Canyon Run
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Role: You are an expert Three.js and WebGL game developer specializing in high-performance, minimalist arcade racers. Objective: Create an HTML5 game (HTML/CSS/JS) that is a "High-Speed Procedural Canyon Racer." The gameplay must mimic the "flow" and "tension" of Race the Sun. 1. Core Gameplay Mechanics (The "Feel") Movement Physics: Implement a "flight-based" physics model rather than direct axis control. The player (a sleek, low-poly geometric craft) should have momentum, banking (rolling) during turns, and pitch-based acceleration. Movement should feel "weighty" but highly responsive. The Risk/Reward System (Proximity Scoring): Implement a "Near-Miss" mechanic. The closer the player passes to canyon walls or obstacles without colliding, the higher the score multiplier becomes. Energy/Fuel Mechanic: The player has a constant "energy decay." Collecting glowing geometric orbs (recharges) is essential to stay alive. This forces the player to take risky paths through narrow gaps to stay fueled. Speed & Acceleration: Implement a "Boost" system. Collecting items or maintaining high-speed straightaways builds a "Turbo" meter that allows for temporary extreme velocity and visual FOV widening. 2. Procedural Environment Generation Infinite Generation: Use a chunk-based procedural generation system. As the player moves forward, generate new canyon segments and destroy old ones to ensure the game runs infinitely without memory leaks. Terrain Variety: Generate three types of obstacles: Canyon Walls: Massive, sweeping geological formations. Floating Monoliths: Large, geometric pillars that require banking to avoid. Tight Squeezes: Narrow gaps that require precise pitch/roll control. Difficulty Scaling: As the score increases, increase the speed of the player and the density/tightness of the procedural obstacles. 3. Visual Direction (Aesthetic & Atmosphere) Art Style: "Minimalist Low-Poly." Use a highly stylized, geometric aesthetic. No textures; use flat shading or simple vertex colors. Lighting & Color Palette: Use a "Golden Hour" or "Cyber-Sunset" palette (deep oranges, purples, and silvers). Implement dramatic, long shadows cast by the canyon walls. Post-Processing Effects (via Three.js): Bloom: To make the energy orbs and the craft’s engine glow. Motion Blur: To simulate extreme speed. Camera Shake: Subtle shake when passing very close to walls or during high-speed boosts. Particle Systems: Add a "trail" effect behind the player craft and "dust" or "debris" particles that fly past the player to emphasize speed. 4. HUD & User Interface Minimalist HUD: The HUD should be non-intrusive. Speedometer: A sleek, thin line representing current velocity. Multiplier Counter: A large, stylized number that pulses when a "Near-Miss" is detected. Energy Bar: A glowing bar (possibly circular around the player or at the bottom) that depletes and refills. Game Over Screen: A clean, high-contrast overlay showing "Final Score," "Max Speed," and a "Restart" button. 5. Technical Requirements Frameworks: Use Three.js for 3D rendering (include Three.js via CDN). Performance: Use requestAnimationFrame. Optimize geometry to ensure a smooth 60fps on most hardware. Collision Detection: Implement efficient bounding-box or sphere-based collision detection between the player and the procedural geometry. Sound Synthesis: Use the Web Audio API to generate procedural sound effects (a low hum for the engine, a "ping" for collectibles, and a synthesized "whoosh" for near-misses).
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