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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.Iron Valley Dust Circuit is a tiny neon monster-truck arena where angular electric trucks slam through tire piles and barriers under a packed grandstand.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Iron Valley Dust Circuit</title>
<style>
html,body{margin:0;height:100%;overflow:hidden;background:#14171c;font-family:Arial,sans-serif}
#scene{position:fixed;inset:0;display:block}
#hud{position:fixed;top:0;left:0;right:0;display:flex;justify-content:space-between;align-items:flex-start;padding:12px 16px;color:#fff;pointer-events:none;text-shadow:0 2px 6px rgba(0,0,0,.8)}
#arenaName{font-size:22px;font-weight:bold;letter-spacing:2px}
#score{font-size:28px;font-weight:bold}
#clock{font-size:28px;font-weight:bold}
#controls{position:fixed;bottom:10px;left:50%;transform:translateX(-50%);color:#ddd;background:rgba(0,0,0,.45);padding:6px 12px;border-radius:20px;font-size:13px;letter-spacing:1px;pointer-events:none}
#photoOverlay{position:fixed;inset:0;display:none;align-items:center;justify-content:center;background:rgba(0,0,0,.55);color:#fff;flex-direction:column;pointer-events:none}
#photoOverlay.show{display:flex}
#photoOverlay h1{margin:0;font-size:42px;letter-spacing:4px}
#photoOverlay div{font-size:36px;font-weight:bold}
</style>
</head>
<body>
<canvas id="scene"></canvas>
<div id="hud">
<div id="arenaName">IRON VALLEY DUST CIRCUIT</div>
<div id="score">0</div>
<div id="clock">20</div>
</div>
<div id="controls">ARROWS / WASD</div>
<div id="photoOverlay"><h1 id="photoArena"></h1><div id="photoScore"></div></div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
(function(){
'use strict';
var arenaName = "IRON VALLEY DUST CIRCUIT";
var state = { timeLimit: 60, time: 60, score: 0 };
if(location.hash === '#demo'){ state.timeLimit = 20; state.time = 20; state.score = 5000; }
var score = state.score;
var timeLeft = state.time;
var photoPaused = false;
var rafId = null;
var lastTime = performance.now();
var renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio||1,2));
document.getElementById('scene').appendChild(renderer.domElement);
var scene = new THREE.Scene();
scene.background = new THREE.Color(0x1b1e24);
var camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 500);
var light = new THREE.DirectionalLight(0xffffff, 1.4);
light.position.set(30,50,20);
light.castShadow = true;
scene.add(light);
scene.add(new THREE.AmbientLight(0x556677));
var ground = new THREE.Mesh(new THREE.PlaneGeometry(300,300), new THREE.MeshStandardMaterial({color:0x2a2f36, roughness:0.95}));
ground.rotation.x = -Math.PI/2;
ground.receiveShadow = true;
scene.add(ground);
var crowdCount = 900;
var crowd = new THREE.InstancedMesh(new THREE.BoxGeometry(0.55,0.9,0.45), new THREE.MeshLambertMaterial({color:0x8fa3b8}), crowdCount);
var dummy = new THREE.Object3D();
var crowdColors = [0xcc4455,0x4477cc,0xffd166,0x6aa84f,0x9b59b6];
for(var ci=0; ci<crowdCount; ci++){
var side = ci % 4;
var t = Math.random();
var x, z;
if(side===0){ x = -30 + Math.random()*60; z = -30 + t*60; }
else if(side===1){ x = -30 + Math.random()*60; z = 30 - t*60; }
else if(side===2){ x = 30 - t*60; z = -30 + Math.random()*60; }
else { x = 30 - t*60; z = 30 - Math.random()*60; }
dummy.position.set(x, 1.0, z);
dummy.rotation.set(0, Math.random()*Math.PI, 0);
dummy.scale.set(0.9, 0.8+Math.random()*0.7, 0.9);
dummy.updateMatrix();
crowd.setMatrixAt(ci, dummy.matrix);
var col = new THREE.Color(crowdColors[(Math.random()*crowdColors.length)|0]);
if(crowd.instanceColor){ crowd.setColorAt(ci, col); }
}
crowd.instanceMatrix.needsUpdate = true;
if(crowd.instanceColor){ crowd.instanceColor.needsUpdate = true; }
scene.add(crowd);
var obstacles = [];
function addObstacle(type, x, z, rot){
var o = { type:type, pos:new THREE.Vector3(x,0,z), radius: type==='barrier'?1.6 : (type==='tires'?1.8 : 1.5) };
if(type==='barrier'){
var m = new THREE.Mesh(new THREE.BoxGeometry(3,1,0.5), new THREE.MeshStandardMaterial({color:0xcc3333}));
m.position.set(x,0.5,z); m.rotation.y=rot||0; scene.add(m); o.mesh=m;
} else if(type==='tires'){
var g = new THREE.Group();
for(var i=0;i<3;i++){
var t = new THREE.Mesh(new THREE.CylinderGeometry(0.55,0.55,0.7,14), new THREE.MeshStandardMaterial({color:0x222222}));
t.position.set((i-1)*0.8, 0.35+ i*0.75, 0); t.rotation.z = Math.PI/2; g.add(t);
}
g.position.set(x,0,z); scene.add(g); o.mesh=g;
} else {
var gg = new THREE.Group();
for(var j=0;j<4;j++){
var s = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0), new THREE.MeshStandardMaterial({color:0x77664a, flatShading:true}));
s.position.set((Math.random()-0.5)*2.5, 0.4+Math.random()*0.8, (Math.random()-0.5)*2.5);
s.scale.set(1,0.7,1);
gg.add(s);
}
gg.position.set(x,0,z); scene.add(gg); o.mesh=gg;
}
obstacles.push(o);
}
addObstacle('barrier', -8, 6, 0.2);
addObstacle('tires', 10, -4, 0);
addObstacle('rubble', -2, -12, 0);
addObstacle('barrier', 14, 10, 1.1);
var trucks = [];
function createTruck(isPlayer, name, color, x, z){
var g = new THREE.Group();
var chassis = new THREE.Mesh(new THREE.BoxGeometry(2.4,0.55,4.4), new THREE.MeshStandardMaterial({color:color}));
var cab = new THREE.Mesh(new THREE.BoxGeometry(2.1,1.1,2.2), new THREE.MeshStandardMaterial({color:color, roughness:0.6}));
cab.position.set(0,0.95,1.1);
g.add(chassis); g.add(cab);
var wheelGeo = new THREE.CylinderGeometry(0.42,0.42,0.28,12);
var wheelMat = new THREE.MeshStandardMaterial({color:0x111111});
for(var wx=-0.85; wx<=0.85; wx+=1.7){
for(var wz=-1.5; wz<=1.5; wz+=1.5){
var w = new THREE.Mesh(wheelGeo, wheelMat);
w.position.set(wx,0.35,wz);
w.rotation.x = Math.PI/2;
g.add(w);
}
}
g.position.set(x,1.0,z);
scene.add(g);
var t = {
name:name, group:g, isPlayer:isPlayer, color:color,
pos:new THREE.Vector3(x,1.0,z), yaw:0, vel:new THREE.Vector3(), angVel:0,
radius:2.2, throttle:0, steer:0, score:0
};
if(isPlayer){ t.throttle = 0; t.steer = 0; }
trucks.push(t);
return t;
}
var player = createTruck(true, 'PLAYER', 0x00c2ff, -12, 0);
var ai1 = createTruck(false, 'RUST', 0xcc3333, 12, -6);
var ai2 = createTruck(false, 'VOLT', 0xffaa00, 12, 6);
var ai3 = createTruck(false, 'SCRAP', 0x33cc66, -12, -8);
var ai4 = createTruck(false, 'HAVOC', 0xcc33cc, -12, 8);
var keys = {};
function keyState(){
var up = !!(keys['ArrowUp']||keys['w']||keys['W']);
var down = !!(keys['ArrowDown']||keys['s']||keys['S']);
var left = !!(keys['ArrowLeft']||keys['a']||keys['A']);
var right = !!(keys['ArrowRight']||keys['d']||keys['D']);
return {up:up, down:down, left:left, right:right};
}
window.addEventListener('keydown', function(e){
if(['ArrowUp','ArrowDown','ArrowLeft','ArrowRight',' '].indexOf(e.key) !== -1) e.preventDefault();
keys[e.key] = true;
});
window.addEventListener('keyup', function(e){ keys[e.key] = false; });
document.addEventListener('keydown', function(e){
if(e.key === 'p' || e.key === 'P'){
photoPaused = !photoPaused;
if(photoPaused){
if(rafId !== null) cancelAnimationFrame(rafId);
rafId = null;
} else {
renderer.render(scene, camera);
lastTime = performance.now();
rafId = requestAnimationFrame(loop);
}
var overlay = document.getElementById('photoOverlay');
overlay.classList.toggle('show', photoPaused);
document.getElementById('photoArena').textContent = arenaName;
document.getElementById('photoScore').textContent = String(Math.floor(score));
}
});
function clamp(v,a,b){ return Math.max(a, Math.min(b, v)); }
function step(dt){
var input = keyState();
for(var i=0; i<trucks.length; i++){
var t = trucks[i];
if(t.isPlayer){
t.throttle = input.up ? 1 : (input.down ? -1 : 0);
t.steer = input.left ? -1 : (input.right ? 1 : 0);
} else {
var p = player.pos;
var dx = p.x - t.pos.x;
var dz = p.z - t.pos.z;
var desiredYaw = Math.atan2(dx, dz);
var diff = desiredYaw - t.yaw;
while(diff > Math.PI) diff -= Math.PI*2;
while(diff < -Math.PI) diff += Math.PI*2;
t.throttle = 1;
t.steer = clamp(diff, -1, 1) * 2.0;
}
t.angVel = t.steer * 2.4;
t.yaw += t.angVel * dt;
var forward = new THREE.Vector3(Math.sin(t.yaw), 0, Math.cos(t.yaw));
t.vel.x += forward.x * t.throttle * 8.5 * dt;
t.vel.z += forward.z * t.throttle * 8.5 * dt;
var damp = Math.max(0, 1 - 2.2*dt);
t.vel.x *= damp; t.vel.z *= damp;
t.pos.x += t.vel.x * dt;
t.pos.z += t.vel.z * dt;
for(var j=i+1; j<trucks.length; j++){
var o = trucks[j];
var dx = t.pos.x - o.pos.x;
var dz = t.pos.z - o.pos.z;
var d = Math.hypot(dx, dz);
var minD = t.radius + o.radius;
if(d > 0 && d < minD){
var push = (minD - d) * 0.5;
var nx = dx/d, nz = dz/d;
t.pos.x -= nx*push; t.pos.z -= nz*push;
o.pos.x += nx*push; o.pos.z += nz*push;
}
}
for(var k=i+1; k<trucks.length; k++){
var o = trucks[k];
var dx = t.pos.x - o.pos.x;
var dz = t.pos.z - o.pos.z;
var d = Math.hypot(dx, dz);
var minD = t.radius + o.radius;
if(d > 0 && d < minD){
var overlap = minD - d;
var nx = dx/d, nz = dz/d;
t.pos.x -= nx*overlap*0.5; t.pos.z -= nz*overlap*0.5;
o.pos.x += nx*overlap*0.5; o.pos.z += nz*overlap*0.5;
var rvn = (o.vel.x - t.vel.x)*nx + (o.vel.z - t.vel.z)*nz;
var restitution = 0.82;
var invMass = 1/t.radius + 1/o.radius;
var impulse = - (1+restitution) * rvn / invMass;
t.vel.x -= impulse*nx; t.vel.z -= impulse*nz;
o.vel.x += impulse*nx; o.vel.z += impulse*nz;
var hitDir = new THREE.Vector3(nx,0,nz);
o.angVel = hitDir.clone().multiplyScalar(7 + Math.random()*5);
t.angVel = hitDir.clone().multiplyScalar(-5 - Math.random()*4);
if(t.isPlayer && o.name !== 'PLAYER'){
score += 50;
t.score += 50;
}
}
}
for(var oi=0; oi<obstacles.length; oi++){
var obs = obstacles[oi];
var dx = t.pos.x - obs.pos.x;
var dz = t.pos.z - obs.pos.z;
var d = Math.hypot(dx, dz);
if(d < t.radius + obs.radius){
var nx = d > 0.0001 ? dx/d : 1;
var nz = d > 0.0001 ? dz/d : 0;
t.pos.x += nx * (t.radius + obs.radius - d);
t.pos.z += nz * (t.radius + obs.radius - d);
t.vel.x -= t.vel.x*nx*2.2;
t.vel.z -= t.vel.z*nz*2.2;
t.angVel += (Math.random()-0.5)*2;
}
}
t.group.position.set(t.pos.x, 1.0, t.pos.z);
t.group.rotation.y = t.yaw;
}
timeLeft -= dt;
if(timeLeft < 0) timeLeft = 0;
}
function updateCamera(){
var p = player.pos;
var camPos = new THREE.Vector3(p.x, 7.5, p.z - 13);
camera.position.lerp(camPos, 0.2);
camera.lookAt(new THREE.Vector3(p.x, 2, p.z - 5));
}
function loop(){
rafId = requestAnimationFrame(loop);
var now = performance.now();
var dt = (now - lastTime)/1000;
lastTime = now;
dt = Math.min(dt, 0.05);
if(!photoPaused){
step(dt);
updateCamera();
}
renderer.render(scene, camera);
}
function resize(){
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', resize);
document.getElementById('arenaName').textContent = arenaName;
document.getElementById('score').textContent = String(Math.floor(score));
document.getElementById('clock').textContent = String(Math.max(0, Math.ceil(timeLeft)));
var clockInterval = setInterval(function(){
document.getElementById('score').textContent = String(Math.floor(score));
document.getElementById('clock').textContent = String(Math.max(0, Math.ceil(timeLeft)));
}, 100);
var start = function(){
lastTime = performance.now();
rafId = requestAnimationFrame(loop);
};
start();
})();
</script>
</body>
</html>
#demo hash sets the real state.timeLimit, state.time, and state.score before the loop starts, so the 20-second clock and 5000 score come from live game state rather than a fake overlay.P cancels the requestAnimationFrame loop and sets the paused flag, stopping both the render loop and physics step; the arena-name-and-score overlay holds until P is pressed again.