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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.Cybertruck monster-truck rally in the CYBERDOME ARENA: five angular silver trucks, a roaring circular crowd, ramps and debris, and metal-on-metal chaos.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Cybertruck Rally — CYBERDOME ARENA</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<style>
html, body { margin: 0; padding: 0; overflow: hidden; background: #0b0b14; font-family: monospace, sans-serif; color: #fff; }
#hud { position: absolute; top: 14px; left: 14px; z-index: 10; pointer-events: none; text-shadow: 0 2px 6px rgba(0,0,0,0.9); line-height: 1.3; }
#hud h1 { margin: 0 0 6px 0; font-size: 22px; letter-spacing: 2px; color: #e0e0e0; }
#hud .line { font-size: 14px; opacity: 0.9; }
#photoOverlay { position: absolute; inset: 0; z-index: 20; display: flex; align-items: center; justify-content: center; background: rgba(0,0,0,0.75); opacity: 0; pointer-events: none; transition: opacity 0.2s; }
#photoOverlay.active { opacity: 1; pointer-events: auto; }
#photoOverlay .card { text-align: center; }
#photoOverlay h2 { font-size: 52px; margin: 0 0 12px 0; letter-spacing: 4px; color: #fff; }
#photoOverlay p { font-size: 28px; margin: 0; color: #ccc; }
</style>
</head>
<body>
<div id="hud">
<h1>CYBERDOME ARENA</h1>
<div class="line">Score: <span id="scoreVal">0</span></div>
<div class="line">Clock: <span id="timeVal">60</span>s</div>
<div class="line" style="margin-top:6px; font-size:12px; opacity:0.7;">WASD / ARROWS to drive | P for photo</div>
</div>
<div id="photoOverlay">
<div class="card">
<h2>CYBERDOME ARENA</h2>
<p>Score: <span id="photoScore">0</span></p>
</div>
</div>
<script>
const ARENA_NAME = "CYBERDOME ARENA";
// --- Audio context (lazy init) ---
let audioCtx = null;
function initAudio() {
if (!audioCtx) audioCtx = new (window.AudioContext || window.webkitAudioContext)();
}
function playHitSound() {
if (!audioCtx) return;
try {
const o = audioCtx.createOscillator();
const g = audioCtx.createGain();
o.type = 'triangle';
o.frequency.setValueAtTime(180, audioCtx.currentTime);
o.frequency.exponentialRampToValueAtTime(40, audioCtx.currentTime + 0.08);
g.gain.setValueAtTime(0.15, audioCtx.currentTime);
g.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.08);
o.connect(g);
g.connect(audioCtx.destination);
o.start();
o.stop(audioCtx.currentTime + 0.08);
} catch(e) {}
}
// --- Scene ---
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0b0b14);
scene.fog = new THREE.FogExp2(0x0b0b14, 0.018);
const camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 0.1, 200);
camera.position.set(0, 14, 22);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// --- Lights ---
const ambient = new THREE.AmbientLight(0xffffff, 0.55);
scene.add(ambient);
const sun = new THREE.DirectionalLight(0xffffff, 1.1);
sun.position.set(20, 30, 10);
sun.castShadow = true;
scene.add(sun);
const fill = new THREE.DirectionalLight(0xaaccff, 0.4);
fill.position.set(-20, 10, -10);
scene.add(fill);
// --- Ground ---
const groundGeo = new THREE.CircleGeometry(26, 64);
const groundMat = new THREE.MeshStandardMaterial({ color: 0x2a2a35, roughness: 0.9, metalness: 0.1 });
const ground = new THREE.Mesh(groundGeo, groundMat);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Grid lines for stadium floor
const grid = new THREE.GridHelper(50, 25, 0x555555, 0x333333);
grid.position.y = 0.02;
scene.add(grid);
// --- Crowd (all the way round) ---
function buildCrowd() {
const group = new THREE.Group();
const radius = 29;
for (let row = 0; row < 2; row++) {
const yBase = 1.2 + row * 1.4;
const count = 160;
for (let i = 0; i < count; i++) {
const angle = (i / count) * Math.PI * 2;
const r = radius + (row ? 2.5 : 0);
const x = Math.cos(angle) * r;
const z = Math.sin(angle) * r;
const h = 0.9 + Math.random() * 1.1;
const color = new THREE.Color(Math.random() * 0.6 + 0.2, Math.random() * 0.6 + 0.2, Math.random() * 0.6 + 0.2);
const box = new THREE.Mesh(
new THREE.BoxGeometry(0.35, h, 0.35),
new THREE.MeshStandardMaterial({ color: color, roughness: 1 })
);
box.position.set(x, yBase + h / 2, z);
group.add(box);
}
}
scene.add(group);
}
buildCrowd();
// --- Obstacles (3 types) ---
function buildObstacles() {
// 1. Ramps / artificial hills
for (let i = 0; i < 5; i++) {
const ramp = new THREE.Mesh(
new THREE.BoxGeometry(3.5, 0.6, 2.2),
new THREE.MeshStandardMaterial({ color: 0x8B5A2B, roughness: 0.8 })
);
const a = (i / 5) * Math.PI * 2 + Math.random() * 0.5;
const d = 9 + Math.random() * 7;
ramp.position.set(Math.cos(a) * d, 0.3, Math.sin(a) * d);
ramp.rotation.y = Math.random() * Math.PI;
ramp.rotation.z = 0.25 + Math.random() * 0.15;
scene.add(ramp);
}
// 2. Debris piles
for (let i = 0; i < 35; i++) {
const s = 0.3 + Math.random() * 0.7;
const debris = new THREE.Mesh(
new THREE.BoxGeometry(s, s, s),
new THREE.MeshStandardMaterial({ color: 0x555555, roughness: 1 })
);
debris.position.set((Math.random() - 0.5) * 22, s / 2 + 0.05, (Math.random() - 0.5) * 22);
debris.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
scene.add(debris);
}
// 3. Barriers
for (let i = 0; i < 10; i++) {
const barrier = new THREE.Mesh(
new THREE.CylinderGeometry(0.55, 0.55, 1.1, 10),
new THREE.MeshStandardMaterial({ color: 0xffaa00, roughness: 0.4, metalness: 0.6 })
);
const a = (i / 10) * Math.PI * 2;
barrier.position.set(Math.cos(a) * 13, 0.55, Math.sin(a) * 13);
scene.add(barrier);
}
}
buildObstacles();
// --- Truck factory ---
function createTruck(colorHex) {
const truck = new THREE.Group();
// Main body (Cybertruck-style flat box)
const body = new THREE.Mesh(
new THREE.BoxGeometry(2.4, 0.75, 4.2),
new THREE.MeshStandardMaterial({ color: colorHex, roughness: 0.25, metalness: 0.85 })
);
body.position.y = 0.85;
body.castShadow = true;
truck.add(body);
// Cabin
const cabin = new THREE.Mesh(
new THREE.BoxGeometry(1.9, 1.0, 1.9),
new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.2, metalness: 0.9 })
);
cabin.position.set(0, 1.35, -0.6);
truck.add(cabin);
// Wheels (big monster-truck style)
const wheelGeo = new THREE.CylinderGeometry(0.55, 0.55, 0.9, 10);
const wheelMat = new THREE.MeshStandardMaterial({ color: 0x1a1a1a, roughness: 0.9 });
const offsets = [
[1.05, 0.55, 1.3], [-1.05, 0.55, 1.3],
[1.05, 0.55, -1.3], [-1.05, 0.55, -1.3]
];
offsets.forEach(off => {
const w = new THREE.Mesh(wheelGeo, wheelMat);
w.position.set(...off);
w.rotation.x = Math.PI / 2;
truck.add(w);
});
return truck;
}
// --- Game state ---
let trucks = [];
let playerTruck = null;
let score = 0;
let timeLeft = 60;
let clockRunning = true;
let photoMode = false;
let running = true;
function initGame() {
// Real game state for #demo
if (window.location.hash === '#demo') {
score = 5000;
timeLeft = 20;
}
const colors = [0xaaaaaa, 0xcc3333, 0x3333cc, 0x33aa33, 0xaa33aa];
for (let i = 0; i < 5; i++) {
const mesh = createTruck(colors[i]);
mesh.position.set((Math.random() - 0.5) * 10, 0, (Math.random() - 0.5) * 10);
mesh.rotation.y = Math.random() * Math.PI * 2;
scene.add(mesh);
const t = {
mesh: mesh,
velocity: new THREE.Vector3(),
rotSpeed: 0,
hitTimer: 0,
aiTarget: new THREE.Vector3(),
isPlayer: i === 0
};
trucks.push(t);
}
playerTruck = trucks[0];
// Give AI random targets
trucks.forEach(t => {
if (!t.isPlayer) {
t.aiTarget.set((Math.random() - 0.5) * 18, 0, (Math.random() - 0.5) * 18);
}
});
}
initGame();
// --- Input ---
const keys = {};
window.addEventListener('keydown', e => {
const k = e.key.toLowerCase();
keys[k] = true;
if (k === 'p') togglePhotoMode();
if (!audioCtx && (k === 'w' || k === 'a' || k === 's' || k === 'd' || k === 'arrowup' || k === 'arrowdown' || k === 'arrowleft' || k === 'arrowright')) {
initAudio();
}
});
window.addEventListener('keyup', e => {
keys[e.key.toLowerCase()] = false;
});
function togglePhotoMode() {
photoMode = !photoMode;
const overlay = document.getElementById('photoOverlay');
if (photoMode) {
overlay.classList.add('active');
running = false;
} else {
overlay.classList.remove('active');
running = true;
}
document.getElementById('photoScore').textContent = Math.floor(score);
}
// --- Update loop ---
function update() {
// Always refresh overlay content
document.getElementById('photoScore').textContent = Math.floor(score);
if (!running) return;
// Player drive
const p = playerTruck;
const driveSpeed = 0.18;
const turnRate = 0.055;
if (keys['w'] || keys['arrowup']) {
p.velocity.z = -driveSpeed;
} else if (keys['s'] || keys['arrowdown']) {
p.velocity.z = driveSpeed;
} else {
p.velocity.z *= 0.92;
}
if (keys['a'] || keys['arrowleft']) {
p.rotSpeed = turnRate;
} else if (keys['d'] || keys['arrowright']) {
p.rotSpeed = -turnRate;
} else {
p.rotSpeed *= 0.85;
}
p.mesh.rotation.y += p.rotSpeed;
const forward = new THREE.Vector3(0, 0, -1).applyAxisAngle(new THREE.Vector3(0, 1, 0), p.mesh.rotation.y);
p.velocity.copy(forward.multiplyScalar(p.velocity.z));
p.mesh.position.add(p.velocity);
// Soft arena boundary for player
if (p.mesh.position.length() > 22) {
const back = new THREE.Vector3().subVectors(new THREE.Vector3(0, 0, 0), p.mesh.position).normalize();
p.mesh.position.add(back.multiplyScalar(0.3));
p.velocity.multiplyScalar(-0.3);
}
// AI rivals
trucks.forEach(t => {
if (t.isPlayer) return;
// Wander target
if (t.mesh.position.distanceTo(t.aiTarget) < 2.5) {
t.aiTarget.set((Math.random() - 0.5) * 20, 0, (Math.random() - 0.5) * 20);
}
// Separation (prevent clumping wall)
let sep = new THREE.Vector3();
trucks.forEach(other => {
if (other === t) return;
const d = t.mesh.position.distanceTo(other.mesh.position);
if (d < 3.5) {
const away = new THREE.Vector3().subVectors(t.mesh.position, other.mesh.position).normalize();
sep.add(away.multiplyScalar(1 / Math.max(d, 0.5)));
}
});
// Seek target
const seek = new THREE.Vector3().subVectors(t.aiTarget, t.mesh.position).normalize();
const steer = seek.add(sep.multiplyScalar(2.5)).normalize();
// Rotate toward steer
const currentDir = new THREE.Vector3(0, 0, -1).applyAxisAngle(new THREE.Vector3(0, 1, 0), t.mesh.rotation.y);
const cross = new THREE.Vector3().crossVectors(currentDir, steer);
const angle = currentDir.angleTo(steer);
if (cross.y < 0) {
t.mesh.rotation.y += Math.min(angle, 0.06);
} else {
t.mesh.rotation.y -= Math.min(angle, 0.06);
}
// Move forward
const aiVel = new THREE.Vector3(0, 0, -1).applyAxisAngle(new THREE.Vector3(0, 1, 0), t.mesh.rotation.y).multiplyScalar(0.12);
t.mesh.position.add(aiVel);
// Boundary steer
if (t.mesh.position.length() > 21) {
const back = new THREE.Vector3().subVectors(new THREE.Vector3(0, 0, 0), t.mesh.position).normalize();
t.aiTarget.copy(t.mesh.position).add(back.multiplyScalar(8));
}
// Hit timer decay
if (t.hitTimer > 0) {
t.hitTimer--;
if (t.hitTimer === 0) {
// Restore body color (first child is body mesh)
t.mesh.children[0].material.color.setHex(colors[t.isPlayer ? 0 : trucks.indexOf(t)]);
}
}
});
// Collisions (bounding sphere model)
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 dist = a.mesh.position.distanceTo(b.mesh.position);
if (dist < 2.6) {
// Penetration resolution
const overlap = 2.6 - dist;
const dir = new THREE.Vector3().subVectors(a.mesh.position, b.mesh.position).normalize();
a.mesh.position.add(dir.clone().multiplyScalar(overlap * 0.5));
b.mesh.position.sub(dir.clone().multiplyScalar(overlap * 0.5));
// Visible reaction + score
if ((a.isPlayer && !b.isPlayer) || (!a.isPlayer && b.isPlayer)) {
const rival = a.isPlayer ? b : a;
const player = a.isPlayer ? a : b;
score += 500;
rival.hitTimer = 35;
rival.mesh.children[0].material.color.setHex(0xff2222);
rival.mesh.rotation.z = (Math.random() - 0.5) * 0.6;
rival.mesh.rotation.x = (Math.random() - 0.5) * 0.4;
playHitSound();
}
}
}
}
// Clock
if (clockRunning && timeLeft > 0) {
timeLeft -= 1 / 60;
if (timeLeft <= 0) {
timeLeft = 0;
clockRunning = false;
}
}
// HUD
document.getElementById('scoreVal').textContent = Math.floor(score);
document.getElementById('timeVal').textContent = Math.ceil(timeLeft);
// Camera follow
const offset = new THREE.Vector3(0, 13, 20);
offset.applyAxisAngle(new THREE.Vector3(0, 1, 0), playerTruck.mesh.rotation.y);
camera.position.copy(playerTruck.mesh.position).add(offset);
camera.lookAt(playerTruck.mesh.position);
}
function animate() {
requestAnimationFrame(animate);
update();
renderer.render(scene, camera);
}
animate();
// Resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>
if (window.location.hash === '#demo') and assigns score = 5000; timeLeft = 20; directly into the live state variables before the loop starts, so the HUD and physics run with those real values rather than painting over a separate overlay.P sets running = false, which stops both the physics/AI update step and the clock decrement; the render loop continues drawing the frozen frame while the overlay is visible, and resumes both on the next P.