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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.Welcome to the VOLT CRATER THUNDERDOME, a neon-lit monster-truck demolition rally where five angular Cybertrucks shred dirt hills, smash tire stacks and slam each other under roaring stadium lights.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width,initial-scale=1.0">
<title>VOLT CRATER THUNDERDOME</title>
<style>
html,body{margin:0;height:100%;overflow:hidden;background:#0a0e1a;font-family:monospace}
canvas{display:block}
#hud{position:absolute;top:0;left:0;right:0;display:flex;justify-content:space-between;align-items:center;padding:10px 14px;color:#fff;background:linear-gradient(to bottom,rgba(0,0,0,0.85),transparent);pointer-events:none;font-size:14px;letter-spacing:1px}
#hud b{color:#00ffff}
#controls{position:absolute;bottom:10px;left:10px;color:#fff;background:rgba(0,0,0,0.55);padding:6px 10px;font-size:12px;border:1px solid rgba(255,255,255,0.2)}
#photoOverlay{position:absolute;inset:0;display:none;align-items:center;justify-content:center;flex-direction:column;background:rgba(0,0,0,0.78);color:#fff;text-align:center;z-index:10}
#photoOverlay.active{display:flex}
#photoOverlay h1{font-size:42px;margin:0;color:#00ffff;letter-spacing:3px;text-shadow:0 0 12px #00ffff}
#photoOverlay p{font-size:18px;margin:8px}
</style>
</head>
<body>
<div id="hud"><div id="arenaName">VOLT CRATER THUNDERDOME</div><div id="score">SCORE: 0</div><div id="clock">60.0s</div></div>
<div id="controls">WASD / ARROWS to drive — P for Photo Mode</div>
<div id="photoOverlay"><h1 id="photoArena">VOLT CRATER THUNDERDOME</h1><p id="photoScore">SCORE: 0</p><p>PHOTO MODE — Press P to resume</p></div>
<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.min.js"></script>
<script>
(()=>{
const ARENA_NAME="VOLT CRATER THUNDERDOME";
let score=0;
let timeRemaining=60;
const isDemo=window.location.hash==="#demo";
if(isDemo){score=5000;timeRemaining=20;}
let isPhotoMode=false;
let isGameOver=false;
const scoreEl=document.getElementById('score');
const clockEl=document.getElementById('clock');
const arenaEl=document.getElementById('arenaName');
arenaEl.textContent=ARENA_NAME;
const photoOverlay=document.getElementById('photoOverlay');
const photoScore=document.getElementById('photoScore');
const photoArena=document.getElementById('photoArena');
photoArena.textContent=ARENA_NAME;
const scene=new THREE.Scene();
scene.background=new THREE.Color(0x0a0e1a);
scene.fog=new THREE.Fog(0x0a0e1a,45,95);
const camera=new THREE.PerspectiveCamera(70,innerWidth/innerHeight,0.1,200);
const renderer=new THREE.WebGLRenderer({antialias:true});
renderer.setSize(innerWidth,innerHeight);
renderer.shadowMap.enabled=true;
document.body.appendChild(renderer.domElement);
scene.add(new THREE.AmbientLight(0xffffff,0.7));
const dir=new THREE.DirectionalLight(0xffffff,1.1);
dir.position.set(20,40,12);
dir.castShadow=true;
dir.shadow.mapSize.set(2048,2048);
scene.add(dir);
const pl=new THREE.PointLight(0xffaa66,1.2,90);
pl.position.set(0,28,0);
scene.add(pl);
const groundGeo=new THREE.PlaneGeometry(80,80);
const groundMat=new THREE.MeshStandardMaterial({color:0x3a2a1a,roughness:0.95});
const ground=new THREE.Mesh(groundGeo,groundMat);
ground.rotation.x=-Math.PI/2;
ground.receiveShadow=true;
scene.add(ground);
const grid=new THREE.GridHelper(80,20,0x555555,0x333333);
grid.position.y=0.05;
scene.add(grid);
const wallMat=new THREE.MeshStandardMaterial({color:0x44464a});
function addWall(x,z,w,h){
const g=new THREE.BoxGeometry(w,4,h);
const m=new THREE.Mesh(g,wallMat);
m.position.set(x,2,z);
m.castShadow=true;m.receiveShadow=true;
scene.add(m);
}
addWall(0,41,84,2);addWall(0,-41,84,2);addWall(41,0,2,84);addWall(-41,0,2,84);
const standsMat=new THREE.MeshStandardMaterial({color:0x1e1e22});
function grand(x,z,w,d,ry){
const g=new THREE.BoxGeometry(w,6,d);
const m=new THREE.Mesh(g,standsMat);
m.position.set(x,5,z);
m.rotation.y=ry;
m.rotation.x=0.28;
m.receiveShadow=true;
scene.add(m);
}
grand(0,48,80,12,0);grand(0,-48,80,12,Math.PI);grand(48,0,80,12,Math.PI/2);grand(-48,0,80,12,-Math.PI/2);
const crowdGroup=new THREE.Group();
const crowdColors=[0xff5555,0x55ff55,0x5555ff,0xffff55,0xff55ff,0x55ffff,0xffffff,0xffaa00];
const crowdGeo=new THREE.CapsuleGeometry(0.26,0.6,4,8);
for(let i=0;i<360;i++){
const ang=(i/360)*Math.PI*2;
const rad=42+Math.random()*6;
const x=Math.cos(ang)*rad, z=Math.sin(ang)*rad;
const y=6+Math.random()*3;
const mat=new THREE.MeshStandardMaterial({color:crowdColors[Math.floor(Math.random()*crowdColors.length)]});
const m=new THREE.Mesh(crowdGeo,mat);
m.position.set(x,y,z);
m.rotation.y=-ang;
crowdGroup.add(m);
if(i%2===0){
const r2=rad+2.2;
const x2=Math.cos(ang)*r2, z2=Math.sin(ang)*r2;
const m2=new THREE.Mesh(crowdGeo,mat.clone());
m2.position.set(x2,y+1.3,z2);
m2.rotation.y=-ang;
crowdGroup.add(m2);
}
}
scene.add(crowdGroup);
const obstacles=[];
const hillMat=new THREE.MeshStandardMaterial({color:0x8b5a2b});
for(let i=0;i<3;i++){
const g=new THREE.ConeGeometry(4+Math.random()*1.5,3,8);
const m=new THREE.Mesh(g,hillMat);
const p=new THREE.Vector3((Math.random()-0.5)*50,0,(Math.random()-0.5)*50);
if(p.length()<12) p.x+=16;
m.position.copy(p);m.position.y=1.5;m.castShadow=true;
scene.add(m);obstacles.push({mesh:m,pos:p.clone(),radius:4.5,type:'hill'});
}
const tireMat=new THREE.MeshStandardMaterial({color:0x111111});
for(let i=0;i<4;i++){
const grp=new THREE.Group();
for(let s=0;s<3;s++){
const g=new THREE.TorusGeometry(1.2,0.38,8,16);
const m=new THREE.Mesh(g,tireMat);
m.rotation.x=Math.PI/2;m.position.y=s*0.8;grp.add(m);
}
const p=new THREE.Vector3((Math.random()-0.5)*50,0,(Math.random()-0.5)*50);
if(p.length()<12) p.x+=18;
grp.position.copy(p);grp.position.y=0.4;scene.add(grp);
obstacles.push({mesh:grp,pos:p.clone(),radius:2.2,type:'tires'});
}
const barrierMat=new THREE.MeshStandardMaterial({color:0x8a8a8a});
for(let i=0;i<5;i++){
const g=new THREE.BoxGeometry(6,1.2,1.5);
const m=new THREE.Mesh(g,barrierMat);
const p=new THREE.Vector3((Math.random()-0.5)*50,0,(Math.random()-0.5)*50);
if(p.length()<10) p.z+=15;
m.position.copy(p);m.position.y=0.6;m.rotation.y=Math.random()*Math.PI;m.castShadow=true;
scene.add(m);obstacles.push({mesh:m,pos:p.clone(),radius:3.5,type:'barrier'});
}
const debrisMat=new THREE.MeshStandardMaterial({color:0x5a3a1a});
for(let i=0;i<6;i++){
const grp=new THREE.Group();
for(let b=0;b<5;b++){
const g=new THREE.BoxGeometry(0.8+Math.random()*0.5,0.4,0.8);
const m=new THREE.Mesh(g,debrisMat);
m.position.set((Math.random()-0.5)*3,Math.random()*0.5,(Math.random()-0.5)*3);
m.rotation.set(Math.random()*Math.PI,Math.random()*Math.PI,Math.random()*Math.PI);
grp.add(m);
}
const p=new THREE.Vector3((Math.random()-0.5)*60,0,(Math.random()-0.5)*60);
grp.position.copy(p);grp.position.y=0.2;scene.add(grp);
obstacles.push({mesh:grp,pos:p.clone(),radius:2.5,type:'debris'});
}
function createTruckMesh(col){
const g=new THREE.Group();
const body=new THREE.Mesh(new THREE.BoxGeometry(2.2,1.0,3.8),new THREE.MeshStandardMaterial({color:col,metalness:0.6,roughness:0.3}));
body.position.y=0.9;body.castShadow=true;g.add(body);
const cabin=new THREE.Mesh(new THREE.BoxGeometry(2.0,0.7,1.8),new THREE.MeshStandardMaterial({color:0x111111}));
cabin.position.set(0,1.6,-0.4);cabin.castShadow=true;g.add(cabin);
const wind=new THREE.Mesh(new THREE.BoxGeometry(1.9,0.05,1.2),new THREE.MeshStandardMaterial({color:0x88ccff,metalness:0.8,roughness:0.1}));
wind.position.set(0,1.5,0.6);wind.rotation.x=Math.PI/5;g.add(wind);
const wheelGeo=new THREE.CylinderGeometry(0.5,0.5,0.4,12);
const wheelMat=new THREE.MeshStandardMaterial({color:0x111111});
[[-1.1,0.5,1.2],[1.1,0.5,1.2],[-1.1,0.5,-1.2],[1.1,0.5,-1.2]].forEach(p=>{
const w=new THREE.Mesh(wheelGeo,wheelMat);w.rotation.z=Math.PI/2;w.position.set(p[0],p[1],p[2]);w.castShadow=true;g.add(w);
});
const light=new THREE.Mesh(new THREE.BoxGeometry(2.0,0.15,0.1),new THREE.MeshStandardMaterial({color:0xffffff,emissive:0xffffff,emissiveIntensity:0.9}));
light.position.set(0,0.9,1.95);g.add(light);
return g;
}
const truckColors=[0x00ffff,0xff2222,0x22ff22,0xffaa00,0xaa22ff];
const starts=[new THREE.Vector3(0,0,0),new THREE.Vector3(15,0,15),new THREE.Vector3(-15,0,15),new THREE.Vector3(15,0,-15),new THREE.Vector3(-15,0,-15)];
const trucks=[];
for(let i=0;i<5;i++){
const mesh=createTruckMesh(truckColors[i]);
mesh.position.copy(starts[i]);scene.add(mesh);
trucks.push({mesh,pos:starts[i].clone(),vel:new THREE.Vector3(),heading:Math.random()*Math.PI*2,isPlayer:i===0,cooldown:0,flash:0,aiTarget:new THREE.Vector3((Math.random()-0.5)*40,0,(Math.random()-0.5)*40),aiTimer:0});
}
const player=trucks[0];
const keys={};
addEventListener('keydown',e=>{
keys[e.key.toLowerCase()]=true;
if(e.key==='p'||e.key==='P'){
isPhotoMode=!isPhotoMode;
photoOverlay.classList.toggle('active',isPhotoMode);
if(isPhotoMode) photoScore.textContent=`SCORE: ${Math.floor(score)}`;
}
});
addEventListener('keyup',e=>{keys[e.key.toLowerCase()]=false;});
let audioCtx=null;
function beep(f,d,v=0.2){
try{
if(!audioCtx) audioCtx=new (window.AudioContext||window.webkitAudioContext)();
if(audioCtx.state==='suspended') audioCtx.resume();
const o=audioCtx.createOscillator(),g=audioCtx.createGain();
o.frequency.value=f;o.connect(g);g.connect(audioCtx.destination);
g.gain.value=v;o.start();g.gain.exponentialRampToValueAtTime(0.0001,audioCtx.currentTime+d);o.stop(audioCtx.currentTime+d);
}catch(e){}
}
function updatePhysics(dt){
const accel=18,maxSpeed=14,turnSpeed=2.2;
let steer=0,throttle=0;
if(keys['w']||keys['arrowup']) throttle+=1;
if(keys['s']||keys['arrowdown']) throttle-=0.6;
if(keys['a']||keys['arrowleft']) steer+=1;
if(keys['d']||keys['arrowright']) steer-=1;
trucks.forEach((t,idx)=>{
let dSteer=steer,dThrottle=throttle;
if(!t.isPlayer){
t.aiTimer-=dt;
if(t.aiTimer<=0){
t.aiTimer=1.5+Math.random()*2;
if(Math.random()<0.4){t.aiTarget.copy(player.pos);t.aiTarget.x+=(Math.random()-0.5)*10;t.aiTarget.z+=(Math.random()-0.5)*10;}
else t.aiTarget.set((Math.random()-0.5)*60,0,(Math.random()-0.5)*60);
}
let sepX=0,sepZ=0;
trucks.forEach(o=>{if(o===t) return;const dx=t.pos.x-o.pos.x,dz=t.pos.z-o.pos.z,dist=Math.sqrt(dx*dx+dz*dz);if(dist<10&&dist>0.1){const f=(10-dist)/10;sepX+=(dx/dist)*f*1.5;sepZ+=(dz/dist)*f*1.5;}});
obstacles.forEach(o=>{const dx=t.pos.x-o.pos.x,dz=t.pos.z-o.pos.z,dist=Math.sqrt(dx*dx+dz*dz);if(dist<o.radius+4&&dist>0.1){const f=(o.radius+4-dist)/4;sepX+=(dx/dist)*f*2;sepZ+=(dz/dist)*f*2;}});
if(Math.abs(t.pos.x)>32) sepX+=(t.pos.x>0?-1:1)*1.5;
if(Math.abs(t.pos.z)>32) sepZ+=(t.pos.z>0?-1:1)*1.5;
const tx=t.aiTarget.x+sepX*5,tz=t.aiTarget.z+sepZ*5;
const dx=tx-t.pos.x,dz=tz-t.pos.z;
const targetAng=Math.atan2(dx,dz);
let diff=targetAng-t.heading;while(diff>Math.PI) diff-=Math.PI*2;while(diff<-Math.PI) diff+=Math.PI*2;
dSteer=Math.max(-1,Math.min(1,diff*1.2));
const distT=Math.sqrt(dx*dx+dz*dz);
dThrottle=distT>5?0.9:0.6;
if(Math.abs(diff)>0.8) dThrottle*=0.5;
dThrottle+=(Math.random()-0.5)*0.1;
}
const speedF=Math.min(1,t.vel.length()/6);
t.heading+=dSteer*turnSpeed*dt*(t.isPlayer?0.6+speedF*0.7:1);
const fwd=new THREE.Vector3(Math.sin(t.heading),0,Math.cos(t.heading));
t.vel.addScaledVector(fwd,dThrottle*accel*dt);
t.vel.multiplyScalar(0.98);
if(t.vel.length()>maxSpeed) t.vel.setLength(maxSpeed);
const nxt=t.pos.clone().addScaledVector(t.vel,dt);
if(Math.abs(nxt.x)>38){nxt.x=Math.sign(nxt.x)*38;t.vel.x*=-0.5;if(t.isPlayer) beep(120,0.1);}
if(Math.abs(nxt.z)>38){nxt.z=Math.sign(nxt.z)*38;t.vel.z*=-0.5;if(t.isPlayer) beep(120,0.1);}
t.pos.copy(nxt);
t.mesh.position.copy(t.pos);
t.mesh.position.y=0.2+Math.abs(Math.sin(performance.now()*0.01+idx))*0.05;
t.mesh.rotation.y=t.heading;
t.mesh.rotation.z=-dSteer*0.15*speedF;
t.mesh.rotation.x=t.vel.length()*0.01;
if(t.cooldown>0) t.cooldown-=dt;
if(t.flash>0){t.flash-=dt;const inten=Math.sin(t.flash*20)*0.5+0.5;t.mesh.scale.set(1+inten*0.1,1+inten*0.1,1+inten*0.1);} else t.mesh.scale.set(1,1,1);
});
for(let i=0;i<trucks.length;i++) for(let j=i+1;j<trucks.length;j++){
const a=trucks[i],b=trucks[j];
const dx=a.pos.x-b.pos.x,dz=a.pos.z-b.pos.z,dist=Math.sqrt(dx*dx+dz*dz),minD=3.2;
if(dist<minD&&dist>0.01){
const overlap=minD-dist,nx=dx/dist,nz=dz/dist;
a.pos.x+=nx*overlap*0.5;a.pos.z+=nz*overlap*0.5;b.pos.x-=nx*overlap*0.5;b.pos.z-=nz*overlap*0.5;
const rvx=a.vel.x-b.vel.x,rvz=a.vel.z-b.vel.z,dot=rvx*nx+rvz*nz;
if(dot<0){const imp=-dot*0.8;a.vel.x+=nx*imp;a.vel.z+=nz*imp;b.vel.x-=nx*imp;b.vel.z-=nz*imp;} else {a.vel.x+=nx*1.5;a.vel.z+=nz*1.5;b.vel.x-=nx*1.5;b.vel.z-=nz*1.5;}
const playerHit=a.isPlayer||b.isPlayer,speed=Math.max(a.vel.length(),b.vel.length());
if(playerHit&&speed>5&&a.cooldown<=0&&b.cooldown<=0){const pts=Math.floor(100+speed*20);score+=pts;beep(400+Math.random()*200,0.15,0.3);a.flash=0.3;b.flash=0.3;a.cooldown=0.5;b.cooldown=0.5;}
else if(speed>3){if(a.cooldown<=0) a.flash=0.2;if(b.cooldown<=0) b.flash=0.2;a.cooldown=0.3;b.cooldown=0.3;beep(200,0.08,0.15);}
}
}
trucks.forEach(t=>{
obstacles.forEach(o=>{
const dx=t.pos.x-o.pos.x,dz=t.pos.z-o.pos.z,dist=Math.sqrt(dx*dx+dz*dz),minD=o.radius+1.6;
if(dist<minD&&dist>0.01){
const overlap=minD-dist,nx=dx/dist,nz=dz/dist;
t.pos.x+=nx*overlap;t.pos.z+=nz*overlap;
const dot=t.vel.x*nx+t.vel.z*nz;
if(dot<0){t.vel.x-=2*dot*nx*0.7;t.vel.z-=2*dot*nz*0.7;}
if(t.isPlayer&&t.cooldown<=0){score+=25;t.flash=0.2;t.cooldown=0.3;beep(150,0.1,0.2);}
}
});
});
crowdGroup.children.forEach((c,i)=>{c.position.y+=Math.sin(performance.now()*0.002+i)*0.002;});
}
function updateHUD(){
scoreEl.textContent=`SCORE: ${Math.floor(score)}`;
clockEl.textContent=`${Math.max(0,timeRemaining).toFixed(1)}s`;
if(timeRemaining<=0&&!isGameOver){
isGameOver=true;
const d=document.createElement('div');
d.style.position='absolute';d.style.inset='0';d.style.display='flex';d.style.alignItems='center';d.style.justifyContent='center';d.style.flexDirection='column';d.style.background='rgba(0,0,0,0.7)';d.style.color='#fff';d.style.fontFamily='monospace';
d.innerHTML=`<h1 style="font-size:48px;margin:0;">FINISH!</h1><p style="font-size:24px;">FINAL SCORE: ${Math.floor(score)}</p><p>Refresh to play again</p>`;
document.body.appendChild(d);
}
}
let last=performance.now();
function animate(){
requestAnimationFrame(animate);
const now=performance.now(),dt=Math.min(0.033,(now-last)/1000);last=now;
if(!isPhotoMode&&!isGameOver&&timeRemaining>0){updatePhysics(dt);timeRemaining-=dt;if(timeRemaining<0) timeRemaining=0;}
const camDist=12,camH=8;
const tp=new THREE.Vector3(player.pos.x-Math.sin(player.heading)*camDist,camH,player.pos.z-Math.cos(player.heading)*camDist);
camera.position.lerp(tp,0.08);
camera.lookAt(player.pos.x,1,player.pos.z);
if(player.flash>0){camera.position.x+=(Math.random()-0.5)*0.2;camera.position.z+=(Math.random()-0.5)*0.2;}
renderer.render(scene,camera);
updateHUD();
}
animate();
addEventListener('resize',()=>{camera.aspect=innerWidth/innerHeight;camera.updateProjectionMatrix();renderer.setSize(innerWidth,innerHeight);});
updateHUD();
})();
</script>
</body>
</html>
if(window.location.hash==="#demo"){score=5000;timeRemaining=20;} sets the real score and timeRemaining variables used by physics, HUD and clock, not a CSS overlay — the game runs normally with those starting values.P toggles isPhotoMode; when true the physics step (updatePhysics) and clock decrement are skipped entirely while the render loop keeps drawing the frozen frame under an overlay showing arena name and score.