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Created July 1, 2026 01:23
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>NEON DRIFT — Arena</title>
<style>
:root{
--cyan:#00f5d4;
--amber:#ffb627;
--coral:#ff3864;
--pink:#ff006e;
--ink:#050a0e;
--bone:#e8f4f8;
}
*{margin:0;padding:0;box-sizing:border-box;}
html,body{width:100%;height:100%;overflow:hidden;background:var(--ink);font-family:'Rajdhani',system-ui,sans-serif;color:var(--bone);}
canvas{display:block;position:fixed;inset:0;}
/* ---------- HUD ---------- */
#hud{
position:fixed;inset:0;pointer-events:none;z-index:10;
font-family:'Rajdhani','Segoe UI',sans-serif;
user-select:none;
}
.hud-corner{
position:absolute;padding:22px 26px;
text-shadow:0 0 14px rgba(0,245,212,.35);
}
.hud-tl{top:0;left:0;}
.hud-tr{top:0;right:0;text-align:right;}
.label{
font-size:11px;letter-spacing:.32em;text-transform:uppercase;
color:rgba(232,244,248,.5);font-weight:500;margin-bottom:2px;
}
.value{
font-size:42px;font-weight:700;line-height:1;letter-spacing:.02em;
font-variant-numeric:tabular-nums;
background:linear-gradient(180deg,#fff,var(--cyan));
-webkit-background-clip:text;background-clip:text;color:transparent;
filter:drop-shadow(0 0 8px rgba(0,245,212,.45));
}
.lives{display:flex;gap:8px;justify-content:flex-end;margin-top:4px;}
.life{
width:18px;height:18px;
background:linear-gradient(135deg,var(--coral),var(--pink));
clip-path:polygon(50% 0,100% 38%,82% 100%,18% 100%,0 38%);
box-shadow:0 0 12px rgba(255,56,100,.7);
transition:transform .25s,opacity .25s;
}
.life.lost{opacity:.12;transform:scale(.6) rotate(20deg);box-shadow:none;filter:grayscale(1);}
.combo{
position:absolute;left:50%;top:80px;transform:translateX(-50%);
text-align:center;opacity:0;transition:opacity .25s;pointer-events:none;
}
.combo.show{opacity:1;}
.combo .label{font-size:10px;letter-spacing:.4em;color:var(--amber);}
.combo .value{
font-size:28px;
background:linear-gradient(180deg,#fff,var(--amber));
-webkit-background-clip:text;background-clip:text;color:transparent;
filter:drop-shadow(0 0 10px rgba(255,182,39,.55));
}
/* boost bar */
.boost-wrap{
position:absolute;left:50%;bottom:42px;transform:translateX(-50%);
display:flex;flex-direction:column;align-items:center;gap:4px;
pointer-events:none;
}
.boost-label{font-size:9px;letter-spacing:.4em;color:rgba(232,244,248,.4);text-transform:uppercase;}
.boost-bar{
width:120px;height:3px;background:rgba(232,244,248,.08);
border-radius:2px;overflow:hidden;
}
.boost-fill{
height:100%;background:linear-gradient(90deg,var(--cyan),#fff);
box-shadow:0 0 10px rgba(0,245,212,.6);
transition:width .08s linear;
}
.wave-wrap{
position:absolute;left:50%;bottom:70px;transform:translateX(-50%);
text-align:center;pointer-events:none;
}
.wave-label{font-size:10px;letter-spacing:.4em;color:rgba(232,244,248,.45);text-transform:uppercase;}
.wave-bar{
margin-top:4px;width:min(320px,50vw);height:2px;background:rgba(232,244,248,.07);
border-radius:2px;overflow:hidden;
}
.wave-fill{
height:100%;
background:linear-gradient(90deg,var(--cyan),var(--amber),var(--coral));
box-shadow:0 0 12px rgba(0,245,212,.5);
transition:width .1s linear;
}
/* vignette + damage flash */
#vignette{
position:fixed;inset:0;pointer-events:none;z-index:5;
background:radial-gradient(ellipse at center,transparent 40%,rgba(0,0,0,.55) 100%);
}
#damage{
position:fixed;inset:0;pointer-events:none;z-index:6;
background:radial-gradient(ellipse at center,transparent 30%,rgba(255,0,110,.55) 100%);
opacity:0;transition:opacity .12s ease-out;
}
#damage.hit{opacity:1;transition:opacity .05s;}
.reticle{
position:absolute;left:50%;top:50%;transform:translate(-50%,-50%);
width:5px;height:5px;border-radius:50%;background:rgba(232,244,248,.15);
box-shadow:0 0 6px rgba(232,244,248,.2);
}
/* ---------- Overlays ---------- */
.overlay{
position:fixed;inset:0;z-index:20;display:flex;align-items:center;justify-content:center;
background:radial-gradient(ellipse at center,rgba(5,10,14,.5),rgba(5,10,14,.92));
backdrop-filter:blur(10px);-webkit-backdrop-filter:blur(10px);
opacity:0;pointer-events:none;transition:opacity .4s;
}
.overlay.show{opacity:1;pointer-events:auto;}
.panel{text-align:center;padding:40px 60px;max-width:560px;}
.title{
font-size:88px;font-weight:800;line-height:.9;letter-spacing:.06em;
background:linear-gradient(180deg,#fff 0%,var(--cyan) 60%,#0a8c7a 100%);
-webkit-background-clip:text;background-clip:text;color:transparent;
filter:drop-shadow(0 0 30px rgba(0,245,212,.4));
margin-bottom:6px;
}
.subtitle{
font-size:13px;letter-spacing:.6em;color:rgba(232,244,248,.55);
text-transform:uppercase;margin-bottom:36px;
}
.instructions{
display:grid;grid-template-columns:auto auto;gap:10px 22px;
margin:0 auto 36px;width:fit-content;font-size:15px;
}
.instructions .k{
display:inline-block;padding:3px 10px;border:1px solid rgba(0,245,212,.4);
border-radius:5px;color:var(--cyan);font-weight:600;letter-spacing:.1em;
background:rgba(0,245,212,.06);font-size:13px;
}
.instructions .d{color:rgba(232,244,248,.7);align-self:center;text-align:left;}
.btn{
pointer-events:auto;display:inline-block;padding:14px 38px;
font-size:16px;font-weight:700;letter-spacing:.25em;text-transform:uppercase;
color:var(--ink);background:linear-gradient(135deg,var(--cyan),#7af5e0);
border:none;border-radius:4px;cursor:pointer;
box-shadow:0 0 28px rgba(0,245,212,.5),inset 0 0 0 1px rgba(255,255,255,.2);
transition:transform .15s,box-shadow .15s;font-family:inherit;
}
.btn:hover{transform:translateY(-2px);box-shadow:0 4px 36px rgba(0,245,212,.7);}
.btn:active{transform:translateY(0);}
.pulse{animation:pulse 2s ease-in-out infinite;}
@keyframes pulse{50%{opacity:.65;}}
.final-score{
font-size:110px;font-weight:800;line-height:1;letter-spacing:.02em;
background:linear-gradient(180deg,#fff,var(--amber) 70%,#a06800);
-webkit-background-clip:text;background-clip:text;color:transparent;
filter:drop-shadow(0 0 24px rgba(255,182,39,.5));
margin:18px 0 4px;
}
.stats{display:flex;gap:42px;justify-content:center;margin:24px 0 32px;}
.stat{display:flex;flex-direction:column;align-items:center;gap:4px;}
.stat .sv{font-size:24px;font-weight:700;color:var(--bone);}
.stat .sl{font-size:10px;letter-spacing:.3em;color:rgba(232,244,248,.5);text-transform:uppercase;}
.hint{font-size:13px;letter-spacing:.3em;color:rgba(232,244,248,.45);text-transform:uppercase;}
/* score popups */
.pop{
position:absolute;font-family:'Rajdhani',sans-serif;font-weight:800;
font-size:22px;pointer-events:none;
text-shadow:0 0 14px currentColor;
animation:pop 1s ease-out forwards;
transform:translate(-50%,-50%);
}
@keyframes pop{
0%{opacity:0;transform:translate(-50%,-50%) scale(.6);}
20%{opacity:1;transform:translate(-50%,-70%) scale(1.1);}
100%{opacity:0;transform:translate(-50%,-180%) scale(.9);}
}
@media (max-width:600px){
.title{font-size:52px;}
.final-score{font-size:72px;}
.value{font-size:32px;}
.panel{padding:22px 18px;}
}
</style>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Rajdhani:wght@400;500;600;700;800&display=swap" rel="stylesheet">
</head>
<body>
<canvas id="c"></canvas>
<div id="vignette"></div>
<div id="damage"></div>
<div id="hud">
<div class="hud-corner hud-tl">
<div class="label">Score</div>
<div class="value" id="scoreEl">0000</div>
</div>
<div class="hud-corner hud-tr">
<div class="label">Lives</div>
<div class="lives" id="livesEl">
<div class="life" id="life0"></div>
<div class="life" id="life1"></div>
<div class="life" id="life2"></div>
</div>
</div>
<div class="combo" id="comboEl">
<div class="label">Combo</div>
<div class="value" id="comboValEl">x2</div>
</div>
<div class="wave-wrap">
<div class="wave-label" id="waveLabelEl">Wave 1</div>
<div class="wave-bar"><div class="wave-fill" id="waveFill" style="width:0%"></div></div>
</div>
<div class="boost-wrap">
<div class="boost-bar"><div class="boost-fill" id="boostFill" style="width:100%"></div></div>
<div class="boost-label">Boost</div>
</div>
<div class="reticle"></div>
</div>
<div class="overlay show" id="startScreen">
<div class="panel">
<div class="title">NEON<br>DRIFT</div>
<div class="subtitle">Arena Survival</div>
<div class="instructions">
<span class="k">W A S D</span><span class="d">Move through the arena</span>
<span class="k">SHIFT</span><span class="d">Boost dash (drains meter)</span>
<span class="k">AMBER</span><span class="d">Collect orbs for points</span>
<span class="k">AVOID</span><span class="d">Crimson enemies</span>
</div>
<button class="btn" id="startBtn">Begin</button>
</div>
</div>
<div class="overlay" id="gameOverScreen">
<div class="panel">
<div class="subtitle">Run Complete</div>
<div class="final-score" id="finalScoreEl">0</div>
<div class="stats">
<div class="stat"><div class="sv" id="finalOrbsEl">0</div><div class="sl">Orbs</div></div>
<div class="stat"><div class="sv" id="finalWaveEl">1</div><div class="sl">Wave</div></div>
<div class="stat"><div class="sv" id="finalTimeEl">0s</div><div class="sl">Survived</div></div>
</div>
<button class="btn pulse" id="restartBtn">Press R to Restart</button>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/three@0.150.1/build/three.min.js"></script>
<script>
(() => {
'use strict';
// ══════════════════════════════════════════════════════════════
// CONFIG
// ══════════════════════════════════════════════════════════════
const ARENA = 40;
const ORB_COUNT = 4;
const P_SPEED = 22;
const P_ACCEL = 55;
const P_FRICTION = 4.2;
const ENEMY_BASE_S = 5.2;
const SPAWN_BASE = 2.5;
const INVULN_T = 1.5;
const WAVE_DUR = 22;
const C = {
cyan: 0x00f5d4,
amber: 0xffb627,
coral: 0xff3864,
pink: 0xff006e,
white: 0xffffff,
};
// ══════════════════════════════════════════════════════════════
// RENDERER / SCENE / CAMERA
// ══════════════════════════════════════════════════════════════
const canvas = document.getElementById('c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, powerPreference: 'high-performance' });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.18;
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x050a0e);
scene.fog = new THREE.FogExp2(0x050a0e, 0.02);
const camera = new THREE.PerspectiveCamera(62, window.innerWidth / window.innerHeight, 0.1, 300);
camera.position.set(0, 14, 18);
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
pMat.uniforms.uPixel.value = renderer.getPixelRatio();
});
// ══════════════════════════════════════════════════════════════
// LIGHTS
// ══════════════════════════════════════════════════════════════
scene.add(new THREE.HemisphereLight(0x88e0ff, 0x050a0e, 0.3));
const keyLight = new THREE.DirectionalLight(0xb0f5e8, 0.85);
keyLight.position.set(20, 30, 18);
keyLight.castShadow = true;
keyLight.shadow.mapSize.set(2048, 2048);
keyLight.shadow.camera.left = keyLight.shadow.camera.bottom = -ARENA;
keyLight.shadow.camera.right = keyLight.shadow.camera.top = ARENA;
keyLight.shadow.camera.far = 90;
keyLight.shadow.bias = -0.0008;
scene.add(keyLight);
const rimLight = new THREE.DirectionalLight(0xff3864, 0.22);
rimLight.position.set(-16, 10, -12);
scene.add(rimLight);
const groundGlow = new THREE.PointLight(0x00f5d4, 0.55, 55, 2);
groundGlow.position.set(0, 2, 0);
scene.add(groundGlow);
// ══════════════════════════════════════════════════════════════
// GROUND (custom shader grid)
// ══════════════════════════════════════════════════════════════
const gUniforms = {
uTime: { value: 0 },
uPlayer: { value: new THREE.Vector2() },
uPulse: { value: 0 },
uWave: { value: 1 },
};
const groundMat = new THREE.ShaderMaterial({
uniforms: gUniforms,
defines: { AHALF: ARENA.toFixed(1) },
vertexShader: `
varying vec2 vW;
void main(){
vec4 wp = modelMatrix * vec4(position,1.);
vW = wp.xz;
gl_Position = projectionMatrix * viewMatrix * wp;
}
`,
fragmentShader: `
precision highp float;
varying vec2 vW;
uniform float uTime, uPulse, uWave;
uniform vec2 uPlayer;
float gridLine(vec2 p, float s){
vec2 g = abs(fract(p/s-.5)-.5)/fwidth(p/s);
return 1.-min(min(g.x,g.y),1.);
}
void main(){
vec3 base = vec3(.012,.028,.038);
float l1 = gridLine(vW, 2.);
float l2 = gridLine(vW, 8.) * 1.5;
float d = length(vW);
float fade = 1.-smoothstep(AHALF*.3, AHALF*.95, d);
float pd = distance(vW, uPlayer);
float ring = pow(sin(pd*.5-uTime*3.)*.5+.5, 6.) * exp(-pd*.06) * (.4+uPulse*.8);
// wave color shift: cold cyan -> warm amber
float wv = smoothstep(1.,8.,uWave)*.55;
vec3 cold = vec3(0.,.96,.83);
vec3 warm = vec3(1.,.45,.22);
vec3 gc = mix(cold, warm, wv);
vec3 col = base;
col += gc * l1 * fade * .42;
col += gc * l2 * fade * .88;
col += cold * ring * .65;
// edge glow
float ex = smoothstep(AHALF-2.5, AHALF, abs(vW.x));
float ez = smoothstep(AHALF-2.5, AHALF, abs(vW.y));
col += vec3(1.,.21,.39) * max(ex,ez) * .9;
// scanlines
col *= .96+.04*sin(vW.y*.4+uTime*.6);
gl_FragColor = vec4(col,1.);
}
`,
});
const ground = new THREE.Mesh(new THREE.PlaneGeometry(ARENA*2, ARENA*2), groundMat);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Arena walls (low glowing strips)
const wallMatR = new THREE.MeshStandardMaterial({ color:0x080c10, emissive:0xff3864, emissiveIntensity:.9, roughness:.4, metalness:.3 });
for (let i = 0; i < 4; i++) {
const even = i % 2 === 0;
const w = new THREE.Mesh(new THREE.BoxGeometry(even ? ARENA*2 : 1.0, 1.2, even ? 0.3 : ARENA*2), wallMatR.clone());
const s = i < 2 ? 1 : -1;
w.position.set(even ? 0 : s*ARENA, 0.6, even ? s*ARENA : 0);
scene.add(w);
}
// Corner pillars
const pillarM = new THREE.MeshStandardMaterial({ color:0x0a1014, emissive:0x00f5d4, emissiveIntensity:.55, roughness:.3, metalness:.6 });
const capM = new THREE.MeshBasicMaterial({ color:0x00f5d4 });
[[1,1],[-1,1],[1,-1],[-1,-1]].forEach(([x,z]) => {
const p = new THREE.Mesh(new THREE.BoxGeometry(1.5, 7, 1.5), pillarM);
p.position.set(x*ARENA, 3.5, z*ARENA);
p.castShadow = true;
scene.add(p);
const cap = new THREE.Mesh(new THREE.BoxGeometry(1.9, 0.35, 1.9), capM);
cap.position.set(x*ARENA, 7.17, z*ARENA);
scene.add(cap);
// pillar glow
const pl = new THREE.PointLight(0x00f5d4, 1.0, 14, 2);
pl.position.set(x*ARENA, 7, z*ARENA);
scene.add(pl);
});
// ══════════════════════════════════════════════════════════════
// PLAYER
// ══════════════════════════════════════════════════════════════
const playerGrp = new THREE.Group();
scene.add(playerGrp);
// Inner core
const pCore = new THREE.Mesh(
new THREE.IcosahedronGeometry(.48, 1),
new THREE.MeshBasicMaterial({ color: 0xffffff })
);
playerGrp.add(pCore);
// Outer shell
const pShell = new THREE.Mesh(
new THREE.IcosahedronGeometry(.9, 0),
new THREE.MeshStandardMaterial({ color:0x00f5d4, emissive:0x00f5d4, emissiveIntensity:1.7, roughness:.2, metalness:.4, transparent:true, opacity:.85 })
);
pShell.castShadow = true;
playerGrp.add(pShell);
// Outer wireframe
const pWire = new THREE.Mesh(
new THREE.IcosahedronGeometry(1.05, 0),
new THREE.MeshBasicMaterial({ color:0x00f5d4, wireframe:true, transparent:true, opacity:.35 })
);
playerGrp.add(pWire);
// Ring
const pRing = new THREE.Mesh(
new THREE.TorusGeometry(1.3, .065, 8, 48),
new THREE.MeshBasicMaterial({ color:0x00f5d4, transparent:true, opacity:.55 })
);
pRing.rotation.x = Math.PI / 2;
playerGrp.add(pRing);
// Second ring (tilted)
const pRing2 = new THREE.Mesh(
new THREE.TorusGeometry(1.1, .04, 6, 36),
new THREE.MeshBasicMaterial({ color:0x7afff0, transparent:true, opacity:.3 })
);
pRing2.rotation.x = Math.PI / 3;
playerGrp.add(pRing2);
const pLight = new THREE.PointLight(0x00f5d4, 2.6, 18, 2);
pLight.position.set(0, 1.2, 0);
playerGrp.add(pLight);
// Player state
const pVel = new THREE.Vector3();
let pAngle = 0;
let pAngleCur = 0;
// ══════════════════════════════════════════════════════════════
// TRAIL (ribbon)
// ══════════════════════════════════════════════════════════════
const TRAIL_LEN = 50;
const tPos = new Float32Array(TRAIL_LEN * 2 * 3);
const tCol = new Float32Array(TRAIL_LEN * 2 * 3);
const trailGeo = new THREE.BufferGeometry();
trailGeo.setAttribute('position', new THREE.BufferAttribute(tPos, 3));
trailGeo.setAttribute('color', new THREE.BufferAttribute(tCol, 3));
const trail = new THREE.LineSegments(trailGeo,
new THREE.LineBasicMaterial({ vertexColors:true, transparent:true, opacity:.9,
blending:THREE.AdditiveBlending, depthWrite:false })
);
trail.frustumCulled = false;
scene.add(trail);
const trailHist = []; // {x,z}
// ══════════════════════════════════════════════════════════════
// ORBS
// ══════════════════════════════════════════════════════════════
const orbGeo = new THREE.IcosahedronGeometry(.42, 1);
const haloGeo = new THREE.SphereGeometry(.75, 14, 10);
const orbs = [];
function spawnOrb() {
const grp = new THREE.Group();
let x, z, tries = 0;
do {
x = (Math.random()*2-1) * (ARENA - 5);
z = (Math.random()*2-1) * (ARENA - 5);
tries++;
} while (tries < 25 && Math.hypot(x - playerGrp.position.x, z - playerGrp.position.z) < 7);
grp.position.set(x, 1, z);
const core = new THREE.Mesh(orbGeo, new THREE.MeshBasicMaterial({ color:0xffffff }));
grp.add(core);
const shell = new THREE.Mesh(orbGeo,
new THREE.MeshStandardMaterial({ color:0xffb627, emissive:0xffb627, emissiveIntensity:2.4,
roughness:.3, metalness:.2, transparent:true, opacity:.92 }));
shell.scale.setScalar(1.45);
grp.add(shell);
const halo = new THREE.Mesh(haloGeo,
new THREE.MeshBasicMaterial({ color:0xffb627, transparent:true, opacity:.15,
blending:THREE.AdditiveBlending, depthWrite:false }));
grp.add(halo);
const lt = new THREE.PointLight(0xffb627, 1.8, 11, 2);
grp.add(lt);
// small spiral particles
const spiralPts = [];
for (let i = 0; i < 8; i++) {
const a = (i/8)*Math.PI*2;
spiralPts.push(Math.cos(a)*.9, .2, Math.sin(a)*.9);
}
const spGeo = new THREE.BufferGeometry();
spGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(spiralPts), 3));
const sp = new THREE.Points(spGeo,
new THREE.PointsMaterial({ color:0xffdd70, size:.2, transparent:true, opacity:.7,
blending:THREE.AdditiveBlending, depthWrite:false }));
grp.add(sp);
grp.userData = { core, shell, halo, lt, sp, bob:Math.random()*Math.PI*2 };
scene.add(grp);
orbs.push(grp);
}
for (let i = 0; i < ORB_COUNT; i++) spawnOrb();
// ══════════════════════════════════════════════════════════════
// ENEMIES
// ══════════════════════════════════════════════════════════════
const enemies = [];
const enmGeo = new THREE.OctahedronGeometry(.7, 0);
function spawnEnemy() {
const grp = new THREE.Group();
const side = Math.floor(Math.random()*4);
const t = (Math.random()*2-1) * (ARENA - 2);
let x, z;
if (side===0) { x = -ARENA+.5; z = t; }
else if (side===1) { x = ARENA-.5; z = t; }
else if (side===2) { x = t; z = -ARENA+.5; }
else { x = t; z = ARENA-.5; }
grp.position.set(x, .9, z);
const body = new THREE.Mesh(enmGeo,
new THREE.MeshStandardMaterial({ color:0x1a0010, emissive:0xff3864, emissiveIntensity:1.5,
roughness:.4, metalness:.6 }));
body.castShadow = true;
grp.add(body);
const inner = new THREE.Mesh(
new THREE.SphereGeometry(.22, 8, 6),
new THREE.MeshBasicMaterial({ color:0xff90a0 })
);
grp.add(inner);
// Spikes around body
const spikeM = new THREE.MeshStandardMaterial({ color:0x2a0018, emissive:0xff3864, emissiveIntensity:.85, roughness:.35, metalness:.7 });
const spikeG = new THREE.ConeGeometry(.17, .55, 4);
for (let i = 0; i < 6; i++) {
const a = (i/6)*Math.PI*2;
const s = new THREE.Mesh(spikeG, spikeM);
s.position.set(Math.cos(a)*.6, 0, Math.sin(a)*.6);
s.rotation.z = -Math.PI/2;
s.rotation.y = -a;
s.castShadow = true;
grp.add(s);
}
// top spike
const topSpike = new THREE.Mesh(new THREE.ConeGeometry(.14, .5, 4), spikeM);
topSpike.position.y = .7;
grp.add(topSpike);
const lt = new THREE.PointLight(0xff3864, 1.4, 9, 2);
grp.add(lt);
grp.userData = {
body, inner, lt,
speed: ENEMY_BASE_S + gs.wave * .75 + Math.random() * 1.4,
rotS: (Math.random()*2-1) * 2.2,
bob: Math.random() * Math.PI*2,
spawnT: 0,
};
scene.add(grp);
enemies.push(grp);
}
// ══════════════════════════════════════════════════════════════
// PARTICLE POOL
// ══════════════════════════════════════════════════════════════
const PMAX = 800;
const pGeo = new THREE.BufferGeometry();
const pPos = new Float32Array(PMAX * 3);
const pCol = new Float32Array(PMAX * 3);
const pSz = new Float32Array(PMAX);
pGeo.setAttribute('position', new THREE.BufferAttribute(pPos, 3));
pGeo.setAttribute('color', new THREE.BufferAttribute(pCol, 3));
pGeo.setAttribute('aSize', new THREE.BufferAttribute(pSz, 1));
pGeo.setDrawRange(0, 0);
const pMat = new THREE.ShaderMaterial({
uniforms: { uPixel: { value: renderer.getPixelRatio() } },
vertexShader: `
attribute float aSize;
attribute vec3 color;
varying vec3 vC;
uniform float uPixel;
void main(){
vC = color;
vec4 mv = modelViewMatrix*vec4(position,1.);
gl_Position = projectionMatrix*mv;
gl_PointSize = aSize*(280./-mv.z)*uPixel;
}
`,
fragmentShader: `
varying vec3 vC;
void main(){
vec2 uv = gl_PointCoord-.5;
float d = length(uv);
if(d>.5) discard;
float a = pow(1.-d*2.,2.2);
gl_FragColor = vec4(vC*(1.+a*.8), a);
}
`,
transparent:true, depthWrite:false, blending:THREE.AdditiveBlending,
});
const pPoints = new THREE.Points(pGeo, pMat);
pPoints.frustumCulled = false;
scene.add(pPoints);
const pool = Array.from({length:PMAX}, () => ({
pos: new THREE.Vector3(), vel: new THREE.Vector3(),
col: new THREE.Color(), life:0, maxLife:1, size:1, active:false,
}));
function emit(pos, { count=12, color=0xffffff, speed=5, life=0.8, size=2.5, spread=1, baseVel=null } = {}) {
let n = 0;
for (let i = 0; i < PMAX && n < count; i++) {
const p = pool[i];
if (p.active) continue;
p.active = true;
p.pos.copy(pos);
if (baseVel) {
p.vel.copy(baseVel).addScaledVector(
new THREE.Vector3((Math.random()*2-1),(Math.random()*2-1),(Math.random()*2-1)).normalize(),
speed * spread * .6
);
} else {
p.vel.set(
(Math.random()*2-1)*speed*spread,
Math.random()*speed*.9 + speed*.1,
(Math.random()*2-1)*speed*spread
);
}
p.col.setHex(color);
p.life = life * (.7 + Math.random()*.6);
p.maxLife = p.life;
p.size = size * (.5 + Math.random()*.7);
n++;
}
}
function updateParticles(dt) {
let idx = 0;
for (let i = 0; i < PMAX; i++) {
const p = pool[i];
if (!p.active) continue;
p.life -= dt;
if (p.life <= 0) { p.active = false; continue; }
p.vel.y -= 9 * dt;
p.vel.multiplyScalar(1 - dt * 1.2);
p.pos.addScaledVector(p.vel, dt);
if (p.pos.y < .08) { p.pos.y = .08; p.vel.y *= -.38; p.vel.x *= .65; p.vel.z *= .65; }
const t = p.life / p.maxLife;
pPos[idx*3] = p.pos.x;
pPos[idx*3+1] = p.pos.y;
pPos[idx*3+2] = p.pos.z;
pCol[idx*3] = p.col.r * t;
pCol[idx*3+1] = p.col.g * t;
pCol[idx*3+2] = p.col.b * t;
pSz[idx] = p.size * (.3 + t * .7);
idx++;
}
pGeo.setDrawRange(0, idx);
pGeo.attributes.position.needsUpdate = true;
pGeo.attributes.color.needsUpdate = true;
pGeo.attributes.aSize.needsUpdate = true;
}
// ══════════════════════════════════════════════════════════════
// RING BURST
// ══════════════════════════════════════════════════════════════
const rings = [];
function spawnRing(pos, hexColor, scale=1) {
const m = new THREE.Mesh(
new THREE.RingGeometry(.4, .6, 48),
new THREE.MeshBasicMaterial({ color:hexColor, transparent:true, opacity:1,
side:THREE.DoubleSide, blending:THREE.AdditiveBlending, depthWrite:false })
);
m.rotation.x = -Math.PI/2;
m.position.copy(pos).setY(.1);
m.userData = { t:0, life:.75*scale, color:hexColor };
scene.add(m);
rings.push(m);
}
function updateRings(dt) {
for (let i = rings.length-1; i >= 0; i--) {
const r = rings[i];
r.userData.t += dt;
const k = r.userData.t / r.userData.life;
if (k >= 1) { scene.remove(r); r.geometry.dispose(); r.material.dispose(); rings.splice(i,1); continue; }
const s = 1 + k * 10;
r.scale.set(s, s, s);
r.material.opacity = (1-k) * .85;
}
}
// ══════════════════════════════════════════════════════════════
// FLOATING TEXT POPUPS
// ══════════════════════════════════════════════════════════════
const hudEl = document.getElementById('hud');
function popup(worldPos, text, color) {
const v = worldPos.clone().project(camera);
const x = (v.x*.5+.5) * window.innerWidth;
const y = (-v.y*.5+.5) * window.innerHeight;
const el = document.createElement('div');
el.className = 'pop';
el.style.left = x + 'px';
el.style.top = y + 'px';
el.style.color = '#' + color.toString(16).padStart(6,'0');
el.textContent = text;
hudEl.appendChild(el);
setTimeout(() => el.remove(), 1000);
}
// ══════════════════════════════════════════════════════════════
// GAME STATE
// ══════════════════════════════════════════════════════════════
const gs = {
mode: 'menu',
score: 0,
lives: 3,
wave: 1,
elapsed: 0,
orbsCollected: 0,
combo: 1,
comboTimer: 0,
enemySpawnTimer: 0,
invuln: 0,
shake: 0,
boost: 1,
displayScore: 0,
};
// ══════════════════════════════════════════════════════════════
// HUD
// ══════════════════════════════════════════════════════════════
const scoreEl = document.getElementById('scoreEl');
const comboEl = document.getElementById('comboEl');
const comboValEl = document.getElementById('comboValEl');
const waveLblEl = document.getElementById('waveLabelEl');
const waveFillEl = document.getElementById('waveFill');
const boostFill = document.getElementById('boostFill');
const damageEl = document.getElementById('damage');
function updateHUD() {
gs.displayScore += (gs.score - gs.displayScore) * .14;
scoreEl.textContent = Math.round(gs.displayScore).toString().padStart(4,'0');
for (let i = 0; i < 3; i++)
document.getElementById('life'+i).classList.toggle('lost', i >= gs.lives);
comboEl.classList.toggle('show', gs.combo > 1);
if (gs.combo > 1) comboValEl.textContent = 'x' + gs.combo;
waveLblEl.textContent = 'Wave ' + gs.wave;
const p = ((gs.elapsed % WAVE_DUR) / WAVE_DUR * 100).toFixed(1);
waveFillEl.style.width = p + '%';
boostFill.style.width = (gs.boost * 100).toFixed(1) + '%';
}
function damageFlash() {
damageEl.classList.add('hit');
setTimeout(() => damageEl.classList.remove('hit'), 90);
}
// ══════════════════════════════════════════════════════════════
// INPUT
// ══════════════════════════════════════════════════════════════
const keys = {};
window.addEventListener('keydown', e => {
keys[e.code] = true;
if (e.code==='KeyR' && gs.mode==='over') restart();
if ((e.code==='Space'||e.code==='Enter') && gs.mode==='menu') startGame();
e.preventDefault && ['Space','ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.code) && e.preventDefault();
});
window.addEventListener('keyup', e => { keys[e.code] = false; });
document.getElementById('startBtn').addEventListener('click', startGame);
document.getElementById('restartBtn').addEventListener('click', restart);
// ══════════════════════════════════════════════════════════════
// GAME FLOW
// ══════════════════════════════════════════════════════════════
function startGame() {
document.getElementById('startScreen').classList.remove('show');
gs.mode = 'play';
}
function restart() {
document.getElementById('gameOverScreen').classList.remove('show');
gs.score=0; gs.displayScore=0; gs.lives=3; gs.wave=1;
gs.elapsed=0; gs.orbsCollected=0; gs.combo=1; gs.comboTimer=0;
gs.enemySpawnTimer=0; gs.invuln=0; gs.shake=0; gs.boost=1;
playerGrp.position.set(0,0,0);
pVel.set(0,0,0);
pAngle=0; pAngleCur=0;
enemies.forEach(e => scene.remove(e));
enemies.length = 0;
orbs.forEach(o => scene.remove(o));
orbs.length = 0;
for (let i = 0; i < ORB_COUNT; i++) spawnOrb();
trailHist.length = 0;
gs.mode = 'play';
}
function gameOver() {
gs.mode = 'over';
document.getElementById('finalScoreEl').textContent = gs.score;
document.getElementById('finalOrbsEl').textContent = gs.orbsCollected;
document.getElementById('finalWaveEl').textContent = gs.wave;
document.getElementById('finalTimeEl').textContent = Math.floor(gs.elapsed) + 's';
document.getElementById('gameOverScreen').classList.add('show');
}
// ══════════════════════════════════════════════════════════════
// CAMERA STATE
// ══════════════════════════════════════════════════════════════
const camPos = new THREE.Vector3(0, 14, 18);
const camTarget = new THREE.Vector3();
const camFwd = new THREE.Vector3();
const camRight = new THREE.Vector3();
const tmpA = new THREE.Vector3();
const tmpB = new THREE.Vector3();
// ══════════════════════════════════════════════════════════════
// MAIN UPDATE
// ══════════════════════════════════════════════════════════════
function update(dt, time) {
// Always update ground shader
gUniforms.uTime.value = time;
gUniforms.uPlayer.value.set(playerGrp.position.x, playerGrp.position.z);
gUniforms.uPulse.value = Math.sin(time*2)*.5+.5;
gUniforms.uWave.value = gs.wave;
pLight.intensity = 2.3 + Math.sin(time*4.5)*.45;
if (gs.mode !== 'play') {
// Idle orbit camera
camPos.set(Math.cos(time*.14)*22, 12, Math.sin(time*.14)*22);
camTarget.lerp(tmpA.set(0,1,0), .05);
camera.position.copy(camPos);
camera.lookAt(camTarget);
updateParticles(dt);
updateRings(dt);
return;
}
gs.elapsed += dt;
// Wave progression
const newWave = 1 + Math.floor(gs.elapsed / WAVE_DUR);
if (newWave !== gs.wave) {
gs.wave = newWave;
emit(playerGrp.position.clone().setY(1.2),
{ count:50, color:C.cyan, speed:9, life:1.3, size:3.2, spread:1.6 });
for (let r = 0; r < 3; r++)
spawnRing(playerGrp.position.clone(), C.cyan, 1+r*.6);
}
// ── INPUT ───────────────────────────────────────────────
camera.getWorldDirection(camFwd);
camFwd.y = 0; camFwd.normalize();
camRight.crossVectors(camFwd, new THREE.Vector3(0,1,0)).normalize();
const input = new THREE.Vector3();
if (keys['KeyW']||keys['ArrowUp']) input.add(camFwd);
if (keys['KeyS']||keys['ArrowDown']) input.sub(camFwd);
if (keys['KeyA']||keys['ArrowLeft']) input.sub(camRight);
if (keys['KeyD']||keys['ArrowRight']) input.add(camRight);
const hasInput = input.lengthSq() > 0;
if (hasInput) input.normalize();
const boosting = (keys['ShiftLeft']||keys['ShiftRight']) && gs.boost > .05 && hasInput;
gs.boost = boosting
? Math.max(0, gs.boost - dt*.48)
: Math.min(1, gs.boost + dt*.22);
// ── MOVEMENT ────────────────────────────────────────────
const topSpeed = P_SPEED * (boosting ? 1.75 : 1);
const desired = input.clone().multiplyScalar(topSpeed);
const lerpK = Math.min(1, P_ACCEL * dt / Math.max(topSpeed, .1));
pVel.x += (desired.x - pVel.x) * lerpK;
pVel.z += (desired.z - pVel.z) * lerpK;
if (!hasInput) { const f = Math.max(0, 1 - P_FRICTION*dt); pVel.x *= f; pVel.z *= f; }
playerGrp.position.x += pVel.x * dt;
playerGrp.position.z += pVel.z * dt;
const M = ARENA - 1.1;
if (playerGrp.position.x > M) { playerGrp.position.x = M; pVel.x *= -.28; }
if (playerGrp.position.x < -M) { playerGrp.position.x = -M; pVel.x *= -.28; }
if (playerGrp.position.z > M) { playerGrp.position.z = M; pVel.z *= -.28; }
if (playerGrp.position.z < -M) { playerGrp.position.z = -M; pVel.z *= -.28; }
const speed = Math.hypot(pVel.x, pVel.z);
if (speed > .5) {
pAngle = Math.atan2(pVel.x, pVel.z);
}
let da = pAngle - pAngleCur;
while (da > Math.PI) da -= Math.PI*2;
while (da < -Math.PI) da += Math.PI*2;
pAngleCur += da * Math.min(1, dt*9);
playerGrp.rotation.y = pAngleCur;
// Player visual effects
const sf = Math.min(1, speed / P_SPEED);
pCore.rotation.y = time*2.2;
pCore.rotation.x = time*1.6;
pShell.rotation.x = Math.sin(time*6)*.14;
pShell.rotation.z = Math.sin(time*5)*.14;
pWire.rotation.y = -time*.8;
pWire.rotation.x = time*.5;
pRing.rotation.z = time*1.4;
pRing2.rotation.y = time*2;
pRing2.rotation.z = time*.7;
const boostGlow = boosting ? 1.6 : 0;
pShell.material.emissiveIntensity = 1.7 + boostGlow + sf*.4 + Math.sin(time*4)*.2;
pShell.material.opacity = .85 + boostGlow*.08;
pRing.material.opacity = .5 + sf*.3;
pWire.material.opacity = .3 + sf*.2 + (gs.invuln>0 ? Math.sin(time*20)*.3 : 0);
// Invuln blink
const blinkOff = gs.invuln > 0 && Math.floor(gs.invuln*14)%2===0;
[pCore, pShell, pRing, pRing2].forEach(m => m.visible = !blinkOff);
// ── TRAIL ───────────────────────────────────────────────
trailHist.unshift({ x: playerGrp.position.x, z: playerGrp.position.z });
if (trailHist.length > TRAIL_LEN) trailHist.pop();
for (let i = 0; i < TRAIL_LEN; i++) {
const a = trailHist[i] || trailHist[trailHist.length-1] || {x:0,z:0};
const b = trailHist[i+1] || a;
const w = .42 * (1 - i/TRAIL_LEN) * (1 + sf*.6);
const dx = b.x-a.x, dz = b.z-a.z, len = Math.hypot(dx,dz)||1;
const nx = -dz/len*w, nz = dx/len*w;
const idx = i*6;
tPos[idx]=a.x+nx; tPos[idx+1]=.18; tPos[idx+2]=a.z+nz;
tPos[idx+3]=a.x-nx; tPos[idx+4]=.18; tPos[idx+5]=a.z-nz;
const fade = (1-i/TRAIL_LEN);
const bc = boosting ? .5 : 0;
tCol[idx]=bc; tCol[idx+1]=.96*fade; tCol[idx+2]=.83*fade*(boosting?.7:1);
tCol[idx+3]=bc; tCol[idx+4]=.96*fade; tCol[idx+5]=.83*fade*(boosting?.7:1);
}
trailGeo.attributes.position.needsUpdate = true;
trailGeo.attributes.color.needsUpdate = true;
// Boost exhaust
if (boosting && Math.random()<.85) {
const back = new THREE.Vector3(-Math.sin(pAngleCur), 0, -Math.cos(pAngleCur));
emit(
playerGrp.position.clone().addScaledVector(back,.9).setY(.35),
{ count:3, color: Math.random()<.5 ? C.cyan : 0x7afff0,
speed:4, life:.45, size:2, spread:.5,
baseVel: back.clone().multiplyScalar(6).setY(2) }
);
}
// ── ORBS ───────────────────────────────────────────────
for (let i = orbs.length-1; i >= 0; i--) {
const o = orbs[i];
const u = o.userData;
u.bob += dt*2.1;
o.position.y = 1 + Math.sin(u.bob)*.28;
u.shell.rotation.y += dt*1.6;
u.shell.rotation.x += dt*1.1;
u.halo.scale.setScalar(1+Math.sin(u.bob*1.7)*.2);
u.halo.material.opacity = .12+Math.sin(u.bob*1.7)*.07;
u.lt.intensity = 1.5+Math.sin(u.bob*2.8)*.5;
// Spiral rotation
u.sp.rotation.y = u.bob*1.2;
// Collect check
if (o.position.distanceTo(playerGrp.position) < 1.45) collectOrb(o, i);
}
// ── ENEMY SPAWN ────────────────────────────────────────
gs.enemySpawnTimer -= dt;
if (gs.enemySpawnTimer <= 0) {
spawnEnemy();
const interval = Math.max(.4, SPAWN_BASE - gs.wave*.22);
gs.enemySpawnTimer = interval * (.65+Math.random()*.65);
// Cap enemies
const cap = 16 + gs.wave*2;
while (enemies.length > cap) { scene.remove(enemies.shift()); }
}
// ── ENEMIES ────────────────────────────────────────────
for (let i = enemies.length-1; i >= 0; i--) {
const e = enemies[i];
const u = e.userData;
u.spawnT += dt;
const sc = Math.min(1, u.spawnT*3);
e.scale.setScalar(sc);
// Steer toward player with slight wobble
tmpA.subVectors(playerGrp.position, e.position).setY(0);
const dist = tmpA.length();
tmpA.normalize();
// Side wobble for variety
const perp = new THREE.Vector3(-tmpA.z, 0, tmpA.x);
const wobble = Math.sin(u.bob + time*3) * .25;
tmpB.addVectors(tmpA, perp.multiplyScalar(wobble)).normalize();
e.position.addScaledVector(tmpB, u.speed*dt);
e.position.y = .9 + Math.sin(time*4+u.bob)*.12;
u.body.rotation.y += u.rotS*dt;
u.body.rotation.x += u.rotS*.65*dt;
u.inner.rotation.y -= u.rotS*dt;
u.inner.scale.setScalar(1+Math.sin(time*5+u.bob)*.22);
e.rotation.y = Math.atan2(tmpA.x, tmpA.z);
// Spawn flash telegraph
u.body.material.emissiveIntensity = u.spawnT < .45
? 3-u.spawnT*4
: 1.4+Math.sin(time*5+u.bob)*.35;
// Occasional trail puff
if (Math.random()<.12)
emit(e.position.clone().setY(.35), { count:1, color:C.coral, speed:1.5, life:.55, size:1.8, spread:.4 });
// Collision with player
if (dist < 1.45 && gs.invuln <= 0 && u.spawnT > .4) hitPlayer(e, i);
}
// ── TIMERS ─────────────────────────────────────────────
if (gs.invuln > 0) gs.invuln -= dt;
if (gs.comboTimer > 0) { gs.comboTimer -= dt; if (gs.comboTimer <= 0) gs.combo = 1; }
// ── CAMERA ─────────────────────────────────────────────
const camDist = 13 + sf*3.5;
const camHeight = 10.5 + sf*2;
const behind = new THREE.Vector3(-Math.sin(pAngleCur)*camDist, camHeight, -Math.cos(pAngleCur)*camDist);
const wantedPos = playerGrp.position.clone().add(behind);
camPos.lerp(wantedPos, Math.min(1, dt*3.2));
if (gs.shake > 0) {
gs.shake = Math.max(0, gs.shake - dt*2.8);
const s = gs.shake;
camPos.x += (Math.random()*2-1)*s*.65;
camPos.y += (Math.random()*2-1)*s*.4;
camPos.z += (Math.random()*2-1)*s*.65;
}
// Look slightly ahead of player
const lookAhead = playerGrp.position.clone().addScaledVector(pVel, .22).setY(1.1);
camTarget.lerp(lookAhead, Math.min(1, dt*5.5));
camera.position.copy(camPos);
camera.lookAt(camTarget);
// Ground glow follows player
groundGlow.position.set(playerGrp.position.x, 2, playerGrp.position.z);
groundGlow.intensity = .5 + sf*.65;
updateParticles(dt);
updateRings(dt);
updateHUD();
}
// ══════════════════════════════════════════════════════════════
// COLLECT ORB
// ══════════════════════════════════════════════════════════════
function collectOrb(o, idx) {
gs.comboTimer = 2.6;
gs.combo = Math.min(8, gs.combo+1);
const pts = 10 * gs.combo;
gs.score += pts;
gs.orbsCollected++;
emit(o.position.clone(),
{ count:35, color:C.amber, speed:8, life:1.0, size:3.2, spread:1.4 });
emit(o.position.clone(),
{ count:12, color:C.white, speed:5, life:.6, size:2.2, spread:.8 });
spawnRing(o.position.clone(), C.amber);
if (gs.combo > 2) spawnRing(o.position.clone(), C.white, .6);
popup(o.position.clone().setY(2.2), '+' + pts, C.amber);
if (gs.combo > 1) popup(o.position.clone().setY(3.4), 'COMBO x'+gs.combo, 0xffd060);
gs.shake = Math.max(gs.shake, .18);
scene.remove(o);
orbs.splice(idx, 1);
spawnOrb();
}
// ══════════════════════════════════════════════════════════════
// HIT PLAYER
// ══════════════════════════════════════════════════════════════
function hitPlayer(enemy, idx) {
gs.lives--;
gs.invuln = INVULN_T;
gs.combo = 1;
gs.comboTimer = 0;
// Knockback
tmpA.subVectors(playerGrp.position, enemy.position).setY(0).normalize();
pVel.addScaledVector(tmpA, 16);
// Effects
emit(playerGrp.position.clone().setY(1.2),
{ count:45, color:C.pink, speed:10, life:1, size:3.2, spread:1.5 });
emit(playerGrp.position.clone().setY(1.2),
{ count:20, color:C.coral, speed:7, life:.7, size:2.5, spread:1 });
spawnRing(playerGrp.position.clone(), C.pink);
spawnRing(playerGrp.position.clone(), C.coral, .7);
damageFlash();
gs.shake = 1.0;
popup(playerGrp.position.clone().setY(3), '-1 LIFE', C.pink);
scene.remove(enemy);
enemies.splice(idx, 1);
if (gs.lives <= 0) {
// Death explosion
emit(playerGrp.position.clone().setY(1.2),
{ count:90, color:C.cyan, speed:13, life:1.6, size:4.2, spread:2 });
emit(playerGrp.position.clone().setY(1.2),
{ count:40, color:C.white, speed:9, life:1.2, size:3, spread:1.5 });
for (let r = 0; r < 4; r++)
spawnRing(playerGrp.position.clone(), r%2===0 ? C.cyan : C.pink, 1+r*.5);
[pCore, pShell, pRing, pRing2, pWire].forEach(m => m.visible = false);
pLight.intensity = 0;
setTimeout(gameOver, 700);
}
}
// ══════════════════════════════════════════════════════════════
// RENDER LOOP
// ══════════════════════════════════════════════════════════════
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const dt = Math.min(.055, clock.getDelta());
const time = clock.elapsedTime;
update(dt, time);
renderer.render(scene, camera);
}
animate();
})();
</script>
</body>
</html>
⏺ Write(game.html)
⎿  Wrote 1190 lines to game.html
1 <!DOCTYPE html>
2 <html lang="en">
3 <head>
4 <meta charset="UTF-8">
5 <meta name="viewport" content="width=device-width,initial-scale=1">
6 <title>NEON DRIFT — Arena</title>
7 <style>
8 :root{
9 --cyan:#00f5d4;
10 --amber:#ffb627;
… +1187 lines (ctrl+o to expand)
⏺ The file is at ../game.html. Open it directly in any browser — no server needed.
What's in it:
Core spec — all implemented:
- Bounded arena (80×80 unit plane) with wall collision and bounce
- Player moves WASD camera-relative with momentum/friction; can't leave bounds
- Smooth third-person camera that follows behind, pulls back at speed, with look-ahead
- 4 amber orbs always active; collecting one fires a burst, expands rings, +10×combo score, spawns a replacement
- Crimson spiky enemies spawn at arena edges and chase the player; contact costs 1 life
- 3 lives, HUD shows score + pentagon life icons; player blinks during invulnerability window
- Game-over screen with final score / orbs / wave / time; press R to restart
- Difficulty ramps every 22s (wave up): enemy speed +0.75/wave, spawn interval shrinks to 0.4s floor, wave-up burst fires at
player
Premium stretch:
- Custom GLSL ground shader — multi-scale grid lines, pulse rings emanating from the player, edge glow in coral, scanline
texture, hue shifts cyan→amber as waves progress
- Player — icosahedron core + emissive translucent shell + outer wireframe layer + two torus rings, all rotating independently;
tilts with velocity
- Ribbon trail — real-time camera-width ribbon rendered as additive LineSegments, fades and widens with speed; turns white-ish
during boost
- Boost with Shift — drains a meter, emits cyan exhaust particles, intensifies shell glow, 1.75× speed
- 800-particle GPU pool — custom shader with soft circular sprites, additive blending, gravity, ground bounce; used for orb
bursts, enemy trails, hit explosions, wave-up, death
- Expanding ring bursts on every collect, hit, wave-up, and death
- Camera shake scaled by impact severity; smooth position+look-at lerp
- Floating score popups projected from world space
- Combo multiplier (x1–x8) with 2.6s decay window, displayed mid-HUD, stacks score up to ×80/orb
- Directional key light + 2K shadow map, hemisphere fill, coral rim light, per-object point lights, ACES tone mapping,
exponential fog
- Corner pillars with glowing caps + point lights frame the arena
- Idle camera orbits the scene on menu/game-over screens
- Enemies spawn with a bright telegraph flash and wobble as they approach
✻ Brewed for 3m 55s
three.min.js:1 Scripts "build/three.js" and "build/three.min.js" are deprecated with r150+, and will be removed with r160.
Please use ES Modules or alternatives: https://threejs.org/docs/index.html#manual/en/introduction/Installation
game.html:327 Uncaught TypeError: Cannot assign to read only property 'position' of object '#<Yh>'
at Object.assign (<anonymous>)
at game.html:327:18
at game.html:1187:3
⏺ The issue is that THREE.Object3D.position is a read-only property — you can't replace it via Object.assign. Let me fix that
line.
⏺ Update(game.html)
⎿  Added 3 lines, removed 1 line
324 keyLight.shadow.bias = -0.0008;
325 scene.add(keyLight);
326
327 -scene.add(Object.assign(new THREE.DirectionalLight(0xff3864, 0.22), { position: new THREE.Vector3(-16, 10, -12)
- }));
327 +const rimLight = new THREE.DirectionalLight(0xff3864, 0.22);
328 +rimLight.position.set(-16, 10, -12);
329 +scene.add(rimLight);
330
331 const groundGlow = new THREE.PointLight(0x00f5d4, 0.55, 55, 2);
332 groundGlow.position.set(0, 2, 0);
⏺ Fixed. The position property on Three.js objects is a Vector3 instance exposed as a getter — it can't be overwritten by
Object.assign. The fix sets it via .set() instead.
Reload the file in your browser and it should run cleanly now.
/usage
Total cost: $1.18
Total duration (API): 5m 33s
Total duration (wall): 14m 21s
Total code changes: 1194 lines added, 1 line removed
Usage by model:
claude-haiku-4-5: 20.0k input, 17 output, 0 cache read, 0 cache write ($0.0201)
claude-sonnet-4-6: 17 input, 21.7k output, 492.1k cache read, 114.0k cache write ($1.16)
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