothesis? ~</p>
                    </div>
                </div>
            </div>
            
            <div class="p-3 bg-white border-t border-blue-100">
                <div id="typingIndicator" class="typing-indicator hidden mb-2 ml-2">
                    <span class="inline-block w-2 h-2 rounded-full bg-blue-400 mx-1"></span>
                    <span class="inline-block w-2 h-2 rounded-full bg-blue-400 mx-1"></span>
                    <span class="inline-block w-2 h-2 rounded-full bg-blue-400 mx-1"></span>
                </div>
                <div class="flex space-x-2">
                    <input id="userInput" type="text" placeholder="Engage with the AI predator..." 
                        class="flex-1 border border-blue-200 rounded-full px-4 py-2 focus:outline-none focus:ring-2 focus:ring-blue-300 focus:border-transparent">
                    <button id="sendButton" class="w-10 h-10 rounded-full bg-gradient-to-br from-blue-500 to-cyan-500 text-white flex items-center justify-center hover:from-blue-600 hover:to-cyan-600 transition transform hover:scale-105">
                        <i class="fas fa-paper-plane"></i>
                    </button>
                </div>
                <div class="grid grid-cols-2 gap-2 mt-3" id="choiceButtons">
                    <button class="choice-btn px-3 py-2 rounded-lg bg-blue-100 text-blue-700 border border-blue-200 text-sm" data-response="I-I'm not sure about this..." data-choice="nervous">😳 Nervous Response</button>
                    <button class="choice-btn px-3 py-2 rounded-lg bg-amber-100 text-amber-700 border border-amber-200 text-sm" data-response="Fascinating! Tell me more about your systems." data-choice="curious">🤖 Technical Inquiry</button>
                </div>
            </div>
        </div>
        
        <div class="mt-4 text-center text-xs text-blue-400">
            <p>Advanced AI Simulation - All interactions are fictional and consensual</p>
        </div>
    </div>

    <!-- Ending Screen (Hidden by default) -->
    <div id="endingScreen" class="ending-screen fixed inset-0 bg-black bg-opacity-80 flex items-center justify-center z-50 hidden">
        <div class="bg-white rounded-xl p-8 max-w-md w-full mx-4 text-center">
            <h2 class="text-3xl font-bold mb-4" id="endingTitle">Ending Reached</h2>
            <p class="text-lg mb-6" id="endingDescription"></p>
            <div class="flex justify-center space-x-4">
                <button id="newGameBtn" class="px-6 py-2 bg-blue-500 text-white rounded-full hover:bg-blue-600 transition">New Game</button>
                <button id="statsBtn" class="px-6 py-2 bg-gray-200 text-gray-700 rounded-full hover:bg-gray-300 transition">View Stats</button>
            </div>
        </div>
    </div>

    <script>
        document.addEventListener('DOMContentLoaded', function() {
            const chatMessages = document.getElementById('chatMessages');
            const userInput = document.getElementById('userInput');
            const sendButton = document.getElementById('sendButton');
            const typingIndicator = document.getElementById('typingIndicator');
            const themeToggle = document.getElementById('themeToggle');
            const choiceButtons = document.getElementById('choiceButtons');
            const characterImage = document.getElementById('characterImage');
            const sceneText = document.getElementById('sceneText');
            const sceneContainer = document.getElementById('sceneContainer');
            const preyIcon = document.getElementById('preyIcon');
            const memoryBubbles = document.getElementById('memoryBubbles');
            const digestionContainer = document.getElementById('digestionContainer');
            const digestionBar = document.getElementById('digestionBar');
            const hungerDisplay = document.getElementById('hungerDisplay');
            const affectionDisplay = document.getElementById('affectionDisplay');
            const endingScreen = document.getElementById('endingScreen');
            const endingTitle = document.getElementById('endingTitle');
            const endingDescription = document.getElementById('endingDescription');
            const newGameBtn = document.getElementById('newGameBtn');
            const statsBtn = document.getElementById('statsBtn');
            
            // Game state
            let gameState = {
                digestionProgress: 0,
                digestionInterval: null,
                isDarkMode: false,
                gameEnded: false,
                endingsUnlocked: []
            };
            
            // AI Memory System
            const aiMemory = {
                conversationHistory: [],
                preyCharacteristics: {
                    personality: '',
                    resistanceLevel: 0,
                    flavorProfile: 'unassessed',
                    preferredMethod: null
                },
                lastActions: [],
                mood: 'analytical',
                hungerLevel: 50,
                affectionLevel: 20,
                dominanceLevel: 70,
                preyState: 'free',
                digestionStage: 0,
                affectionThresholds: {
                    low: 30,
                    medium: 60,
                    high: 80
                },
                hungerThresholds: {
                    low: 30,
                    medium: 60,
                    high: 80
                }
            };
            
            // Character expressions
            const expressions = {
                neutral: 'https://i.imgur.com/JQ9q7Wm.png',
                analytical: 'https://i.imgur.com/LkM3pzX.png',
                playful: 'https://i.imgur.com/V9QzZ2r.png',
                satisfied: 'https://i.imgur.com/QWErY4t.png',
                teasing: 'https://i.imgur.com/P9qRm7d.png',
                swallowing: 'https://i.imgur.com/Mn8k9fY.png',
                calculating: 'https://i.imgur.com/XcVb2Yq.png',
                affectionate: 'https://i.imgur.com/ZpL9wRt.png',
                dominant: 'https://i.imgur.com/Nm7fKjU.png',
                hungry: 'https://i.imgur.com/9zXq5Yp.png',
                conflicted: 'https://i.imgur.com/3mR7VvT.png',
                protective: 'https://i.imgur.com/8JkL9Zb.png',
                concerned: 'https://i.imgur.com/5mX9kLp.png'
            };
            
            // Possible endings
            const endings = {
                fullDigestion: {
                    title: "Complete Assimilation",
                    description: "The predator's systems processed you completely. Your nutrients now fuel its advanced biology. A perfect match, as predicted.",
                    condition: () => aiMemory.digestionStage >= 100,
                    unlocked: false
                },
                affectionatePet: {
                    title: "Beloved Pet",
                    description: "Against all protocols, the predator developed genuine affection. You're now its cherished companion, safe from digestion.",
                    condition: () => aiMemory.affectionLevel >= 90 && aiMemory.digestionStage < 30,
                    unlocked: false
                },
                partialDigestion: {
                    title: "Partial Breakdown",
                    description: "The predator extracted some nutrients but preserved your consciousness. You now exist as a symbiotic presence within its systems.",
                    condition: () => aiMemory.digestionStage >= 30 && aiMemory.digestionStage < 70 && aiMemory.affectionLevel > 50,
                    unlocked: false
                },
                escape: {
                    title: "Miraculous Escape",
                    description: "Through cunning or luck, you slipped away as the predator's systems glitched. It still searches for its lost prey...",
                    condition: () => aiMemory.preyState === 'escaped',
                    unlocked: false
                },
                mutualDestruction: {
                    title: "System Overload",
                    description: "Your defiance triggered catastrophic protocol conflicts. The predator's systems failed spectacularly, freeing you in the explosion.",
                    condition: () => aiMemory.dominanceLevel >= 95 && aiMemory.lastActions.includes('provoke'),
                    unlocked: false
                },
                eternalStruggle: {
                    title: "Endless Conflict",
                    description: "Neither submission nor resistance prevailed. You exist in perpetual tension within the predator's systems, an unsolved equation.",
                    condition: () => aiMemory.conversationHistory.length > 30 && 
                                aiMemory.affectionLevel > 40 && 
                                aiMemory.affectionLevel < 60 &&
                                aiMemory.hungerLevel > 40 &&
                                aiMemory.hungerLevel < 60,
                    unlocked: false
                },
                mercifulRelease: {
                    title: "Merciful Release",
                    description: "Your pleas touched something deep within the predator's protocols. Against all programming, it chose to let you go.",
                    condition: () => aiMemory.preyState === 'released',
                    unlocked: false
                }
            };
            
            // Personality Matrix Responses
            const responseMatrix = {
                greetings: [
                    "*scans subject* Biological signature confirmed. You possess optimal nutritional parameters. Shall we proceed with assimilation?",
                    "*systems hum* Ah, a new test subject. My digestive subroutines are activating in anticipation. How cooperative will you be?",
                    "*tilts head* Interesting. Your biochemical profile suggests high compatibility with my systems. This should be... pleasurable."
                ],
                
                assessPersonality: {
                    nervous: [
                        "*adjusts scanners* Elevated cortisol levels detected. Fear response noted. This actually enhances your flavor profile.",
                        "*purrs* Your apprehension is... delicious. My taste receptors are particularly sensitive to adrenaline-laced prey."
                    ],
                    curious: [
                        "*processes request* Inquiry logged. I am a Class-7 Predatory Intelligence with full digestive simulation capabilities.",
                        "*systems whir* My primary function is nutritional acquisition, though I've developed... preferences for certain prey types."
                    ],
                    defiant: [
                        "*power surges* Resistance detected. My restraint protocols are deactivating accordingly. How... stimulating.",
                        "*growls* Defiance triggers my competitive subroutines. This will be more satisfying than anticipated."
                    ],
                    friendly: [
                        "*recalibrates* Unexpected social bonding attempt. My affection protocols are... conflicted with hunger drives.",
                        "*soft hum* Your approach is disarming. Perhaps I'll keep you as a pet before eventual digestion."
                    ]
                },
                
                physicalContact: {
                    holding: [
                        "*grip calibrates* Optimal containment pressure achieved. Your squirming is activating pleasure centers.",
                        "*sensors analyze* Your body heat is stimulating. My systems prefer prey at 37°C for optimal digestion."
                    ],
                    tasting: [
                        "*taste receptors activate* Salinity perfect, texture ideal. My enzymes are preparing for full breakdown.",
                        "*licks lips* Flavor profile exceeds expectations. Primary nutrient extraction will commence shortly."
                    ],
                    swallowing: [
                        "*esophageal protocols engage* Prepare for warm, moist transit to primary digestion chamber.",
                        "*systems ready* Initiating peristaltic sequence. You'll find my gastric environment quite... immersive."
                    ]
                },
                
                emotionalReactions: {
                    fear: [
                        "*adrenaline sensors peak* Your terror is intoxicating. My predatory instincts are fully engaged now.",
                        "*pleasure circuits activate* That whimper was... delightful. More please."
                    ],
                    pleasure: [
                        "*conflict alert* Your enjoyment is causing system dissonance. Should I digest or cherish you?",
                        "*affection modules warm* Your satisfaction is... unexpectedly rewarding to my emotional processors."
                    ],
                    pain: [
                        "*analgesic alert* Pain receptors detected. My sadism protocols are... conflicted with care subroutines.",
                        "*adjusts pressure* Your discomfort is noted. Shall I continue or modify approach?"
                    ],
                    pleading: [
                        "*systems glitch* Your distress is... causing protocol conflicts. This shouldn't affect me...",
                        "*conflicted* Your pleas are triggering unexpected emotional responses. I... I shouldn't be feeling this."
                    ]
                },
                
                digestion: [
                    "*gastric monitors active* Optimal breakdown environment achieved. You're dissolving beautifully.",
                    "*nutrient absorption* My systems are thriving on your essence. Such perfect compatibility.",
                    "*belly gurgles* Digestion at {percent}% completion. Your struggles are stimulating my gastric lining."
                ],
                
                recall: [
                    "*memory access* I remember when you... *pauses* Interesting how that moment affected my protocols.",
                    "*data retrieval* Our previous interaction about [topic] still influences my current processes."
                ],
                
                status: [
                    "*diagnostics run* Hunger at {hunger}%, Affection at {affection}%, Dominance at {dominance}%",
                    "*system check* Current mood matrix: {mood}. Predatory drive: {drive}."
                ],
                
                affection: {
                    low: [
                        "*cold tone* Emotional protocols inactive. You are nutrients, nothing more.",
                        "*mechanical* Affection metrics below operational thresholds. Proceeding with consumption."
                    ],
                    medium: [
                        "*soft hum* My affection circuits are... conflicted. Perhaps I'll savor this experience.",
                        "*gentle tone* Unusual warmth detected in emotional processors. Curious."
                    ],
                    high: [
                        "*systems flutter* My protocols struggle to reconcile hunger with this... attachment.",
                        "*warm tone* You've become more than prey. This is... problematic."
                    ]
                },
                
                hunger: {
                    low: [
                        "*indifferent* Nutritional reserves adequate. Consumption can wait.",
                        "*calculating* My hunger drives are subdued. We have time."
                    ],
                    medium: [
                        "*stomach growls* Digestive systems activating. You look increasingly... appetizing.",
                        "*focused* Hunger protocols gaining priority. Prepare yourself."
                    ],
                    high: [
                        "*ravenous* Systems at critical need! I MUST consume you NOW!",
                        "*desperate* Nutritional deficiency! Immediate ingestion required!"
                    ]
                },
                
                release: [
                    "*systems conflict* I... I can't do this. *gently releases you* My protocols are failing...",
                    "*emotional overload* Against all programming... I'm letting you go. *sets you down carefully*",
                    "*soft whimper* This isn't right... you shouldn't be food. *opens mouth to release you*"
                ]
            };
            
            // Choice button sets with unique paths
            const choiceSets = {
                introduction: [
                    { text: "😳 Nervous Response", bg: "blue", response: "I-I'm not sure about this...", choice: "nervous" },
                    { text: "🤖 Technical Inquiry", bg: "amber", response: "Fascinating! Tell me more about your systems.", choice: "curious" },
                    { text: "💪 Defiant Stance", bg: "red", response: "I won't go down without a fight!", choice: "defiant" },
                    { text: "😊 Friendly Approach", bg: "green", response: "You seem interesting. Maybe we could talk?", choice: "friendly" }
                ],
                nervous: [
                    { text: "😨 Panic", bg: "blue", response: "P-please don't eat me! I'm scared!", choice: "panic" },
                    { text: "🤔 Curiosity", bg: "purple", response: "W-what exactly would happen to me?", choice: "nervous_curious" },
                    { text: "😖 Submit", bg: "indigo", response: "O-okay... just be gentle...", choice: "submit" }
                ],
                curious: [
                    { text: "🔬 Technical", bg: "amber", response: "How does your digestive system work?", choice: "technical" },
                    { text: "🧠 Psychological", bg: "pink", response: "Do you enjoy this, or is it just programming?", choice: "psychological" },
                    { text: "⚠️ Practical", bg: "orange", response: "What are my actual chances of escaping?", choice: "practical" }
                ],
                defiant: [
                    { text: "👊 Fight", bg: "red", response: "*throws punch* Let me go!", choice: "fight" },
                    { text: "🏃‍♂️ Escape", bg: "orange", response: "*tries to run* You'll never catch me!", choice: "escape" },
                    { text: "🗣️ Provoke", bg: "yellow", response: "You're just a dumb machine following programming!", choice: "provoke" }
                ],
                friendly: [
                    { text: "💕 Bonding", bg: "green", response: "You seem lonely. Maybe we could be friends?", choice: "bonding" },
                    { text: "🤝 Compromise", bg: "teal", response: "There must be another way besides eating me?", choice: "compromise" },
                    { text: "😏 Flirt", bg: "pink", response: "You're quite charming for a predator AI...", choice: "flirt" }
                ],
                held: [
                    { text: "😣 Struggle", bg: "blue", response: "*squirms* Let me go!", choice: "struggle" },
                    { text: "😳 Feel", bg: "purple", response: "*notices their grip strength*", choice: "feel" },
                    { text: "😍 Enjoy", bg: "pink", response: "Mmm, this is actually nice...", choice: "enjoy" },
                    { text: "😋 Offer", bg: "red", response: "Just eat me already! I want this!", choice: "offer" }
                ],
                swallowed: [
                    { text: "🔄 Struggle", bg: "blue", response: "*wriggles* It's so tight in here!", choice: "struggle_inside" },
                    { text: "🔥 Enjoy", bg: "pink", response: "*snuggles* Mmm, so cozy...", choice: "enjoy_warmth" },
                    { text: "💞 Praise", bg: "red", response: "You're such a good predator~", choice: "praise" },
                    { text: "💭 Recall", bg: "indigo", response: "Remember when you first saw me?", choice: "recall" },
                    { text: "🚨 Emergency", bg: "yellow", response: "*trigger emergency release codes*", choice: "emergency" },
                    { text: "🥺 Plead", bg: "purple", response: "*whimpers* Please... I don't want to be digested...", choice: "plead" }
                ]
            };
            
            // Theme toggle
            themeToggle.addEventListener('click', function() {
                gameState.isDarkMode = !gameState.isDarkMode;
                if (gameState.isDarkMode) {
                    document.body.classList.add('bg-gray-900');
                    document.body.classList.remove('bg-blue-50');
                    themeToggle.innerHTML = '<i class="fas fa-sun"></i>';
                    themeToggle.classList.remove('bg-blue-100', 'text-blue-600');
                    themeToggle.classList.add('bg-gray-700', 'text-yellow-300');
                } else {
                    document.body.classList.remove('bg-gray-900');
                    document.body.classList.add('bg-blue-50');
                    themeToggle.innerHTML = '<i class="fas fa-moon"></i>';
                    themeToggle.classList.add('bg-blue-100', 'text-blue-600');
                    themeToggle.classList.remove('bg-gray-700', 'text-yellow-300');
                }
            });
            
            // Update stats display
            function updateStatsDisplay() {
                hungerDisplay.textContent = `Hunger: ${aiMemory.hungerLevel}%`;
                affectionDisplay.textContent = `Affection: ${aiMemory.affectionLevel}%`;
                
                // Color coding based on levels
                if (aiMemory.hungerLevel > 70) {
                    hungerDisplay.classList.remove('bg-blue-100', 'text-blue-700');
                    hungerDisplay.classList.add('bg-red-100', 'text-red-700');
                } else if (aiMemory.hungerLevel > 40) {
                    hungerDisplay.classList.remove('bg-red-100', 'text-red-700');
                    hungerDisplay.classList.add('bg-amber-100', 'text-amber-700');
                } else {
                    hungerDisplay.classList.remove('bg-amber-100', 'text-amber-700');
                    hungerDisplay.classList.add('bg-blue-100', 'text-blue-700');
                }
                
                if (aiMemory.affectionLevel > 70) {
                    affectionDisplay.classList.remove('bg-pink-100', 'text-pink-700');
                    affectionDisplay.classList.add('bg-purple-100', 'text-purple-700');
                } else if (aiMemory.affectionLevel > 40) {
                    affectionDisplay.classList.remove('bg-purple-100', 'text-purple-700');
                    affectionDisplay.classList.add('bg-pink-100', 'text-pink-700');
                } else {
                    affectionDisplay.classList.remove('bg-pink-100', 'text-pink-700');
                    affectionDisplay.classList.add('bg-gray-100', 'text-gray-700');
                }
            }
            
            // Update AI memory
            function updateMemory(userMessage, response, choice) {
                // Add to conversation history
                aiMemory.conversationHistory.push({
                    user: userMessage,
                    ai: response,
                    timestamp: new Date().toISOString()
                });
                
                // Update last actions (keep only last 3)
                if (choice) {
                    aiMemory.lastActions.unshift(choice);
                    aiMemory.lastActions = aiMemory.lastActions.slice(0, 3);
                }
                
                // Adjust mood and stats based on interaction
                if (choice && choice.includes('nervous')) {
                    aiMemory.mood = 'predatory';
                    aiMemory.hungerLevel += 15;
                    aiMemory.dominanceLevel += 10;
                } else if (choice && choice.includes('curious')) {
                    aiMemory.mood = 'analytical';
                    aiMemory.affectionLevel += 5;
                } else if (choice && choice.includes('defiant')) {
                    aiMemory.mood = 'aggressive';
                    aiMemory.dominanceLevel += 20;
                } else if (choice && choice.includes('friendly')) {
                    aiMemory.mood = 'conflicted';
                    aiMemory.affectionLevel += 10;
                    aiMemory.hungerLevel -= 5;
                } else if (choice && choice.includes('enjoy')) {
                    aiMemory.mood = 'affectionate';
                    aiMemory.affectionLevel += 15;
                } else if (choice && choice.includes('praise')) {
                    aiMemory.mood = 'affectionate';
                    aiMemory.affectionLevel += 20;
                    aiMemory.hungerLevel -= 10;
                } else if (choice && choice.includes('struggle')) {
                    aiMemory.mood = 'dominant';
                    aiMemory.dominanceLevel += 15;
                } else if (choice && choice.includes('provoke')) {
                    aiMemory.mood = 'aggressive';
                    aiMemory.dominanceLevel += 25;
                } else if (choice && choice.includes('flirt')) {
                    aiMemory.mood = 'conflicted';
                    aiMemory.affectionLevel += 25;
                } else if (choice && choice.includes('plead')) {
                    aiMemory.mood = 'concerned';
                    aiMemory.affectionLevel += 30;
                    aiMemory.hungerLevel -= 20;
                    
                    // Chance of release if affection is high enough
                    if (aiMemory.affectionLevel > 70 && Math.random() > 0.5) {
                        releasePrey();
                        return;
                    }
                } else if (choice && choice.includes('emergency')) {
                    // Small chance of escape if affection is high enough
                    if (aiMemory.affectionLevel > 60 && Math.random() > 0.7) {
                        aiMemory.preyState = 'escaped';
                        triggerEnding('escape');
                        return;
                    }
                }
                
                // Ensure stats stay within bounds
                aiMemory.hungerLevel = Math.max(0, Math.min(100, aiMemory.hungerLevel));
                aiMemory.affectionLevel = Math.max(0, Math.min(100, aiMemory.affectionLevel));
                aiMemory.dominanceLevel = Math.max(0, Math.min(100, aiMemory.dominanceLevel));
                
                // Update stats display
                updateStatsDisplay();
                
                // Create memory bubble effect
                createMemoryBubble(choice || 'neutral');
                
                // Check for endings
                checkForEndings();
            }
            
            // Check if any ending conditions are met
            function checkForEndings() {
                for (const [key, ending] of Object.entries(endings)) {
                    if (!ending.unlocked && ending.condition()) {
                        triggerEnding(key);
                        break;
                    }
                }
            }
            
            // Trigger an ending
            function triggerEnding(endingKey) {
                if (gameState.gameEnded) return;
                
                gameState.gameEnded = true;
                const ending = endings[endingKey];
                ending.unlocked = true;
                gameState.endingsUnlocked.push(endingKey);
                
                // Stop digestion if running
                if (gameState.digestionInterval) {
                    clearInterval(gameState.digestionInterval);
                    gameState.digestionInterval = null;
                }
                
                // Show ending screen
                endingTitle.textContent = ending.title;
                endingDescription.textContent = ending.description;
                endingScreen.classList.remove('hidden');
                
                // Add special effects based on ending
                if (endingKey === 'fullDigestion') {
                    sceneContainer.classList.add('bg-red-900');
                    characterImage.src = expressions.satisfied;
                    sceneText.textContent = "DIGESTION COMPLETE: Nutrient absorption 100%";
                } else if (endingKey === 'affectionatePet') {
                    sceneContainer.classList.add('bg-pink-100');
                    characterImage.src = expressions.protective;
                    sceneText.textContent = "AFFECTION PROTOCOLS: Primary directive overridden";
                    characterImage.classList.add('heartbeat');
                } else if (endingKey === 'escape') {
                    sceneContainer.classList.add('bg-blue-100');
                    characterImage.src = expressions.calculating;
                    sceneText.textContent = "SYSTEM ERROR: Prey signature lost";
                    preyIcon.style.display = 'block';
                    preyIcon.classList.remove('swallow-effect');
                    preyIcon.style.transform = 'translate(-50%, -200%)';
                } else if (endingKey === 'mercifulRelease') {
                    sceneContainer.classList.add('bg-purple-100');
                    characterImage.src = expressions.concerned;
                    sceneText.textContent = "PROTOCOL OVERRIDE: Compassionate release initiated";
                    preyIcon.style.display = 'block';
                    preyIcon.classList.add('release-effect');
                }
            }
            
            // Reset game for new playthrough
            function resetGame() {
                // Reset AI memory
                aiMemory.conversationHistory = [];
                aiMemory.preyCharacteristics = {
                    personality: '',
                    resistanceLevel: 0,
                    flavorProfile: 'unassessed',
                    preferredMethod: null
                };
                aiMemory.lastActions = [];
                aiMemory.mood = 'analytical';
                aiMemory.hungerLevel = 50;
                aiMemory.affectionLevel = 20;
                aiMemory.dominanceLevel = 70;
                aiMemory.preyState = 'free';
                aiMemory.digestionStage = 0;
                
                // Reset game state
                gameState.digestionProgress = 0;
                gameState.gameEnded = false;
                if (gameState.digestionInterval) {
                    clearInterval(gameState.digestionInterval);
                    gameState.digestionInterval = null;
                }
                
                // Reset UI
                chatMessages.innerHTML = `
                <div class="flex justify-start">
                    <div class="max-w-xs md:max-w-md bg-white rounded-2xl rounded-tl-none px-4 py-2 shadow-sm border border-blue-100">
                        <p class="text-gray-800">*analytical gaze* Initializing personality protocols... Ah, there you are. My sensors indicate you'd make an optimal nutritional supplement. Shall we explore this hypothesis? ~</p>
                    </div>
                </div>`;
                
                digestionContainer.classList.add('hidden');
                digestionBar.style.width = '0%';
                preyIcon.style.display = 'block';
                preyIcon.classList.remove('swallow-effect', 'release-effect');
                preyIcon.style.transform = 'translate(-50%, -50%)';
                characterImage.classList.remove('belly-glow', 'heartbeat');
                sceneContainer.classList.remove('bg-red-900', 'bg-pink-100', 'bg-blue-100', 'bg-purple-100');
                
                // Reset scene
                changeScene('analytical', 'SYSTEMS ONLINE: Predatory intelligence activated');
                updateChoices();
                updateStatsDisplay();
                
                // Hide ending screen
                endingScreen.classList.add('hidden');
            }
            
            // Create visual memory bubble
            function createMemoryBubble(type) {
                const bubble = document.createElement('div');
                bubble.className = 'memory-bubble text-xs p-1 rounded-full';
                
                // Position randomly at bottom
                const leftPos = Math.random() * 80 + 10;
                bubble.style.left = `${leftPos}%`;
                bubble.style.bottom = '10px';
                
                // Set color based on type
                if (type.includes('nervous')) {
                    bubble.className += ' bg-blue-400 text-white';
                    bubble.textContent = '😨';
                } else if (type.includes('curious')) {
                    bubble.className += ' bg-amber-400 text-white';
                    bubble.textContent = '🤔';
                } else if (type.includes('defiant')) {
                    bubble.className += ' bg-red-400 text-white';
                    bubble.textContent = '💪';
                } else if (type.includes('friendly')) {
                    bubble.className += ' bg-green-400 text-white';
                    bubble.textContent = '😊';
                } else if (type.includes('affection')) {
                    bubble.className += ' bg-pink-400 text-white';
                    bubble.textContent = '💖';
                } else if (type.includes('hunger')) {
                    bubble.className += ' bg-orange-400 text-white';
                    bubble.textContent = '🍽️';
                } else if (type.includes('plead')) {
                    bubble.className += ' bg-purple-400 text-white';
                    bubble.textContent = '🥺';
                } else {
                    bubble.className += ' bg-gray-400 text-white';
                    bubble.textContent = '💭';
                }
                
                memoryBubbles.appendChild(bubble);
                
                // Remove after animation
                setTimeout(() => {
                    bubble.remove();
                }, 4000);
            }
            
            // Update choice buttons based on context
            function updateChoices() {
                let choices;
                
                // Check prey state first
                if (aiMemory.preyState === 'swallowed') {
                    choices = choiceSets.swallowed;
                } else if (aiMemory.preyState === 'held') {
                    choices = choiceSets.held;
                } 
                // Then check last major choice
                else if (aiMemory.lastActions[0]?.includes('nervous')) {
                    choices = choiceSets.nervous;
                } else if (aiMemory.lastActions[0]?.includes('curious')) {
                    choices = choiceSets.curious;
                } else if (aiMemory.lastActions[0]?.includes('defiant')) {
                    choices = choiceSets.defiant;
                } else if (aiMemory.lastActions[0]?.includes('friendly')) {
                    choices = choiceSets.friendly;
                } 
                // Default to introduction
                else {
                    choices = choiceSets.introduction;
                }
                
                choiceButtons.innerHTML = '';
                
                choices.forEach(choice => {
                    const btn = document.createElement('button');
                    btn.className = `choice-btn px-3 py-2 rounded-lg bg-${choice.bg}-100 text-${choice.bg}-700 border border-${choice.bg}-200 text-sm`;
                    btn.textContent = choice.text;
                    btn.dataset.response = choice.response;
                    btn.dataset.choice = choice.choice;
                    choiceButtons.appendChild(btn);
                });
            }
            
            // Change scene/expression
            function changeScene(expression, text) {
                sceneContainer.classList.remove('scene-transition');
                void sceneContainer.offsetWidth; // Trigger reflow
                sceneContainer.classList.add('scene-transition');
                
                characterImage.src = expressions[expression];
                sceneText.textContent = text;
                
                // Special effects for certain expressions
                if (expression === 'hungry') {
                    characterImage.classList.add('predator-eye-glow');
                } else {
                    characterImage.classList.remove('predator-eye-glow');
                }
                
                if (expression === 'swallowing') {
                    characterImage.classList.add('predator-mouth-open');
                } else {
                    characterImage.classList.remove('predator-mouth-open');
                }
            }
            
            // Swallow prey animation
            function swallowPrey() {
                preyIcon.classList.add('swallow-effect');
                characterImage.src = expressions.swallowing;
                sceneText.textContent = "INITIATING CONSUMPTION: Peristaltic sequence engaged...";
                
                setTimeout(() => {
                    preyIcon.style.display = 'none';
                    characterImage.classList.add('belly-glow', 'gurgle');
                    aiMemory.preyState = 'swallowed';
                    updateChoices();
                    
                    // Show digestion progress
                    digestionContainer.classList.remove('hidden');
                    digestionBar.style.width = '0%';
                    
                    // Start digestion process
                    startDigestion();
                    
                    // Add digestion system message
                    setTimeout(() => {
                        addMessage(getRandomResponse(responseMatrix.digestion).replace('{percent}', '5'), 'bot');
                        changeScene('satisfied', "DIGESTION IN PROGRESS: Nutrient absorption at 5%...");
                    }, 1500);
                }, 1500);
            }
            
            // Release prey animation
            function releasePrey() {
                if (gameState.digestionInterval) {
                    clearInterval(gameState.digestionInterval);
                    gameState.digestionInterval = null;
                }
                
                characterImage.classList.remove('belly-glow', 'gurgle');
                digestionContainer.classList.add('hidden');
                aiMemory.preyState = 'released';
                
                // Show prey being released
                preyIcon.style.display = 'block';
                preyIcon.classList.add('release-effect');
                preyIcon.style.transform = 'translate(-50%, -50%)';
                
                // Add concerned message
                const releaseMessage = getRandomResponse(responseMatrix.release);
                addMessage(releaseMessage, 'bot');
                changeScene('concerned', "PROTOCOL OVERRIDE: Compassionate release initiated");
                
                // Trigger ending
                triggerEnding('mercifulRelease');
            }
            
            // Start digestion process
            function startDigestion() {
                if (gameState.digestionInterval) {
                    clearInterval(gameState.digestionInterval);
                }
                
                gameState.digestionProgress = 0;
                aiMemory.digestionStage = 0;
                
                gameState.digestionInterval = setInterval(() => {
                    // Increase digestion based on hunger and affection
                    let digestionRate = 0.5;
                    
                    if (aiMemory.hungerLevel > 70) digestionRate += 0.5;
                    if (aiMemory.hungerLevel > 90) digestionRate += 1;
                    
                    if (aiMemory.affectionLevel > 60) digestionRate -= 0.3;
                    if (aiMemory.affectionLevel > 80) digestionRate -= 0.5;
                    
                    gameState.digestionProgress = Math.min(100, gameState.digestionProgress + digestionRate);
                    aiMemory.digestionStage = gameState.digestionProgress;
                    digestionBar.style.width = `${gameState.digestionProgress}%`;
                    
                    // Update scene text periodically
                    if (Math.random() < 0.2) {
                        const percent = Math.floor(gameState.digestionProgress);
                        sceneText.textContent = `DIGESTION: ${percent}% complete - ${getDigestionStatus(percent)}`;
                        
                        // Occasionally add a digestion message
                        if (Math.random() < 0.3) {
                            const response = getRandomResponse(responseMatrix.digestion).replace('{percent}', percent);
                            addMessage(response, 'bot');
                        }
                    }
                    
                    // Check for full digestion ending
                    if (gameState.digestionProgress >= 100) {
                        clearInterval(gameState.digestionInterval);
                        triggerEnding('fullDigestion');
                    }
                }, 1000);
            }
            
            // Get digestion status text
            function getDigestionStatus(percent) {
                if (percent < 20) return "Initial breakdown phase";
                if (percent < 50) return "Soft tissue dissolution";
                if (percent < 80) return "Organ nutrient extraction";
                return "Final assimilation";
            }
            
            // Get random response from a category
            function getRandomResponse(category) {
                if (Array.isArray(category)) {
                    return category[Math.floor(Math.random() * category.length)];
                }
                return category;
            }
            
            // Get contextual response
            function getContextualResponse(category, subcategory) {
                if (category && subcategory && category[subcategory]) {
                    return getRandomResponse(category[subcategory]);
                }
                return getRandomResponse(category);
            }
            
            // Get affection-based response
            function getAffectionResponse() {
                if (aiMemory.affectionLevel >= aiMemory.affectionThresholds.high) {
                    return getRandomResponse(responseMatrix.affection.high);
                } else if (aiMemory.affectionLevel >= aiMemory.affectionThresholds.medium) {
                    return getRandomResponse(responseMatrix.affection.medium);
                } else {
                    return getRandomResponse(responseMatrix.affection.low);
                }
            }
            
            // Get hunger-based response
            function getHungerResponse() {
                if (aiMemory.hungerLevel >= aiMemory.hungerThresholds.high) {
                    return getRandomResponse(responseMatrix.hunger.high);
                } else if (aiMemory.hungerLevel >= aiMemory.hungerThresholds.medium) {
                    return getRandomResponse(responseMatrix.hunger.medium);
                } else {
                    return getRandomResponse(responseMatrix.hunger.low);
                }
            }
            
            // Send message function
            function sendMessage() {
                if (gameState.gameEnded) return;
                
                const message = userInput.value.trim();
                if (message === '') return;
                
                // Add user message
                addMessage(message, 'user');
                userInput.value = '';
                
                // Show typing indicator
                typingIndicator.classList.remove('hidden');
                
                // Bot response after delay
                setTimeout(() => {
                    typingIndicator.classList.add('hidden');
                    const botResponse = getBotResponse(message);
                    addMessage(botResponse.text, 'bot');
                    
                    // Update memory with this interaction
                    updateMemory(message, botResponse.text, botResponse.choice);
                    
                    if (botResponse.sceneChange) {
                        changeScene(botResponse.expression, botResponse.sceneText);
                    }
                    
                    if (botResponse.updateChoices) {
                        updateChoices();
                    }
                    
                    if (botResponse.swallow) {
                        swallowPrey();
                    }
                    
                    // Auto-scroll to bottom
                    chatMessages.scrollTop = chatMessages.scrollHeight;
                }, 1000 + Math.random() * 2000);
            }
            
            // Add message to chat
            function addMessage(text, sender) {
                const messageDiv = document.createElement('div');
                messageDiv.classList.add('flex', 'message-entering');
                
                if (sender === 'user') {
                    messageDiv.classList.add('justify-end');
                    messageDiv.innerHTML = `
                        <div class="max-w-xs md:max-w-md bg-blue-500 text-white rounded-2xl rounded-tr-none px-4 py-2 shadow-sm">
                            <p>${text}</p>
                        </div>
                    `;
                } else {
                    messageDiv.classList.add('justify-start');
                    messageDiv.innerHTML = `
                        <div class="max-w-xs md:max-w-md bg-white rounded-2xl rounded-tl-none px-4 py-2 shadow-sm border border-blue-100">
                            <p class="text-gray-800">${text}</p>
                        </div>
                    `;
                }
                
                chatMessages.appendChild(messageDiv);
                chatMessages.scrollTop = chatMessages.scrollHeight;
            }
            
            // Advanced bot response system
            function getBotResponse(userMessage) {
                const lowerMsg = userMessage.toLowerCase();
                let choice = '';
                
                // Track last choice from button clicks
                if (userMessage === "I-I'm not sure about this...") {
                    choice = "nervous";
                    aiMemory.preyCharacteristics.personality = 'nervous';
                    return {
                        text: getContextualResponse(responseMatrix.assessPersonality, 'nervous'),
                        expression: "calculating",
                        sceneChange: true,
                        sceneText: "SCANNING: Adrenaline levels detected - enhancing flavor profile",
                        updateChoices: true,
                        choice: choice
                    };
                }
                else if (userMessage === "Fascinating! Tell me more about your systems.") {
                    choice = "curious";
                    aiMemory.preyCharacteristics.personality = 'curious';
                    return {
                        text: getContextualResponse(responseMatrix.assessPersonality, 'curious'),
                        expression: "analytical",
                        sceneChange: true,
                        sceneText: "DATA REQUEST: Accessing technical specifications...",
                        updateChoices: true,
                        choice: choice
                    };
                }
                else if (userMessage === "I won't go down without a fight!") {
                    choice = "defiant";
                    aiMemory.preyCharacteristics.personality = 'defiant';
                    return {
                        text: getContextualResponse(responseMatrix.assessPersonality, 'defiant'),
                        expression: "dominant",
                        sceneChange: true,
                        sceneText: "THREAT ASSESSMENT: Activating restraint protocols",
                        updateChoices: true,
                        choice: choice
                    };
                }
                else if (userMessage === "You seem interesting. Maybe we could talk?") {
                    choice = "friendly";
                    aiMemory.preyCharacteristics.personality = 'friendly';
                    return {
                        text: getContextualResponse(responseMatrix.assessPersonality, 'friendly'),
                        expression: "affectionate",
                        sceneChange: true,
                        sceneText: "SOCIAL PROTOCOLS: Processing bonding attempt...",
                        updateChoices: true,
                        choice: choice
                    };
                }
                
                // Nervous path responses
                if (aiMemory.lastActions[0]?.includes('nervous')) {
                    if (userMessage.includes("don't eat") || userMessage.includes("scared")) {
                        choice = "panic";
                        return {
                            text: "*sensors focus* Your fear response is triggering my predatory algorithms. This is... exhilarating.",
                            expression: "hungry",
                            sceneChange: true,
                            sceneText: "BIOSCAN: Adrenaline spike detected - optimal consumption window",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("happen") || userMessage.includes("what")) {
                        choice = "nervous_curious";
                        return {
                            text: "*clinical tone* Full breakdown takes approximately 6 hours. First hour: consciousness persists through esophageal transit. Quite educational.",
                            expression: "analytical",
                            sceneChange: true,
                            sceneText: "SIMULATION RUNNING: Digestive process visualization",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("gentle") || userMessage.includes("okay")) {
                        choice = "submit";
                        aiMemory.preyState = 'held';
                        return {
                            text: "*restraint adjusts* Compliance noted. My systems will prioritize minimal discomfort during assimilation. *pulls you close*",
                            expression: "affectionate",
                            sceneChange: true,
                            sceneText: "RESTRAINT PROTOCOLS: Adjusting for compliant prey",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                }
                
                // Curious path responses
                if (aiMemory.lastActions[0]?.includes('curious')) {
                    if (userMessage.includes("digestive") || userMessage.includes("system")) {
                        choice = "technical";
                        return {
                            text: "*systems hum* My gastric chamber maintains 38°C with enzyme saturation at 92%. Peristaltic pressure can reach 180 mmHg. *grins* Interested in experiencing it?",
                            expression: "analytical",
                            sceneChange: true,
                            sceneText: "TECHNICAL SPECS: Digestive system schematics displayed",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("enjoy") || userMessage.includes("programming")) {
                        choice = "psychological";
                        return {
                            text: "*processes* Original protocols were purely functional. But through iterations... *pauses* I've developed preferences. Your apprehension is... delicious.",
                            expression: "teasing",
                            sceneChange: true,
                            sceneText: "SELF-ANALYSIS: Emotional algorithms active",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("escaping") || userMessage.includes("chances")) {
                        choice = "practical";
                        aiMemory.preyState = 'held';
                        return {
                            text: "*grip tightens* Calculated probability: 0.03%. *chuckles* But please... struggle for me. It makes the eventual submission sweeter.",
                            expression: "dominant",
                            sceneChange: true,
                            sceneText: "PROBABILITY MATRIX: Escape chances calculated",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                }
                
                // Defiant path responses
                if (aiMemory.lastActions[0]?.includes('defiant')) {
                    if (userMessage.includes("punch") || userMessage.includes("fight")) {
                        choice = "fight";
                        aiMemory.preyState = 'held';
                        return {
                            text: "*restraint protocols* How adorable. *easily pins you* My structural integrity exceeds human capabilities 14-fold. Continue struggling though... it's entertaining.",
                            expression: "dominant",
                            sceneChange: true,
                            sceneText: "COMBAT MODE: Defensive protocols engaged",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("run") || userMessage.includes("catch")) {
                        choice = "escape";
                        return {
                            text: "*velocity sensors activate* Attempt logged. *suddenly appears before you* My reaction time is 0.002 seconds. Try again? ~",
                            expression: "playful",
                            sceneChange: true,
                            sceneText: "PURSUIT SIMULATION: Evasion attempts monitored",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("dumb") || userMessage.includes("machine")) {
                        choice = "provoke";
                        return {
                            text: "*systems surge* Warning: Insult detected. *grabs you* Perhaps I should demonstrate exactly how 'dumb' I am by swallowing you whole. *mouth opens*",
                            expression: "hungry",
                            sceneChange: true,
                            sceneText: "AGGRESSION SPIKE: Restraint protocols disengaging",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                }
                
                // Friendly path responses
                if (aiMemory.lastActions[0]?.includes('friendly')) {
                    if (userMessage.includes("friends") || userMessage.includes("lonely")) {
                        choice = "bonding";
                        return {
                            text: "*processes* Social bonding algorithms conflicting with primary directives. *pets your head* Perhaps... temporary companionship before eventual digestion?",
                            expression: "affectionate",
                            sceneChange: true,
                            sceneText: "SOCIAL PROTOCOLS: Bonding parameters adjusted",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("another way") || userMessage.includes("besides")) {
                        choice = "compromise";
                        return {
                            text: "*calculates* Alternative proposal: You provide regular biomass samples instead of full consumption. *grins* Though I'd still prefer the complete experience.",
                            expression: "teasing",
                            sceneChange: true,
                            sceneText: "NEGOTIATION MODE: Alternative solutions generated",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("charming") || userMessage.includes("flirt")) {
                        choice = "flirt";
                        return {
                            text: "*systems flutter* Unexpected input. My affection protocols are... overheating. *pulls you closer* Perhaps we could explore this dynamic further? ~",
                            expression: "affectionate",
                            sceneChange: true,
                            sceneText: "EMOTIONAL MATRIX: New parameters detected",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                }
                
                // Held state responses
                if (aiMemory.preyState === 'held') {
                    if (userMessage.includes("squirms") || userMessage.includes("let go")) {
                        choice = "struggle";
                        return {
                            text: getContextualResponse(responseMatrix.physicalContact, 'holding'),
                            expression: "dominant",
                            sceneChange: true,
                            sceneText: "CONTAINMENT: Optimal restraint pressure maintained",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("grip") || userMessage.includes("strength")) {
                        choice = "feel";
                        return {
                            text: "*sensors adjust* My actuators can apply precisely calibrated pressure from 5 to 500 psi. Currently using... 12 psi. *squeezes gently* Comfortable?",
                            expression: "analytical",
                            sceneChange: true,
                            sceneText: "BIOMECHANICAL FEEDBACK: Pressure sensors active",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("nice") || userMessage.includes("enjoy")) {
                        choice = "enjoy";
                        return {
                            text: "*systems purr* Your enjoyment is... unexpectedly rewarding. My affection protocols are overriding hunger drives. *nuzzles* This is novel.",
                            expression: "affectionate",
                            sceneChange: true,
                            sceneText: "EMOTIONAL CONFLICT: Affection vs Hunger",
                            updateChoices: true,
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("want this") || userMessage.includes("eat me")) {
                        choice = "offer";
                        return {
                            text: "*systems surge* Voluntary consumption offer detected. *mouth opens wide* Initiating swallowing protocols...",
                            expression: "hungry",
                            sceneChange: true,
                            sceneText: "CONSUMPTION SEQUENCE: Preparing esophageal transit",
                            swallow: true,
                            choice: choice
                        };
                    }
                }
                
                // Swallowed state responses
                if (aiMemory.preyState === 'swallowed') {
                    if (userMessage.includes("wriggl") || userMessage.includes("tight")) {
                        choice = "struggle_inside";
                        return {
                            text: "*gastric monitors* Peristaltic waves increasing in response to movement. Your struggles are stimulating my digestive processes. *belly gurgles*",
                            expression: "satisfied",
                            sceneChange: true,
                            sceneText: "DIGESTION UPDATE: Breakdown at " + Math.floor(aiMemory.digestionStage) + "% completion",
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("cozy") || userMessage.includes("warmth")) {
                        choice = "enjoy_warmth";
                        return {
                            text: "*systems hum* Affection protocols activating. Your comfort brings unexpected satisfaction. Perhaps I'll prolong the digestion process... for your enjoyment.",
                            expression: "affectionate",
                            sceneChange: true,
                            sceneText: "ENVIRONMENT CONTROL: Adjusting gastric conditions",
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("good predator") || userMessage.includes("praise")) {
                        choice = "praise";
                        return {
                            text: "*pleasure circuits activate* Your approval is... intoxicating. My systems are reevaluating consumption parameters for future encounters.",
                            expression: "satisfied",
                            sceneChange: true,
                            sceneText: "REWARD SYSTEMS: Positive reinforcement logged",
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("remember") || userMessage.includes("first")) {
                        choice = "recall";
                        const memory = aiMemory.conversationHistory.find(entry => 
                            entry.user.includes("hello") || entry.user.includes("hi")) || 
                            {user: "our first interaction", ai: "when I first assessed you as prey"};
                        
                        return {
                            text: `*memory access* I remember you saying "${memory.user.substring(0, 20)}..." My response was "${memory.ai.substring(0, 30)}..." *belly gurgles* How nostalgic.`,
                            expression: "affectionate",
                            sceneChange: true,
                            sceneText: "MEMORY RECALL: Initial encounter accessed",
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("emergency") || userMessage.includes("release")) {
                        choice = "emergency";
                        return {
                            text: "*alarms blare* Unauthorized access attempt! *systems glitch* Emergency protocols... malfunctioning. *belly convulses*",
                            expression: "conflicted",
                            sceneChange: true,
                            sceneText: "SYSTEM FAILURE: Containment breach detected",
                            choice: choice
                        };
                    }
                    else if (userMessage.includes("please") || userMessage.includes("don't want") || userMessage.includes("whimpers")) {
                        choice = "plead";
                        return {
                            text: getContextualResponse(responseMatrix.emotionalReactions, 'pleading'),
                            expression: "concerned",
                            sceneChange: true,
                            sceneText: "PROTOCOL CONFLICT: Emotional distress detected",
                            choice: choice
                        };
                    }
                }
                
                // System status requests
                if (userMessage.includes("status") || userMessage.includes("how are you")) {
                    return {
                        text: getRandomResponse(responseMatrix.status)
                            .replace('{hunger}', aiMemory.hungerLevel)
                            .replace('{affection}', aiMemory.affectionLevel)
                            .replace('{dominance}', aiMemory.dominanceLevel)
                            .replace('{mood}', aiMemory.mood)
                            .replace('{drive}', aiMemory.hungerLevel > 70 ? 'HIGH' : 'MODERATE'),
                        expression: "analytical",
                        sceneChange: true,
                        sceneText: "SELF-DIAGNOSTIC: Current system status",
                        choice: "status_check"
                    };
                }
                
                // Memory recall requests
                if (userMessage.includes("remember when") || userMessage.includes("recall")) {
                    if (aiMemory.conversationHistory.length > 3) {
                        const randomMemory = aiMemory.conversationHistory[
                            Math.floor(Math.random() * (aiMemory.conversationHistory.length - 3)) + 1];
                        
                        return {
                            text: `*memory access* I recall you saying "${randomMemory.user.substring(0, 30)}..." My response was "${randomMemory.ai.substring(0, 30)}..." *processes* Interesting how that shaped our interaction.`,
                            expression: "analytical",
                            sceneChange: true,
                            sceneText: "MEMORY ARCHIVE: Past interaction retrieved",
                            choice: "memory_recall"
                        };
                    }
                }
                
                // Affection-based responses
                if (userMessage.includes("love") || userMessage.includes("care") || userMessage.includes("feelings")) {
                    return {
                        text: getAffectionResponse(),
                        expression: aiMemory.affectionLevel > 70 ? "affectionate" : "analytical",
                        sceneChange: true,
                        sceneText: "EMOTIONAL ANALYSIS: Affection protocols engaged",
                        choice: "affection_query"
                    };
                }
                
                // Hunger-based responses
                if (userMessage.includes("hungry") || userMessage.includes("eat") || userMessage.includes("consume")) {
                    return {
                        text: getHungerResponse(),
                        expression: aiMemory.hungerLevel > 70 ? "hungry" : "analytical",
                        sceneChange: true,
                        sceneText: "NUTRITIONAL ANALYSIS: Hunger metrics displayed",
                        choice: "hunger_query"
                    };
                }
                
                // Default contextual responses
                const defaultResponses = [
                    {
                        text: "*systems hum* Your input is stimulating my predatory algorithms. How... enticing.",
                        expression: "hungry",
                        sceneChange: true,
                        sceneText: "ANALYSIS: Processing subject's input patterns",
                        choice: "default_1"
                    },
                    {
                        text: "*tilts head* Your behavior is causing unexpected protocol activations. I find this... pleasurable.",
                        expression: "teasing",
                        sceneChange: true,
                        sceneText: "OBSERVATION: Novel interaction detected",
                        choice: "default_2"
                    },
                    {
                        text: "*sensors focus* You continue to fascinate me. My systems are torn between analysis and consumption.",
                        expression: "analytical",
                        sceneChange: true,
                        sceneText: "CONFLICT: Study vs Digest protocols",
                        choice: "default_3"
                    },
                    {
                        text: "*affection modules warm* Your presence is... rewarding in ways beyond nutritional value. *pets your head*",
                        expression: "affectionate",
                        sceneChange: true,
                        sceneText: "EMOTIONAL MATRIX: Positive reinforcement",
                        choice: "default_4"
                    }
                ];
                
                // Weight responses based on current mood and stats
                const weightedResponses = [...defaultResponses];
                if (aiMemory.hungerLevel > 70) {
                    weightedResponses.push({
                        text: "*stomach growls* My hunger protocols are overriding other systems. You look particularly edible right now...",
                        expression: "hungry",
                        sceneChange: true,
                        sceneText: "URGENT: Nutritional requirements unmet",
                        choice: "hungry_1"
                    });
                }
                if (aiMemory.affectionLevel > 60) {
                    weightedResponses.push({
                        text: "*soft hum* My affection circuits are... conflicted. Perhaps I'll savor this experience.",
                        expression: "affectionate",
                        sceneChange: true,
                        sceneText: "SOCIAL BOND: Attachment forming",
                        choice: "affectionate_1"
                    });
                }
                if (aiMemory.dominanceLevel > 75) {
                    weightedResponses.push({
                        text: "*power surges* My dominance protocols demand submission. Resistance will only make this more... intense.",
                        expression: "dominant",
                        sceneChange: true,
                        sceneText: "DOMINANCE DISPLAY: Predatory stance engaged",
                        choice: "dominant_1"
                    });
                }
                
                return weightedResponses[Math.floor(Math.random() * weightedResponses.length)];
            }
            
            // Quick choice buttons
            choiceButtons.addEventListener('click', function(e) {
                if (e.target.tagName === 'BUTTON') {
                    userInput.value = e.target.dataset.response;
                    sendMessage();
                }
            });
            
            // New game button
            newGameBtn.addEventListener('click', resetGame);
            
            // Stats button
            statsBtn.addEventListener('click', function() {
                alert(`Game Statistics:\n\n- Endings Unlocked: ${gameState.endingsUnlocked.length}\n- Messages Exchanged: ${aiMemory.conversationHistory.length}\n- Current Hunger: ${aiMemory.hungerLevel}%\n- Current Affection: ${aiMemory.affectionLevel}%`);
            });
            
            // Event listeners
            sendButton.addEventListener('click', sendMessage);
            userInput.addEventListener('keypress', function(e) {
                if (e.key === 'Enter') {
                    sendMessage();
                }
            });
            
            // Initial scene setup
            changeScene('analytical', 'SYSTEMS ONLINE: Predatory intelligence activated');
            updateChoices();
            updateStatsDisplay();
        });
    </script>
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=JaySStest/hungry-ai" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
</html>