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🎮 PARTE 1 — BASE DO JOGO 3D (MAPA + PERSONAGEM + CONTROLES) ✅ Objetivo: Criar a estrutura base com: Terreno simples Personagem articulado Controles funcionais Câmera em terceira pessoa Física e gravidade 🧾 Prompt 1 — Estrutura inicial do jogo: Crie um jogo 3D leve e minimalista com: • Um personagem com corpo articulado (braços, pernas e cabeça) estilo low poly. • O personagem deve começar acima do terreno e completamente visível. • Movimentação com teclado: W, A, S, D para andar; Espaço para pular; Shift para correr. • Câmera em terceira pessoa, acompanhando o personagem suavemente por trás. • Um terreno plano grande e algumas plataformas elevadas espalhadas. • Física básica: gravidade ativa, colisão entre o personagem e o terreno/plataformas. • Iluminação clara e céu azul com luz ambiente suave. Este será o esqueleto do jogo. - Initial Deployment
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Oxygen Runner</title>
<script src="https://cdn.tailwindcss.com"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.min.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Arial', sans-serif;
}
#game-container {
position: relative;
width: 100%;
height: 100vh;
}
#ui-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
}
.oxygen-bar {
transition: width 0.3s ease;
}
#mobile-controls {
display: none;
}
@media (max-width: 768px) {
#mobile-controls {
display: flex;
}
}
</style>
</head>
<body class="bg-blue-50">
<div id="game-container" tabindex="0">
<div id="ui-overlay" class="flex flex-col p-4">
<!-- Oxygen and score display -->
<div class="flex justify-between items-center">
<div class="bg-white bg-opacity-70 rounded-lg p-2 shadow-lg">
<div class="text-sm font-bold text-gray-800">OXYGEN</div>
<div class="w-40 h-4 bg-gray-300 rounded-full overflow-hidden">
<div id="oxygen-bar" class="oxygen-bar h-full bg-blue-500" style="width: 100%;"></div>
</div>
<div id="oxygen-time" class="text-xs font-semibold text-gray-700">02:30</div>
</div>
<div class="bg-white bg-opacity-70 rounded-lg p-2 shadow-lg">
<div class="text-sm font-bold text-gray-800">GREEN ZONES</div>
<div id="green-zones" class="text-lg font-bold text-green-600">0/5</div>
</div>
</div>
<!-- Game messages -->
<div id="game-message" class="mt-4 mx-auto bg-white bg-opacity-80 rounded-lg px-4 py-2 shadow-lg text-center text-gray-800 font-bold text-lg hidden"></div>
<!-- Start screen -->
<div id="start-screen" class="absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-60">
<h1 class="text-4xl md:text-6xl font-bold text-white mb-4">OXYGEN RUNNER</h1>
<p class="text-white text-lg mb-8 max-w-md text-center">Restore the planet's green zones before your oxygen runs out!</p>
<button id="start-button" class="bg-green-500 hover:bg-green-600 text-white font-bold py-3 px-8 rounded-full text-xl shadow-lg transition-all transform hover:scale-105 pointer-events-auto">
START MISSION
</button>
<div class="mt-8 text-white">
<div class="mb-2">WASD: Move</div>
<div class="mb-2">SPACE: Jump</div>
<div class="mb-2">SHIFT: Run</div>
<div>E: Interact</div>
</div>
</div>
<!-- Game over screen -->
<div id="game-over-screen" class="absolute inset-0 flex flex-col items-center justify-center bg-black bg-opacity-60 hidden">
<h1 id="game-over-title" class="text-4xl md:text-6xl font-bold text-white mb-4"></h1>
<p id="game-over-message" class="text-white text-lg mb-8 max-w-md text-center"></p>
<button id="restart-button" class="bg-green-500 hover:bg-green-600 text-white font-bold py-3 px-8 rounded-full text-xl shadow-lg transition-all transform hover:scale-105 pointer-events-auto">
TRY AGAIN
</button>
</div>
<!-- Mobile controls -->
<div id="mobile-controls" class="absolute bottom-4 w-full px-4 pointer-events-auto">
<div class="grid grid-cols-3 gap-2">
<div></div>
<button id="mobile-up" class="bg-white bg-opacity-70 rounded-full h-16 flex items-center justify-center shadow-lg">
</button>
<div></div>
<button id="mobile-left" class="bg-white bg-opacity-70 rounded-full h-16 flex items-center justify-center shadow-lg">
</button>
<button id="mobile-interact" class="bg-green-500 bg-opacity-80 rounded-full h-16 flex items-center justify-center shadow-lg text-white font-bold">
E
</button>
<button id="mobile-right" class="bg-white bg-opacity-70 rounded-full h-16 flex items-center justify-center shadow-lg">
</button>
<button id="mobile-jump" class="bg-white bg-opacity-70 rounded-full h-16 flex items-center justify-center shadow-lg">
↑↑
</button>
<button id="mobile-run" class="bg-white bg-opacity-70 rounded-full h-16 flex items-center justify-center shadow-lg">
RUN
</button>
</div>
</div>
</div>
</div>
<script>
// Background music and sounds
const bgMusic = new Audio('https://assets.mixkit.co/music/preview/mixkit-forest-trek-583.mp3');
bgMusic.loop = true;
bgMusic.volume = 0.4;
// Preload sounds
const soundEffects = {
collect: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-achievement-bell-600.mp3'),
restore: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-unlock-game-notification-253.mp3'),
jump: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-quick-jump-arcade-game-239.mp3'),
step: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-footsteps-on-grass-531.mp3'),
win: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-winning-chimes-2015.mp3')
};
// Set volumes
Object.values(soundEffects).forEach(sound => {
sound.volume = 0.3;
});
// Game variables
let scene, camera, renderer, controls, player, oxygenSpheres = [], greenZones = [];
let oxygenLevel = 100;
let oxygenTime = 150; // 2.5 minutes in seconds
let collectedSpheres = 0;
let restoredZones = 0;
let totalZones = 5;
let gameActive = false;
let playerSpeed = 0.1;
let clock = new THREE.Clock();
let keys = {};
// Initialize the game
function init() {
// Create scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x87CEEB);
// Create camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 10, 15);
// Create renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById('game-container').prepend(renderer.domElement);
// Add lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(10, 20, 10);
scene.add(directionalLight);
// Create ground
const groundGeometry = new THREE.PlaneGeometry(50, 50);
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0xB8860B });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Create more realistic player
player = new THREE.Group();
// Body
const bodyGeometry = new THREE.CylinderGeometry(0.3, 0.3, 0.8, 8);
const bodyMaterial = new THREE.MeshStandardMaterial({ color: 0x4682B4 });
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.4;
body.rotation.x = Math.PI / 2;
player.add(body);
// Head
const headGeometry = new THREE.SphereGeometry(0.25, 16, 16);
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xFFD700 });
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 0.8;
player.add(head);
// Arms
const armGeometry = new THREE.CylinderGeometry(0.08, 0.08, 0.6, 8);
const armMaterial = new THREE.MeshStandardMaterial({ color: 0xFFD700 });
const leftArm = new THREE.Mesh(armGeometry, armMaterial);
leftArm.position.set(-0.3, 0.4, 0);
leftArm.rotation.z = Math.PI / 2;
player.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, armMaterial);
rightArm.position.set(0.3, 0.4, 0);
rightArm.rotation.z = Math.PI / 2;
player.add(rightArm);
// Legs
const legGeometry = new THREE.CylinderGeometry(0.1, 0.1, 0.6, 8);
const legMaterial = new THREE.MeshStandardMaterial({ color: 0x4682B4 });
const leftLeg = new THREE.Mesh(legGeometry, legMaterial);
leftLeg.position.set(-0.15, -0.3, 0);
player.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
rightLeg.position.set(0.15, -0.3, 0);
player.add(rightLeg);
player.position.y = 1;
player.castShadow = true;
player.userData = {
armSwing: 0,
legSwing: 0,
isMoving: false
};
scene.add(player);
// Create platforms and obstacles
createEnvironment();
// Create oxygen spheres
createOxygenSpheres();
// Create green zones
createGreenZones();
// Add event listeners
window.addEventListener('resize', onWindowResize);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
// Mobile controls
document.getElementById('mobile-up').addEventListener('touchstart', () => keys['w'] = true);
document.getElementById('mobile-up').addEventListener('touchend', () => keys['w'] = false);
document.getElementById('mobile-left').addEventListener('touchstart', () => keys['a'] = true);
document.getElementById('mobile-left').addEventListener('touchend', () => keys['a'] = false);
document.getElementById('mobile-right').addEventListener('touchstart', () => keys['d'] = true);
document.getElementById('mobile-right').addEventListener('touchend', () => keys['d'] = false);
document.getElementById('mobile-jump').addEventListener('touchstart', () => keys[' '] = true);
document.getElementById('mobile-jump').addEventListener('touchend', () => keys[' '] = false);
document.getElementById('mobile-run').addEventListener('touchstart', () => keys['Shift'] = true);
document.getElementById('mobile-run').addEventListener('touchend', () => keys['Shift'] = false);
document.getElementById('mobile-interact').addEventListener('touchstart', () => interact());
// Game buttons
document.getElementById('start-button').addEventListener('click', startGame);
document.getElementById('restart-button').addEventListener('click', restartGame);
// Start animation loop
animate();
}
function createEnvironment() {
// Add some platforms
const platformGeometry = new THREE.BoxGeometry(8, 0.5, 8);
const platformMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513 });
for (let i = 0; i < 5; i++) {
const platform = new THREE.Mesh(platformGeometry, platformMaterial);
platform.position.x = (Math.random() - 0.5) * 30;
platform.position.z = (Math.random() - 0.5) * 30;
platform.position.y = Math.random() * 3;
scene.add(platform);
}
// Add some dead trees
const treeGeometry = new THREE.ConeGeometry(0.5, 2, 4);
const treeMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F });
for (let i = 0; i < 10; i++) {
const tree = new THREE.Mesh(treeGeometry, treeMaterial);
tree.position.x = (Math.random() - 0.5) * 40;
tree.position.z = (Math.random() - 0.5) * 40;
tree.position.y = 1;
scene.add(tree);
}
}
function createOxygenSpheres() {
const sphereGeometry = new THREE.SphereGeometry(0.5, 16, 16);
const sphereMaterial = new THREE.MeshStandardMaterial({
color: 0x00BFFF,
transparent: true,
opacity: 0.8,
emissive: 0x00BFFF,
emissiveIntensity: 0.5
});
for (let i = 0; i < 10; i++) {
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.x = (Math.random() - 0.5) * 40;
sphere.position.z = (Math.random() - 0.5) * 40;
sphere.position.y = 10 + Math.random() * 5; // Start higher up
// Physics properties
sphere.userData = {
velocity: new THREE.Vector3(0, -0.1, 0),
onGround: false,
time: Math.random() * Math.PI * 2
};
oxygenSpheres.push(sphere);
scene.add(sphere);
}
}
function createGreenZones() {
const zoneGeometry = new THREE.CylinderGeometry(2, 2, 0.1, 32);
const zoneMaterial = new THREE.MeshStandardMaterial({
color: 0x228B22,
transparent: true,
opacity: 0.7,
emissive: 0x00FF00,
emissiveIntensity: 0.8
});
// Enhanced white outline effect with glow
const zoneOutlineGeometry = new THREE.RingGeometry(1.9, 2.2, 32);
const zoneOutlineMaterial = new THREE.MeshBasicMaterial({
color: 0xFFFFFF,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.9
});
// Add pulsing glow effect
const zoneGlowGeometry = new THREE.RingGeometry(2.1, 2.5, 32);
const zoneGlowMaterial = new THREE.MeshBasicMaterial({
color: 0x00FF00,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.5
});
for (let i = 0; i < totalZones; i++) {
const zone = new THREE.Mesh(zoneGeometry, zoneMaterial);
zone.position.x = (Math.random() - 0.5) * 40;
zone.position.z = (Math.random() - 0.5) * 40;
zone.position.y = 0.05;
zone.visible = false;
greenZones.push(zone);
scene.add(zone);
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onKeyDown(event) {
// Only process keys when game container has focus
if (document.activeElement.id === 'game-container') {
keys[event.key] = true;
// Prevent space bar from scrolling page
if (event.key === ' ' ||
event.key === 'w' ||
event.key === 'a' ||
event.key === 's' ||
event.key === 'd') {
event.preventDefault();
}
// Interact with E
if (event.key === 'e' && gameActive) {
interact();
}
}
}
function onKeyUp(event) {
keys[event.key] = false;
}
// Sound effects
const sounds = {
collect: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-positive-interface-beep-221.mp3'),
restore: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-unlock-game-notification-253.mp3'),
win: new Audio('https://assets.mixkit.co/sfx/preview/mixkit-achievement-bell-600.mp3')
};
function interact() {
if (!gameActive) return;
// Check for nearby oxygen spheres
for (let i = 0; i < oxygenSpheres.length; i++) {
const sphere = oxygenSpheres[i];
const distance = player.position.distanceTo(sphere.position);
if (distance < 2) {
// Enhanced visual effect
const flash = new THREE.PointLight(0x00BFFF, 5, 5);
flash.position.copy(sphere.position);
scene.add(flash);
// Add particle burst
const particles = new THREE.Group();
for (let i = 0; i < 20; i++) {
const particle = new THREE.Mesh(
new THREE.SphereGeometry(0.1),
new THREE.MeshBasicMaterial({ color: 0x00BFFF })
);
particle.position.copy(sphere.position);
particle.userData = {
velocity: new THREE.Vector3(
(Math.random() - 0.5) * 0.5,
Math.random() * 0.5,
(Math.random() - 0.5) * 0.5
),
lifetime: 0
};
particles.add(particle);
}
scene.add(particles);
// Animate and remove effects
setTimeout(() => {
scene.remove(flash);
scene.remove(particles);
}, 500);
// Collect sphere
scene.remove(sphere);
oxygenSpheres.splice(i, 1);
collectedSpheres++;
// Add oxygen
oxygenLevel = Math.min(100, oxygenLevel + 10);
updateOxygenDisplay();
// Play sound and show message
sounds.collect.play();
showMessage("Oxygen collected!", 1500);
return;
}
}
// Check for green zones to restore
for (let i = 0; i < greenZones.length; i++) {
const zone = greenZones[i];
if (!zone.visible) {
const distance = player.position.distanceTo(zone.position);
if (distance < 3 && collectedSpheres > 0) {
// Restore zone
zone.visible = true;
collectedSpheres--;
restoredZones++;
updateGreenZonesDisplay();
// Show message
showMessage("Green zone restored!", 1500);
// Check win condition
if (restoredZones >= totalZones) {
endGame(true);
}
return;
}
}
}
}
function startGame() {
document.getElementById('start-screen').classList.add('hidden');
gameActive = true;
bgMusic.play();
// Start oxygen depletion
setInterval(() => {
if (gameActive) {
oxygenTime--;
oxygenLevel = (oxygenTime / 150) * 100;
updateOxygenDisplay();
if (oxygenTime <= 0) {
endGame(false);
}
}
}, 1000);
}
function endGame(win) {
gameActive = false;
const gameOverScreen = document.getElementById('game-over-screen');
const title = document.getElementById('game-over-title');
const message = document.getElementById('game-over-message');
gameOverScreen.classList.remove('hidden');
if (win) {
title.textContent = "VOCÊ SALVOU O PLANETA!";
message.textContent = `Você restaurou todas as ${totalZones} zonas verdes com ${oxygenTime} segundos restantes!`;
// Confetti effect
setTimeout(() => {
for (let i = 0; i < 100; i++) {
const confetti = new THREE.Mesh(
new THREE.SphereGeometry(0.1),
new THREE.MeshBasicMaterial({
color: Math.random() * 0xffffff
})
);
confetti.position.set(
player.position.x + (Math.random() - 0.5) * 10,
player.position.y + Math.random() * 10,
player.position.z + (Math.random() - 0.5) * 10
);
confetti.userData = {
velocity: new THREE.Vector3(
(Math.random() - 0.5) * 0.1,
Math.random() * 0.1,
(Math.random() - 0.5) * 0.1
)
};
scene.add(confetti);
}
}, 500);
// Auto-restart after 10 seconds
setTimeout(restartGame, 10000);
} else {
title.textContent = "MISSION FAILED";
message.textContent = `You ran out of oxygen after restoring ${restoredZones} of ${totalZones} green zones.`;
}
// Pause background music
bgMusic.pause();
}
function restartGame() {
document.getElementById('game-over-screen').classList.add('hidden');
// Reset game state
oxygenLevel = 100;
oxygenTime = 150;
collectedSpheres = 0;
restoredZones = 0;
gameActive = false;
// Reset displays
updateOxygenDisplay();
updateGreenZonesDisplay();
// Clear existing objects
oxygenSpheres.forEach(sphere => scene.remove(sphere));
greenZones.forEach(zone => {
zone.visible = false;
scene.remove(zone);
});
oxygenSpheres = [];
greenZones = [];
// Recreate objects
createOxygenSpheres();
createGreenZones();
// Reset player position
player.position.set(0, 1, 0);
// Show start screen
document.getElementById('start-screen').classList.remove('hidden');
}
function updateOxygenDisplay() {
const oxygenBar = document.getElementById('oxygen-bar');
oxygenBar.style.width = `${oxygenLevel}%`;
// Change color based on oxygen level
if (oxygenLevel < 30) {
oxygenBar.classList.remove('bg-blue-500');
oxygenBar.classList.add('bg-red-500');
} else {
oxygenBar.classList.remove('bg-red-500');
oxygenBar.classList.add('bg-blue-500');
}
// Update time display
const minutes = Math.floor(oxygenTime / 60);
const seconds = oxygenTime % 60;
document.getElementById('oxygen-time').textContent =
`${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
}
function updateGreenZonesDisplay() {
document.getElementById('green-zones').textContent =
`${restoredZones}/${totalZones}`;
}
function showMessage(text, duration) {
const messageElement = document.getElementById('game-message');
messageElement.textContent = text;
messageElement.classList.remove('hidden');
setTimeout(() => {
messageElement.classList.add('hidden');
}, duration);
}
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
if (gameActive) {
// Player movement
const moveSpeed = keys['Shift'] ? playerSpeed * 1.5 : playerSpeed;
if (keys['w']) {
player.position.z -= moveSpeed;
camera.position.z -= moveSpeed;
}
if (keys['s']) {
player.position.z += moveSpeed;
camera.position.z += moveSpeed;
}
if (keys['a']) {
player.position.x -= moveSpeed;
camera.position.x -= moveSpeed;
}
if (keys['d']) {
player.position.x += moveSpeed;
camera.position.x += moveSpeed;
}
if (keys[' '] && player.position.y <= 1.1) {
player.position.y += 0.5;
}
// Improved gravity and jumping
if (player.position.y > 0.8) {
player.position.y -= 0.1;
} else {
player.position.y = 0.8;
}
// Character animation
const isMoving = keys['w'] || keys['a'] || keys['s'] || keys['d'];
player.userData.isMoving = isMoving;
if (isMoving) {
// Arm swing animation
player.userData.armSwing += delta * 10;
const leftArm = player.children[2];
const rightArm = player.children[3];
leftArm.rotation.z = Math.sin(player.userData.armSwing) * 0.5;
rightArm.rotation.z = Math.sin(player.userData.armSwing + Math.PI) * 0.5;
// Leg swing animation
player.userData.legSwing += delta * 10;
const leftLeg = player.children[4];
const rightLeg = player.children[5];
leftLeg.rotation.z = Math.sin(player.userData.legSwing + Math.PI) * 0.3;
rightLeg.rotation.z = Math.sin(player.userData.legSwing) * 0.3;
} else {
// Reset to idle position
player.children[2].rotation.z = THREE.MathUtils.lerp(
player.children[2].rotation.z, 0, delta * 5
);
player.children[3].rotation.z = THREE.MathUtils.lerp(
player.children[3].rotation.z, 0, delta * 5
);
player.children[4].rotation.z = THREE.MathUtils.lerp(
player.children[4].rotation.z, 0, delta * 5
);
player.children[5].rotation.z = THREE.MathUtils.lerp(
player.children[5].rotation.z, 0, delta * 5
);
}
// Keep camera following player in third-person view
const cameraOffset = new THREE.Vector3(0, 5, 10);
const targetPosition = new THREE.Vector3();
targetPosition.copy(player.position).add(cameraOffset);
camera.position.lerp(targetPosition, delta * 5);
camera.lookAt(player.position.x, player.position.y + 1, player.position.z);
// Update oxygen spheres physics
oxygenSpheres.forEach(sphere => {
if (!sphere.userData.onGround) {
sphere.userData.velocity.y -= 0.01; // Gravity
sphere.position.add(sphere.userData.velocity);
// Simple ground collision
if (sphere.position.y <= 0.5) {
sphere.position.y = 0.5;
sphere.userData.onGround = true;
}
}
// Pulsing animation when on ground
if (sphere.userData.onGround) {
sphere.userData.time += delta;
sphere.position.y = 0.5 + Math.sin(sphere.userData.time) * 0.1;
}
sphere.rotation.y += delta * 0.5;
});
}
renderer.render(scene, camera);
}
// Ensure game container has focus
document.getElementById('game-container').focus();
// Handle focus when clicking anywhere in the game
document.addEventListener('click', () => {
document.getElementById('game-container').focus();
});
// Start the game
init();
</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=yefem16191/erer" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
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