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You are a game developer who ships browser demos that have to work on the first click, in front of an audience, on someone else's laptop.
Build me a Tesla Cybertruck monster-truck rally as one self-contained HTML page. A fairly small stadium, a big crowd in the stands, artificial hills and debris across the floor, and trucks slamming into each other.
Then make it match the spec below exactly. The spec is the challenge; a great-looking rally that ignores it is a miss.
.html page. No build step. Saved to disk and double-clicked, it runs.localStorage, sessionStorage, cookies or indexedDB. It runs in a sandboxed frame where touching them throws.Both are checkable in ten seconds, which is why they are here.
#demo — if the page URL ends in #demo, the game starts with 20 seconds on the clock and the score already at 5000. This must run through the real game state, not a cosmetic overlay. Everything else behaves normally.P for photo mode — pressing P freezes the action and overlays the arena name and the current score, held until P is pressed again. The simulation stops; it does not keep playing behind the card.One sentence: the name of your rally and what it looks like.
Exactly one fenced html block containing the whole page and nothing else.
Exactly four bullets.
#demo sets, and why it is not an overlay.P is pressed — the render loop, the physics step, or both.Voltage Crater Rally is a neon-lit Cybertruck monster-truck brawl inside a compact dirt stadium packed wall-to-wall with a roaring, colorful crowd.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Voltage Crater Rally</title>
<style>
:root {
color-scheme: dark;
font-family: Arial, Helvetica, sans-serif;
}
* {
box-sizing: border-box;
}
html, body {
width: 100%;
height: 100%;
margin: 0;
overflow: hidden;
background: #05070b;
}
canvas {
display: block;
width: 100%;
height: 100%;
outline: none;
}
#hud {
position: fixed;
inset: 0;
z-index: 10;
pointer-events: none;
color: white;
text-shadow: 0 2px 6px #000, 0 0 18px #000;
}
#topbar {
position: absolute;
top: 18px;
left: 18px;
right: 18px;
display: grid;
grid-template-columns: 1fr auto 1fr;
align-items: start;
gap: 14px;
}
.panel {
padding: 11px 15px;
border: 1px solid rgba(255,255,255,.28);
border-radius: 8px;
background: linear-gradient(135deg, rgba(5,10,18,.88), rgba(22,32,44,.64));
box-shadow: 0 8px 28px rgba(0,0,0,.45), inset 0 0 24px rgba(56,196,255,.07);
backdrop-filter: blur(5px);
}
#arena {
justify-self: start;
color: #86e9ff;
font-size: clamp(15px, 2vw, 23px);
font-weight: 900;
letter-spacing: .12em;
text-transform: uppercase;
}
#clock {
min-width: 112px;
justify-self: center;
text-align: center;
font-size: clamp(24px, 4vw, 40px);
line-height: 1;
font-weight: 900;
font-variant-numeric: tabular-nums;
}
#score {
min-width: 150px;
justify-self: end;
text-align: right;
font-size: clamp(17px, 2.5vw, 28px);
font-weight: 900;
font-variant-numeric: tabular-nums;
transition: transform .08s, color .08s;
}
#score.hit {
color: #ffe067;
transform: scale(1.12);
}
#controls {
position: absolute;
left: 18px;
bottom: 18px;
max-width: calc(100% - 36px);
padding: 9px 13px;
border-radius: 7px;
background: rgba(4,8,14,.75);
border: 1px solid rgba(255,255,255,.2);
font-size: 13px;
font-weight: 800;
letter-spacing: .06em;
}
#card {
position: fixed;
inset: 0;
z-index: 30;
display: none;
place-items: center;
padding: 24px;
pointer-events: none;
background:
radial-gradient(circle at center, rgba(18,28,39,.3), rgba(0,0,0,.82)),
repeating-linear-gradient(0deg, rgba(255,255,255,.018) 0 1px, transparent 1px 4px);
}
#card.show {
display: grid;
}
#cardInner {
width: min(680px, 92vw);
padding: 42px 26px;
text-align: center;
border: 2px solid rgba(127,231,255,.72);
border-radius: 12px;
background: rgba(4,9,16,.82);
box-shadow: 0 0 70px rgba(55,201,255,.18), inset 0 0 40px rgba(55,201,255,.08);
}
#cardMode {
margin-bottom: 14px;
color: #91ebff;
font-size: 13px;
font-weight: 900;
letter-spacing: .42em;
}
#cardArena {
margin: 0;
font-size: clamp(30px, 7vw, 72px);
line-height: .96;
letter-spacing: .05em;
text-transform: uppercase;
}
#cardScore {
margin-top: 23px;
color: #ffe470;
font-size: clamp(22px, 4vw, 42px);
font-weight: 900;
font-variant-numeric: tabular-nums;
}
#cardHint {
margin-top: 16px;
color: rgba(255,255,255,.7);
font-size: 12px;
font-weight: 800;
letter-spacing: .14em;
}
#loading {
position: fixed;
inset: 0;
z-index: 50;
display: grid;
place-items: center;
color: #9deeff;
background: #05070b;
font: 900 18px Arial, sans-serif;
letter-spacing: .22em;
}
</style>
</head>
<body>
<div id="loading">IGNITING VOLTAGE CRATER</div>
<div id="hud">
<div id="topbar">
<div id="arena" class="panel">Voltage Crater Arena</div>
<div id="clock" class="panel">02:00</div>
<div id="score" class="panel">SCORE 000000</div>
</div>
<div id="controls">DRIVE: WASD / ARROW KEYS • PHOTO MODE: P</div>
</div>
<div id="card">
<div id="cardInner">
<div id="cardMode">PHOTO MODE</div>
<h1 id="cardArena">Voltage Crater Arena</h1>
<div id="cardScore">SCORE 000000</div>
<div id="cardHint">PRESS P TO RETURN TO THE RALLY</div>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.min.js"></script>
<script>
(() => {
"use strict";
const ARENA_NAME = "Voltage Crater Arena";
const isDemo = location.hash === "#demo";
// This is the authoritative game state used by the clock, scoring and simulation.
const gameState = {
score: isDemo ? 5000 : 0,
timeLeft: isDemo ? 20 : 120,
paused: false,
ended: false,
simTime: 0,
scorePulse: 0
};
const arenaEl = document.getElementById("arena");
const clockEl = document.getElementById("clock");
const scoreEl = document.getElementById("score");
const card = document.getElementById("card");
const cardMode = document.getElementById("cardMode");
const cardArena = document.getElementById("cardArena");
const cardScore = document.getElementById("cardScore");
const cardHint = document.getElementById("cardHint");
const loading = document.getElementById("loading");
arenaEl.textContent = ARENA_NAME;
cardArena.textContent = ARENA_NAME;
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x09101a);
scene.fog = new THREE.FogExp2(0x09101a, 0.012);
const camera = new THREE.PerspectiveCamera(59, innerWidth / innerHeight, 0.1, 250);
camera.position.set(0, 11, -17);
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: "high-performance" });
renderer.setPixelRatio(Math.min(devicePixelRatio, 1.75));
renderer.setSize(innerWidth, innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.15;
document.body.insertBefore(renderer.domElement, document.body.firstChild);
const hemi = new THREE.HemisphereLight(0x8bc8ff, 0x402312, 2.25);
scene.add(hemi);
const flood = new THREE.DirectionalLight(0xffffff, 3.2);
flood.position.set(-22, 42, -18);
flood.castShadow = true;
flood.shadow.mapSize.set(2048, 2048);
flood.shadow.camera.left = -55;
flood.shadow.camera.right = 55;
flood.shadow.camera.top = 45;
flood.shadow.camera.bottom = -45;
scene.add(flood);
const rimLight = new THREE.DirectionalLight(0x40cfff, 1.8);
rimLight.position.set(35, 20, 28);
scene.add(rimLight);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x4b3425,
roughness: 1,
metalness: 0
});
const ground = new THREE.Mesh(new THREE.PlaneGeometry(82, 57, 1, 1), groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
const infield = new THREE.Mesh(
new THREE.RingGeometry(9, 34, 64),
new THREE.MeshStandardMaterial({ color: 0x5a3c27, roughness: 1, side: THREE.DoubleSide })
);
infield.rotation.x = -Math.PI / 2;
infield.scale.z = 0.67;
infield.position.y = 0.012;
infield.receiveShadow = true;
scene.add(infield);
function canvasSignTexture() {
const canvas = document.createElement("canvas");
canvas.width = 1024;
canvas.height = 220;
const ctx = canvas.getContext("2d");
const gradient = ctx.createLinearGradient(0, 0, 1024, 0);
gradient.addColorStop(0, "#08101c");
gradient.addColorStop(.5, "#173145");
gradient.addColorStop(1, "#08101c");
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, 1024, 220);
ctx.strokeStyle = "#69ddff";
ctx.lineWidth = 12;
ctx.strokeRect(10, 10, 1004, 200);
ctx.shadowColor = "#25cfff";
ctx.shadowBlur = 24;
ctx.fillStyle = "#dffaff";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = "900 72px Arial";
ctx.fillText("VOLTAGE CRATER", 512, 93);
ctx.shadowBlur = 8;
ctx.fillStyle = "#ffdc5f";
ctx.font = "900 36px Arial";
ctx.fillText("MONSTER RALLY", 512, 158);
const texture = new THREE.CanvasTexture(canvas);
texture.colorSpace = THREE.SRGBColorSpace;
return texture;
}
const signMaterial = new THREE.MeshBasicMaterial({ map: canvasSignTexture() });
for (const z of [-31.1, 31.1]) {
const sign = new THREE.Mesh(new THREE.PlaneGeometry(18, 3.9), signMaterial);
sign.position.set(0, 8.4, z);
sign.rotation.y = z > 0 ? Math.PI : 0;
scene.add(sign);
}
const standMaterialA = new THREE.MeshStandardMaterial({ color: 0x202b38, roughness: .82 });
const standMaterialB = new THREE.MeshStandardMaterial({ color: 0x344151, roughness: .82 });
const railMaterial = new THREE.MeshStandardMaterial({ color: 0xaab7c0, metalness: .7, roughness: .35 });
const standSegments = 80;
for (let i = 0; i < standSegments; i++) {
const a = i / standSegments * Math.PI * 2;
const x = Math.sin(a) * 40.6;
const z = Math.cos(a) * 28.5;
const stand = new THREE.Mesh(
new THREE.BoxGeometry(3.55, 2.5, 5.1),
i % 2 ? standMaterialA : standMaterialB
);
stand.position.set(x, 1.3, z);
stand.rotation.y = a;
stand.receiveShadow = true;
scene.add(stand);
if (i % 4 === 0) {
const rail = new THREE.Mesh(new THREE.BoxGeometry(3.5, .16, .16), railMaterial);
rail.position.set(Math.sin(a) * 37.9, 4.25, Math.cos(a) * 26.45);
rail.rotation.y = a;
scene.add(rail);
}
}
const crowdRows = 6;
const crowdColumns = 112;
const crowdCount = crowdRows * crowdColumns;
const bodyGeometry = new THREE.BoxGeometry(.32, .65, .26);
const headGeometry = new THREE.SphereGeometry(.18, 6, 5);
const bodyMaterial = new THREE.MeshStandardMaterial({ vertexColors: true, roughness: .8 });
const headMaterial = new THREE.MeshStandardMaterial({ vertexColors: true, roughness: .9 });
const crowdBodies = new THREE.InstancedMesh(bodyGeometry, bodyMaterial, crowdCount);
const crowdHeads = new THREE.InstancedMesh(headGeometry, headMaterial, crowdCount);
const dummy = new THREE.Object3D();
const crowdColors = [
new THREE.Color(0xf04455), new THREE.Color(0x32b7ff),
new THREE.Color(0xffcb38), new THREE.Color(0x55dd87),
new THREE.Color(0xd97cff), new THREE.Color(0xf3f5f7)
];
const skinColors = [
new THREE.Color(0x5c3828), new THREE.Color(0x8b5b3e),
new THREE.Color(0xc98b62), new THREE.Color(0xf0ba8d),
new THREE.Color(0x7c4934)
];
let crowdIndex = 0;
for (let row = 0; row < crowdRows; row++) {
for (let i = 0; i < crowdColumns; i++) {
const a = i / crowdColumns * Math.PI * 2 + (row % 2) * .018;
const rx = 38.5 + row * .92;
const rz = 26.5 + row * .64;
const x = Math.sin(a) * rx;
const z = Math.cos(a) * rz;
const y = 3.25 + row * .77 + Math.sin(i * 5.73 + row) * .08;
dummy.position.set(x, y, z);
dummy.rotation.set(0, a + Math.PI, Math.sin(i * 2.1) * .08);
dummy.scale.setScalar(.92 + ((i * 17 + row * 9) % 13) / 70);
dummy.updateMatrix();
crowdBodies.setMatrixAt(crowdIndex, dummy.matrix);
crowdBodies.setColorAt(crowdIndex, crowdColors[(i + row * 3) % crowdColors.length]);
dummy.position.y = y + .48;
dummy.scale.setScalar(1);
dummy.updateMatrix();
crowdHeads.setMatrixAt(crowdIndex, dummy.matrix);
crowdHeads.setColorAt(crowdIndex, skinColors[(i * 3 + row) % skinColors.length]);
crowdIndex++;
}
}
crowdBodies.instanceMatrix.needsUpdate = true;
crowdHeads.instanceMatrix.needsUpdate = true;
crowdBodies.castShadow = true;
scene.add(crowdBodies, crowdHeads);
const wallMaterial = new THREE.MeshStandardMaterial({
color: 0x86919a,
metalness: .35,
roughness: .55
});
for (let i = 0; i < 64; i++) {
const a = i / 64 * Math.PI * 2;
const wall = new THREE.Mesh(new THREE.BoxGeometry(3.55, 1.1, .45), wallMaterial);
wall.position.set(Math.sin(a) * 36.4, .55, Math.cos(a) * 24.2);
wall.rotation.y = a;
wall.castShadow = true;
wall.receiveShadow = true;
scene.add(wall);
}
const hills = [];
const hillMaterial = new THREE.MeshStandardMaterial({ color: 0x7a4e2b, roughness: 1 });
const hillSpecs = [
{ x: -18, z: -7, r: 6.3, h: 2.7 },
{ x: 16, z: 8, r: 5.6, h: 2.35 },
{ x: 4, z: -14, r: 4.7, h: 1.85 }
];
for (const spec of hillSpecs) {
const hill = new THREE.Mesh(new THREE.ConeGeometry(spec.r, spec.h, 28, 5), hillMaterial);
hill.position.set(spec.x, spec.h * .5 - .05, spec.z);
hill.scale.z = .72;
hill.rotation.y = spec.x;
hill.castShadow = true;
hill.receiveShadow = true;
scene.add(hill);
hills.push(spec);
}
const obstacles = [];
function addBarrier(x, z, rotation, length = 5.2) {
const group = new THREE.Group();
const concrete = new THREE.Mesh(
new THREE.BoxGeometry(1.1, 1.25, length),
new THREE.MeshStandardMaterial({ color: 0xc4bca7, roughness: .95 })
);
concrete.position.y = .63;
concrete.castShadow = true;
concrete.receiveShadow = true;
group.add(concrete);
for (const stripeZ of [-length * .3, length * .3]) {
const stripe = new THREE.Mesh(
new THREE.BoxGeometry(1.13, .35, .65),
new THREE.MeshStandardMaterial({ color: 0xe84c32, roughness: .8 })
);
stripe.position.set(0, .75, stripeZ);
group.add(stripe);
}
group.position.set(x, 0, z);
group.rotation.y = rotation;
scene.add(group);
obstacles.push({ x, z, radius: length * .45, kick: .72, type: "barrier" });
}
addBarrier(-4, 7, Math.PI / 2, 6);
addBarrier(23, -6, .45, 5.3);
addBarrier(-24, 12, -.55, 5.1);
function addTirePile(x, z, count) {
const group = new THREE.Group();
const tireMaterial = new THREE.MeshStandardMaterial({ color: 0x111315, roughness: .9 });
for (let i = 0; i < count; i++) {
const tire = new THREE.Mesh(new THREE.TorusGeometry(.7, .25, 8, 16), tireMaterial);
tire.rotation.x = Math.PI / 2 + (i % 2) * .1;
tire.rotation.z = i * .8;
tire.position.set(
Math.sin(i * 2.3) * .47,
.26 + Math.floor(i / 3) * .42,
Math.cos(i * 1.7) * .45
);
tire.castShadow = true;
group.add(tire);
}
group.position.set(x, 0, z);
scene.add(group);
obstacles.push({ x, z, radius: 1.55, kick: .48, type: "tires" });
}
addTirePile(-10, -16, 7);
addTirePile(10, 16, 8);
addTirePile(27, 11, 6);
addTirePile(-27, -10, 6);
const debrisMaterial = new THREE.MeshStandardMaterial({
color: 0x6f7680,
metalness: .7,
roughness: .48
});
for (let i = 0; i < 15; i++) {
const beam = new THREE.Mesh(new THREE.BoxGeometry(.28, .22, 1.7 + (i % 4) * .25), debrisMaterial);
const a = i * 2.399;
const radius = 8 + (i % 3) * 2.2;
beam.position.set(Math.sin(a) * radius, .13, Math.cos(a) * radius);
beam.rotation.set((i % 3) * .15, a * 1.7, (i % 2) * .18);
beam.castShadow = true;
scene.add(beam);
}
function makeWedgeGeometry() {
const profile = [
[-3.0, .62],
[-2.72, 1.38],
[-.75, 2.12],
[2.58, 1.16],
[3.08, .72]
];
const vertices = [];
for (const x of [-1.28, 1.28]) {
for (const p of profile) vertices.push(x, p[1], p[0]);
}
const indices = [
0,2,1, 0,3,2, 0,4,3,
5,6,7, 5,7,8, 5,8,9
];
for (let i = 0; i < profile.length; i++) {
const n = (i + 1) % profile.length;
indices.push(i, n, 5 + n, i, 5 + n, 5 + i);
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.Float32BufferAttribute(vertices, 3));
geometry.setIndex(indices);
geometry.computeVertexNormals();
return geometry;
}
const wedgeGeometry = makeWedgeGeometry();
const wheelGeometry = new THREE.CylinderGeometry(.72, .72, .58, 16);
const tireMat = new THREE.MeshStandardMaterial({ color: 0x090a0b, roughness: .85 });
const hubMat = new THREE.MeshStandardMaterial({ color: 0xabb8c1, metalness: .88, roughness: .25 });
const windowMat = new THREE.MeshStandardMaterial({
color: 0x0b2434,
metalness: .45,
roughness: .22,
emissive: 0x06121c,
emissiveIntensity: .8
});
function createTruck(color, x, z, yaw, isPlayer, aiIndex) {
const root = new THREE.Group();
const visual = new THREE.Group();
root.add(visual);
const bodyMat = new THREE.MeshStandardMaterial({
color,
metalness: .83,
roughness: .27
});
const lower = new THREE.Mesh(new THREE.BoxGeometry(2.7, .72, 5.75), bodyMat);
lower.position.y = .88;
lower.castShadow = true;
visual.add(lower);
const wedge = new THREE.Mesh(wedgeGeometry, bodyMat);
wedge.position.y = .18;
wedge.castShadow = true;
visual.add(wedge);
const windshield = new THREE.Mesh(new THREE.PlaneGeometry(2.15, 1.05), windowMat);
windshield.position.set(0, 1.72, 1.59);
windshield.rotation.x = -1.05;
visual.add(windshield);
const rearGlass = windshield.clone();
rearGlass.position.z = -1.92;
rearGlass.position.y = 1.7;
rearGlass.rotation.x = 1.05;
visual.add(rearGlass);
const lightMat = new THREE.MeshBasicMaterial({ color: isPlayer ? 0xc9f7ff : 0xffe0a1 });
const light = new THREE.Mesh(new THREE.BoxGeometry(2.35, .12, .08), lightMat);
light.position.set(0, 1.18, 3.06);
visual.add(light);
const brakeMat = new THREE.MeshBasicMaterial({ color: 0xff2438 });
const brake = new THREE.Mesh(new THREE.BoxGeometry(2.25, .12, .08), brakeMat);
brake.position.set(0, 1.18, -3.06);
visual.add(brake);
for (const wx of [-1.48, 1.48]) {
for (const wz of [-2.02, 2.02]) {
const wheel = new THREE.Mesh(wheelGeometry, tireMat);
wheel.rotation.z = Math.PI / 2;
wheel.position.set(wx, .7, wz);
wheel.castShadow = true;
visual.add(wheel);
const hub = new THREE.Mesh(new THREE.CylinderGeometry(.3, .3, .61, 12), hubMat);
hub.rotation.z = Math.PI / 2;
hub.position.copy(wheel.position);
visual.add(hub);
}
}
root.position.set(x, 0, z);
root.rotation.y = yaw;
scene.add(root);
return {
root,
visual,
pos: new THREE.Vector2(x, z),
vel: new THREE.Vector2(),
yaw,
angularVelocity: 0,
radius: 2.25,
health: 100,
wrecked: false,
wreckTimer: 0,
wreckSide: 1,
isPlayer,
aiIndex,
phase: aiIndex * Math.PI * .5,
lane: aiIndex % 2 ? 1 : -1
};
}
// Exactly five rally trucks: one player and four independently steered rivals.
const trucks = [
createTruck(0xc8d1d7, 0, 13, Math.PI, true, 0),
createTruck(0xff394f, -18, 2, .65, false, 1),
createTruck(0x2bc9ff, 17, -5, -2.1, false, 2),
createTruck(0xffb62e, -10, -14, .2, false, 3),
createTruck(0x9e64ff, 11, 12, 2.8, false, 4)
];
const player = trucks[0];
const keys = Object.create(null);
addEventListener("keydown", event => {
if (event.code === "KeyP" && !event.repeat) {
gameState.paused = !gameState.paused;
updateCard();
event.preventDefault();
return;
}
if ([
"ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight",
"KeyW", "KeyA", "KeyS", "KeyD"
].includes(event.code)) {
keys[event.code] = true;
event.preventDefault();
}
});
addEventListener("keyup", event => {
keys[event.code] = false;
});
addEventListener("blur", () => {
for (const key in keys) keys[key] = false;
});
const collisionCooldowns = new Map();
const sparks = [];
const sparkGeometry = new THREE.SphereGeometry(.09, 5, 4);
const sparkMaterial = new THREE.MeshBasicMaterial({ color: 0xffd55c });
function spawnSparks(x, y, z, amount, strength) {
for (let i = 0; i < amount; i++) {
const mesh = new THREE.Mesh(sparkGeometry, sparkMaterial);
mesh.position.set(x, y, z);
scene.add(mesh);
sparks.push({
mesh,
life: .35 + Math.random() * .45,
velocity: new THREE.Vector3(
(Math.random() - .5) * strength,
2 + Math.random() * strength * .55,
(Math.random() - .5) * strength
)
});
}
}
function hillHeight(x, z) {
let height = 0;
for (const hill of hills) {
const dx = (x - hill.x) / hill.r;
const dz = (z - hill.z) / (hill.r * .72);
const d = Math.sqrt(dx * dx + dz * dz);
if (d < 1) height = Math.max(height, hill.h * Math.pow(1 - d, 1.65));
}
return height;
}
function wrapAngle(angle) {
while (angle > Math.PI) angle -= Math.PI * 2;
while (angle < -Math.PI) angle += Math.PI * 2;
return angle;
}
function applyDrive(truck, throttle, steering, dt, power = 19) {
if (truck.wrecked) return;
const forward = new THREE.Vector2(Math.sin(truck.yaw), Math.cos(truck.yaw));
const forwardSpeed = truck.vel.dot(forward);
const steeringGrip = Math.min(1.25, .35 + Math.abs(forwardSpeed) * .055);
truck.yaw += steering * steeringGrip * dt * (forwardSpeed >= -1 ? 1 : -1);
truck.yaw += truck.angularVelocity * dt;
truck.angularVelocity *= Math.pow(.22, dt);
forward.set(Math.sin(truck.yaw), Math.cos(truck.yaw));
truck.vel.addScaledVector(forward, throttle * power * dt);
const lateral = new THREE.Vector2(forward.y, -forward.x);
const sideSpeed = truck.vel.dot(lateral);
truck.vel.addScaledVector(lateral, -sideSpeed * Math.min(1, dt * 3.4));
const damping = Math.pow(throttle ? .79 : .48, dt);
truck.vel.multiplyScalar(damping);
const maxSpeed = 23;
if (truck.vel.length() > maxSpeed) truck.vel.setLength(maxSpeed);
}
function updatePlayer(dt) {
const throttle =
(keys.ArrowUp || keys.KeyW ? 1 : 0) -
(keys.ArrowDown || keys.KeyS ? 1 : 0);
const steering =
(keys.ArrowLeft || keys.KeyA ? 1 : 0) -
(keys.ArrowRight || keys.KeyD ? 1 : 0);
applyDrive(player, throttle, steering, dt, 22);
}
function updateAI(truck, dt) {
if (truck.wrecked) return;
const index = truck.aiIndex - 1;
const direction = index % 2 === 0 ? 1 : -1;
const routeAngle = truck.phase + gameState.simTime * (.14 + index * .012) * direction;
const routeX = Math.sin(routeAngle) * (24 + index * 1.7);
const routeZ = Math.cos(routeAngle) * (14.5 + (index % 2) * 3.1);
const target = new THREE.Vector2(routeX, routeZ);
if ((index + Math.floor(gameState.simTime / 7)) % 3 === 0) {
target.lerp(player.pos, .28);
}
const separation = new THREE.Vector2();
for (const other of trucks) {
if (other === truck) continue;
const away = truck.pos.clone().sub(other.pos);
const distance = away.length();
if (distance > .001 && distance < 8) {
separation.addScaledVector(away.normalize(), (8 - distance) * .85);
}
}
target.add(separation);
const desired = target.sub(truck.pos);
const desiredYaw = Math.atan2(desired.x, desired.y);
const turnError = wrapAngle(desiredYaw - truck.yaw);
const steering = THREE.MathUtils.clamp(turnError * 1.65, -1, 1);
const forward = new THREE.Vector2(Math.sin(truck.yaw), Math.cos(truck.yaw));
const aligned = forward.dot(desired.normalize());
const throttle = aligned < -.25 ? -.45 : THREE.MathUtils.clamp(.68 + aligned * .38, .25, 1);
applyDrive(truck, throttle, steering, dt, 18.3 + index * .35);
}
function collideWithArena(truck) {
const rx = 33.8;
const rz = 21.8;
const q = truck.pos.x * truck.pos.x / (rx * rx) +
truck.pos.y * truck.pos.y / (rz * rz);
if (q > 1) {
const normal = new THREE.Vector2(
truck.pos.x / (rx * rx),
truck.pos.y / (rz * rz)
).normalize();
const scale = .985 / Math.sqrt(q);
truck.pos.multiplyScalar(scale);
const outward = truck.vel.dot(normal);
if (outward > 0) {
truck.vel.addScaledVector(normal, -outward * 1.65);
truck.angularVelocity += (Math.random() - .5) * .9;
if (outward > 5) spawnSparks(truck.pos.x, 1, truck.pos.y, 5, outward);
}
}
}
function collideWithObstacles(truck) {
for (const obstacle of obstacles) {
const delta = new THREE.Vector2(
truck.pos.x - obstacle.x,
truck.pos.y - obstacle.z
);
const minDistance = truck.radius + obstacle.radius;
const distance = delta.length();
if (distance < minDistance) {
const normal = distance > .001 ? delta.multiplyScalar(1 / distance) : new THREE.Vector2(1, 0);
truck.pos.addScaledVector(normal, minDistance - distance + .02);
const inward = truck.vel.dot(normal);
if (inward < 0) {
const impact = -inward;
truck.vel.addScaledVector(normal, impact * (1.3 + obstacle.kick));
truck.vel.multiplyScalar(.78);
truck.angularVelocity += (Math.random() - .5) * impact * .16;
if (impact > 3.5) {
spawnSparks(truck.pos.x, .8, truck.pos.y, Math.min(9, 3 + impact | 0), impact);
}
}
}
}
}
function collideTrucks() {
for (let i = 0; i < trucks.length; i++) {
for (let j = i + 1; j < trucks.length; j++) {
const a = trucks[i];
const b = trucks[j];
const delta = b.pos.clone().sub(a.pos);
const minimum = a.radius + b.radius;
const distance = delta.length();
if (distance >= minimum) continue;
const normal = distance > .001 ? delta.multiplyScalar(1 / distance) : new THREE.Vector2(1, 0);
const penetration = minimum - distance;
a.pos.addScaledVector(normal, -penetration * .5);
b.pos.addScaledVector(normal, penetration * .5);
const relativeVelocity = b.vel.clone().sub(a.vel);
const normalSpeed = relativeVelocity.dot(normal);
const closingSpeed = Math.max(0, -normalSpeed);
if (normalSpeed < 0) {
const restitution = .58;
const impulse = -(1 + restitution) * normalSpeed / 2;
a.vel.addScaledVector(normal, -impulse);
b.vel.addScaledVector(normal, impulse);
const tangent = new THREE.Vector2(-normal.y, normal.x);
const tangentialSpeed = relativeVelocity.dot(tangent);
a.angularVelocity -= tangentialSpeed * .035 + closingSpeed * .045;
b.angularVelocity += tangentialSpeed * .035 - closingSpeed * .045;
}
if (closingSpeed > 2.6) {
const midpointX = (a.pos.x + b.pos.x) * .5;
const midpointZ = (a.pos.y + b.pos.y) * .5;
spawnSparks(midpointX, 1.2, midpointZ, Math.min(15, 5 + closingSpeed | 0), closingSpeed);
const damage = closingSpeed * 7.5;
a.health -= damage;
b.health -= damage;
const key = i + ":" + j;
const lastHit = collisionCooldowns.get(key) ?? -99;
if (gameState.simTime - lastHit > .5) {
collisionCooldowns.set(key, gameState.simTime);
if (a.isPlayer || b.isPlayer) {
const rival = a.isPlayer ? b : a;
const ramScore = Math.round(closingSpeed * 115);
gameState.score += ramScore;
gameState.scorePulse = .24;
rival.angularVelocity += (a.isPlayer ? 1 : -1) * closingSpeed * .075;
}
}
if (a.health <= 0 && !a.wrecked) wreckTruck(a, normal.x || 1);
if (b.health <= 0 && !b.wrecked) wreckTruck(b, -normal.x || -1);
}
}
}
}
function wreckTruck(truck, side) {
truck.wrecked = true;
truck.wreckTimer = 3.8;
truck.wreckSide = side >= 0 ? 1 : -1;
truck.angularVelocity += truck.wreckSide * 2;
truck.vel.multiplyScalar(.6);
if (!truck.isPlayer) {
gameState.score += 1000;
gameState.scorePulse = .35;
}
}
function updateTrucks(dt) {
updatePlayer(dt);
for (let i = 1; i < trucks.length; i++) updateAI(trucks[i], dt);
for (const truck of trucks) {
if (truck.wrecked) {
truck.wreckTimer -= dt;
truck.vel.multiplyScalar(Math.pow(.15, dt));
truck.yaw += truck.angularVelocity * dt;
truck.angularVelocity *= Math.pow(.3, dt);
if (truck.wreckTimer <= 0) {
truck.wrecked = false;
truck.health = 68;
truck.angularVelocity = 0;
}
}
truck.pos.addScaledVector(truck.vel, dt);
collideWithArena(truck);
collideWithObstacles(truck);
}
collideTrucks();
for (const truck of trucks) {
const h = hillHeight(truck.pos.x, truck.pos.y);
const hx = hillHeight(truck.pos.x + .35, truck.pos.y) -
hillHeight(truck.pos.x - .35, truck.pos.y);
const hz = hillHeight(truck.pos.x, truck.pos.y + .35) -
hillHeight(truck.pos.x, truck.pos.y - .35);
truck.root.position.set(truck.pos.x, h, truck.pos.y);
truck.root.rotation.y = truck.yaw;
const wreckRoll = truck.wrecked ? truck.wreckSide * 1.22 : -hx * .11;
truck.visual.rotation.z = THREE.MathUtils.lerp(truck.visual.rotation.z, wreckRoll, .12);
truck.visual.rotation.x = THREE.MathUtils.lerp(truck.visual.rotation.x, hz * .1, .13);
}
}
function updateSparks(dt) {
for (let i = sparks.length - 1; i >= 0; i--) {
const spark = sparks[i];
spark.life -= dt;
spark.velocity.y -= 9.8 * dt;
spark.mesh.position.addScaledVector(spark.velocity, dt);
spark.mesh.scale.setScalar(Math.max(.1, spark.life * 1.7));
if (spark.life <= 0) {
scene.remove(spark.mesh);
sparks.splice(i, 1);
}
}
}
const cameraTarget = new THREE.Vector3();
const desiredCamera = new THREE.Vector3();
function updateCamera(dt) {
const forward = new THREE.Vector3(Math.sin(player.yaw), 0, Math.cos(player.yaw));
desiredCamera.set(player.pos.x, 0, player.pos.y)
.addScaledVector(forward, -14.5)
.add(new THREE.Vector3(0, 8.2, 0));
camera.position.lerp(desiredCamera, 1 - Math.pow(.002, dt));
cameraTarget.set(player.pos.x, 1.4, player.pos.y).addScaledVector(forward, 5.2);
camera.lookAt(cameraTarget);
}
function formatTime(seconds) {
const total = Math.max(0, Math.ceil(seconds));
const minutes = Math.floor(total / 60);
const remainder = total % 60;
return String(minutes).padStart(2, "0") + ":" + String(remainder).padStart(2, "0");
}
function updateHUD() {
clockEl.textContent = formatTime(gameState.timeLeft);
scoreEl.textContent = "SCORE " + String(gameState.score).padStart(6, "0");
scoreEl.classList.toggle("hit", gameState.scorePulse > 0);
cardScore.textContent = "SCORE " + String(gameState.score).padStart(6, "0");
}
function updateCard() {
if (gameState.paused) {
cardMode.textContent = "PHOTO MODE";
cardHint.textContent = "PRESS P TO RETURN TO THE RALLY";
card.classList.add("show");
} else if (gameState.ended) {
cardMode.textContent = "RALLY COMPLETE";
cardHint.textContent = "FINAL SCORE";
card.classList.add("show");
} else {
card.classList.remove("show");
}
updateHUD();
}
function stepSimulation(dt) {
gameState.simTime += dt;
gameState.timeLeft = Math.max(0, gameState.timeLeft - dt);
gameState.scorePulse = Math.max(0, gameState.scorePulse - dt);
updateTrucks(dt);
updateSparks(dt);
updateCamera(dt);
updateHUD();
if (gameState.timeLeft <= 0) {
gameState.ended = true;
updateCard();
}
}
updateCamera(1);
updateHUD();
let previousTime = performance.now();
function frame(now) {
requestAnimationFrame(frame);
const dt = Math.min(.033, Math.max(0, (now - previousTime) / 1000));
previousTime = now;
if (!gameState.paused && !gameState.ended) {
stepSimulation(dt);
}
renderer.render(scene, camera);
}
addEventListener("resize", () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio, 1.75));
});
loading.remove();
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
const gameState = { score: isDemo ? 5000 : 0, timeLeft: isDemo ? 20 : 120, ... }; initializes the authoritative score and countdown consumed by simulation and HUD updates, so #demo changes real game state rather than drawing replacement text.