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Arcade › Clown Run 2.5D
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Create a browser-playable Three.js low-poly 2.5D side-scrolling platform runner titled “Clown Run 2.5D.” Use a fixed side-view perspective with slight depth: a PerspectiveCamera looking along the z axis at a narrow path running horizontally in world x, with the player and all gameplay objects kept at z=0. Use a bright sky-blue background and matching blue fog fading distant scenery. Light the scene with soft hemisphere lighting plus a warm directional light so the imported low-poly models have simple readable shading. Player: use a rigged low-poly clown character model, approximately 0.75 scale, standing at x=0, y=0.05 on the path and facing right (+x). The clown should visibly have a white clown face, bright orange hair, gray patterned jacket/shirt, white gloves, dark pants, and black shoes, as in the provided visual. Play idle, run, and jump character animations according to state. The player has horizontal and vertical movement, not automatic forward motion: ArrowRight/D or a right touch button moves right at speed 7; ArrowLeft/A or a left touch button moves left at 70% of that speed. Clamp the player from moving left beyond x=-2. Press Space, ArrowUp, or W, or press the mobile Jump button, to jump only while grounded. Jump velocity is 13 and gravity is -26; land at y=0.05. A tap on the canvas also triggers a jump when grounded. Level: construct a long, narrow straight walkway from repeated low-poly nature-kit ground path tiles, extending initially from x=-3 through x=29 at y=-0.08, with additional six-tile sections generated whenever the player approaches the end. The visible path is green with repeated brown path/footprint-like details. Maintain z=0 and a large open sky around it, matching the sparse composition in the screenshot. Generate further sections at six-unit intervals; each section has a 65% chance of one low-poly rock obstacle at roughly section start +1.5 to +3.5 and an 85% chance of a gold coin around section start +0.8. Remove scenery, obstacles, and coins more than 18 world units behind the player to keep the level performant. Obstacles: use repeated low-poly cliff/rock block models, scaled to 0.9, placed on the path at y=0. They appear as chunky dark-sided blocks with colored top faces. The initial level has seven obstacles at x=4 + 3.8*i for i=0..6. If the player overlaps an obstacle (absolute x distance under 0.95, vertical difference condition met, and player y is below 1.4), immediately end the game and show the game-over overlay. Jumping high enough lets the clown clear the obstacle. Collectibles: use gold low-poly coin models scaled to 1.6. Initially place ten coins at x=2.5 + 2.6*i, with each y randomly selected from 0.6 to 2.4; generated coins use y from 0.5 to 2.7. Keep z=0 and rotate every coin around its y axis at 3.5 radians per second. Collect a coin when horizontal distance is below 1.1 and vertical distance below 1.3; remove it and add 10 points. Scoring and completion: show a fixed HUD at the top-left in white text with a dark shadow reading “得分: ” followed by the numeric score, initially 0. Also continuously set the score to at least floor(player x * 2), so progress itself increases the score while coins add ten. If the player reaches x>42, end the game as a win and replace the overlay message with “你赢了!” and a “再玩一次” button. On obstacle collision, show “游戏结束” with a “重新开始” button. Use a full-screen semi-transparent black overlay, centered white large text, and a yellow restart button. Restart must reset player position, velocity, grounded state, score, obstacle/coin/ground arrays, and regenerate the same initial layout (coin heights can randomize again), then hide the overlay. Camera and interface: follow the player in the side view. Each frame set camera x to player.x-7.5, camera y to max(4.2, player.y+3.2), z=9.5, and look toward (player.x+2.5, player.y+1.2, 0), preserving the spacious sky-blue composition and keeping upcoming obstacles visible to the right. Render full-screen with antialiasing and device pixel ratio capped at 2. Add large translucent white-outlined mobile controls fixed along the bottom: left and right square buttons on the lower-left with “◀” and “▶”, and a wider lower-right button labeled “跳跃.” Buttons should support press-and-hold movement and touch jump, with rounded corners and a pale blue/white translucent appearance. Keyboard controls should work alongside touch controls. Do not add lives, weapons, enemies, power-ups, lanes, or other mechanics not described here.