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Arcade › Rally Pop
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Create a browser-playable 3D arcade tennis game titled “Rally Pop,” using a cheerful low-poly / simple 3D style and an orthographic-feeling elevated perspective from behind the player’s baseline. The scene is a full green rectangular tennis court with white sidelines, baselines, service lines, and a center line, surrounded by a darker green border. Put a low white net across the middle of the court with a translucent white mesh/band and dark green posts at both ends. Add a few simple low-poly green bushes beyond the far side. Use a light cyan sky-colored background with soft fog, bright ambient/hemisphere lighting, directional sunlight, shadows, and a clean toy-like appearance. Place the human player on the near side of the net at z approximately +7.7 and the CPU opponent on the far side at z approximately -7.7. Each character is a very simple stylized low-poly person: blocky dark shoes/legs, a rounded capsule torso, a spherical skin-colored head, one simple arm, and a yellow/orange tennis racket with a cylindrical handle and torus racket head. The player wears a blue/purple shirt; the CPU wears a pink/red shirt and faces the player. A green tennis ball begins in play near the court center or on the CPU’s side, with visible gravity, bouncing/flight motion, spin, and a bright readable appearance. The core game is a timing-and-position tennis rally. The player can move horizontally only along their baseline using A/D or Left/Right arrows, clamped to the court width (roughly x -5.2 to +5.2). On touch devices, provide large bottom controls: left arrow, a central orange “击球” (Hit) button, and right arrow; these buttons support press-and-hold movement, while the hit button triggers a swing. Space also triggers a hit, and Enter starts the match. The player can hit when the ball is close to their side (within about 2.2 units in depth), below roughly 3 units high, and within about 2 units horizontally. A successful return launches the ball toward the CPU with upward velocity; display “PERFECT!” when centered very accurately and “GOOD!” for a less centered hit. If the CPU is close enough to the incoming ball, it automatically returns it after a small tracking delay, showing “RETURN!”. The CPU continuously follows the ball’s x position but with deliberately imperfect/delayed damping. Apply the actual point rules: if the player misses a reachable ball, the CPU scores; if the CPU misses its return, the player scores. Also award the appropriate side a point when the ball falls below the court, goes out of bounds, or passes beyond the court. After a point, reset the ball and serve toward the side that won. Keep a simple score from 0 to 5 and end the match as soon as either side reaches 5. Show “YOU WIN!” or “CPU WINS” on the end overlay and change the button to “再来一局” (Play Again). The initial serve is by the CPU, with a ball launch from around z -4.5 toward the player; the opposing serve launches from around z +4.5 toward the CPU. Build the HUD as fixed HTML layered over the 3D canvas. At the top center, use a dark translucent rounded bar with the green brand “RALLY POP,” “YOU” and the player score, a colon separator, and “CPU” and CPU score. Beneath it, show a small dark pill with the instruction “A / D 或 ← / → 移动 · 空格击球” and update that pill with short gameplay announcements such as “GET READY,” “NICE SHOT!”, “OUT!”, “PERFECT!”, and “RETURN!”. At the bottom, show the touch controls; on desktop place them toward the lower-right. Before the match, show a centered dark translucent rounded modal card over a dim gradient overlay with the large two-line title “Rally Pop,” Chinese instructions explaining to hit the ball over the net and that the first to 5 wins, a bright lime-green full-width “开始比赛” button, and the small text “浏览器游戏 · 键盘和手机都能玩.” Starting the match hides this card and resets both scores. Keep the interface responsive, support safe areas on mobile, prevent page scrolling, and preserve the polished dark navy translucent UI styling with lime green and orange accent buttons.