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Arcade › Operation Eclipse
Drop into a browser FPS city test zone, sprint through streets, aim down sights, and fire an assault rifle at target dummies. Watch your ammo, stamina, minimap, and the shrinking safe zone as the ring closes in.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Johnson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Operation Eclipse yet. Play it, then tell Matthew Johnson what you would add next.
Operation Eclipse was built by Matthew Johnson with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Operation Eclipse opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a first-person shooter browser game titled "Operation Eclipse" set in a battle royale-inspired city training zone. The camera is first-person with pointer-lock mouse controls, and the player views a 3D weapon model (assault rifle) in the bottom-right of the screen.
**Perspective & Camera:** First-person perspective. FOV is 74° default, zooms to 49° when aiming down sights (ADS), and increases to 80° when sprinting. Camera pitch is clamped to prevent over-rotation. The weapon viewmodel consists of a dark blue-gray rifle body (rectangular box), black barrel extending forward, gray sight box on top, and a front grip—all positioned in the lower right, smoothly transitioning left-center when ADS is activated.
**Player Avatar:** The player is a capsule collider 1.75 units tall (crouching reduces to 1.12 units) with a 0.43 unit radius. Movement is controlled via WASD/arrow keys. Walking speed is 5.4 units/sec, sprinting is 8.6 units/sec (drains stamina), crouching is 3.0 units/sec, and ADS is 3.4 units/sec. Shift key sprints (only works moving forward), Ctrl/C crouches, Spacebar jumps (8.4 unit/sec vertical velocity with -22 gravity). Stamina regenerates at 14/sec normally, 22/sec when crouching, and drains at 23/sec when sprinting. Player starts at position (0, 3, 18).
**Core Mechanic & Goal:** Survive waves of enemy AI soldiers in a shrinking safe zone. Eliminate all enemies in a wave to trigger the next wave. Stay inside the circular safe zone (visualized by a cyan ring on the ground) or take continuous damage. The zone starts at 128m radius and shrinks to 36m over 210 seconds. Manage health (100 HP), stamina (100), magazine ammo (30 rounds), and reserve ammo (90 rounds).
**Weapon & Combat:** The "Eclipse AR" assault rifle fires at 10.5 rounds/sec with 34 damage per hit. Fire with left mouse button (hold for full-auto), reload with R key (1.55 second reload time). Right mouse button or Q key toggles ADS. Recoil kicks the camera upward and increases crosshair spread. Shooting uses hitscan raycasting with 240 unit range. Red hit markers (×) appear on successful hits. Crosshair is dynamic with four white bars that spread based on movement, ADS state (6px when ADS, 14px+ when hip-firing), and recoil (up to 34px added).
**Enemies:** AI soldiers spawn in waves. They are represented by capsule bodies with glowing visors (green when patrolling, red when alert) and use target dummy models scaled 4.2+ units. Enemies have three states: patrol (wander near spawn point), hunting (chase player), and attacking (strafe and shoot within 30 units). They detect the player within 82 units with line-of-sight checks, shoot with hit-chance based on distance and player movement, and deal 6 damage per hit when attacking (3 when hunting). Wave 1 spawns 12 enemies; subsequent waves spawn more (7 + wave × 3, capped at 22) with increased health (92 + wave × 14) and damage scaling. Between waves, player receives health (+22 HP) and ammo (+30 + wave × 8 reserve) rewards. A 5-second countdown displays before each new wave.
**Environment & Obstacles:** Procedural terrain with gentle sine-wave hills (flattened near roads). Grid roads are 7.2 units wide, dark gray, positioned every 34 units in N-S and E-W directions. Modular city buildings (Kenney commercial building models A, C, F) are placed at grid intersections (±3 to ±3 range, skipping center), scaled 9–15 units, rotated randomly, with collision boxes. 28 supply crates are scattered in concentric circles (radii 20–116 units), scaled 3.2 units. 18 concrete barricades (8×2.2×0.6 unit walls) are placed around the map at 82 unit radius. World boundary is 190 unit radius. All objects cast and receive shadows.
**On-Screen HUD:**
- Top-left panel: "OPERATION ECLIPSE" title, control hints ("Click to lock mouse • WASD move • Shift sprint • Ctrl crouch • Space jump • RMB ADS • R reload"), and wave info ("WAVE 1 • 12 HOSTILES" showing current wave and remaining enemies in yellow text).
- Top-right: 170×170px circular minimap with dark blue background, cyan zone ring, gray building squares, red enemy dots, and yellow triangle for player orientation.
- Bottom-left panel: Three horizontal bars with labels: HP (green gradient, shows health/100), STA (green gradient, shows stamina/100), ZONE (purple-cyan gradient, shows shrinking zone progress with radius in meters).
- Bottom-right panel: Large white ammo counter ("30 / 90" format, shows "RELOAD X.X" during reload), "ECLIPSE AR" weapon label in cyan below.
- Center: Dynamic crosshair with four white bars and central dot. Semi-transparent panels have blue borders and glass-morphism blur effect.
- Center messages: "Click to deploy" at start, "WAVE X CLEARED • NEXT WAVE IN 5" between waves, "WAVE X INCOMING" at wave start, "UNDER FIRE" when hit (brief), "ELIMINATED BY THE ECLIPSE ZONE" on death.
**Mobile Controls:** Touch-friendly virtual joystick (bottom-left, 112px circular base with 40px knob for movement), four circular buttons: FIRE (bottom-right, 82px, hold to shoot), ADS (above-left of fire), JUMP (top-right area), R reload button (top-right area). Buttons have blue-tinted glass backgrounds with cyan borders.
**Setting & Art Style:** Low-poly 3D military test zone with flat-shaded buildings in gray-blue (#33495a), dark green terrain (#253a32), and dark gray roads (#1b222b). Atmospheric fog (color #081322) extends 70–260 units. Directional sun casts soft shadows from position (-42, 78, 34) with 2.7 intensity. Hemisphere light provides ambient fill (sky #a8dfff, ground #172014, 1.4 intensity). Enemy soldiers use red capsule bodies with glowing visors. Scene background and fog are deep blue-black (#081322). Tone mapping is ACES Filmic. All architectural models have slight metallic sheen and roughness.
**Technical Details:** Built with Three.js (ES modules), uses GLTFLoader for Kenney asset pack models, pointer-lock for mouse control, gamepad API support for Xbox/PlayStation controllers, and preserveDrawingBuffer for screenshots. Runs at 60 FPS with delta-time clamped to 0.033 sec. Physics includes AABB collision resolution for player and enemies against buildings/crates/barricades. Game state is exposed via window.getGameState() and window.setGameState() for debugging.