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Arcade › Skyline Shinobi
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Create a playable 2D side-view platformer titled “Skyline Shinobi” in a single full-screen HTML canvas, with responsive desktop and touch controls. The game takes place across a 4200x1200 neon cyberpunk city at night. Use a dark navy-to-purple vertical gradient sky, sparse cyan stars, and layered parallax silhouettes of tall dark buildings with small cyan and magenta window lights. Add subtle perspective/glow lane lines in the lower city background. The player is a compact stylized ninja, approximately 28x42 pixels, moving left and right through the level. Render it as a simple pixel/shape character: nearly black torso and legs, a magenta head/hood area, a bright cyan horizontal band across the face/body, and one small white eye that changes side according to facing direction. Add a small dark oval shadow beneath the character. Start the ninja at x=120, y=820 on the first ground platform. Build a fixed platforming course spanning the world from x=0 to 4060. Platforms are very dark blue-gray rectangles with a bright cyan top edge and a dim magenta lower edge. Include these horizontal platforms: (0,900,520,46), (620,780,260,34), (980,670,250,34), (1330,820,240,34), (1680,690,250,34), (2020,560,250,34), (2360,760,250,34), (2700,620,240,34), (3030,470,240,34), (3370,700,260,34), and (3730,520,330,34). Include the tall vertical wall/platform obstacles: (470,560,42,380), (910,430,42,420), (1260,520,42,400), (1610,410,42,400), (1950,300,42,500), (2290,450,42,400), (2630,320,42,400), (2960,190,42,400), (3300,420,42,400), and (3660,260,42,420). These create gaps and wall-jump routes between rising rooftops. Implement responsive platformer physics: horizontal acceleration about 1900, maximum horizontal speed 300, strong friction when no direction is held, gravity about 1450 with downward speed capped at 850. Use collision detection against every rectangular platform for landing from above, bumping ceilings from below, and stopping against vertical sides. The ninja can jump from a platform with a vertical impulse of -610 and receives 10 points. When touching a wall, pressing jump performs a wall jump with vertical impulse -560 and horizontal impulse away from the wall (about 420), awarding 25 points. Track whether the character is grounded and touching a wall, and allow jump-on-press rather than repeatedly jumping while held. Keyboard controls: Arrow Left/A move left, Arrow Right/D move right, and Space/Arrow Up/W jump. Prevent browser scrolling for these keys. Also provide translucent on-screen circular touch buttons: cyan left and right buttons in the lower-left (at roughly x=24 and x=146, y=H-132, each 110px square hit area), and a magenta JUMP button in the lower-right (roughly x=W-154, y=H-150, 130px square hit area). Support simultaneous pointer inputs and clear them on pointer cancellation or window blur. The camera follows the player horizontally and vertically, clamped to the 4200x1200 world, with the player positioned around 35% of the viewport width and 58% of the viewport height. Render the world with camera translation, while background stars and buildings move at slower parallax rates. Place glowing neon signs along the route with these exact labels and approximate positions: “RUN” at (180,820), “夜” at (730,700), “JUMP” at (1080,590), “VOID” at (1760,610), “月” at (2120,480), “SHIFT” at (2780,540), “SKY” at (3110,390), and “GO” at (3830,440). Use bold monospace lettering with cyan or hot-pink neon glow and a white inner highlight. At the far right, draw a glowing magenta outlined exit gate rectangle at (3890,410) sized 78x110, label it “EXIT” around (3929,395), and win when the player reaches x>3910 while y<540. On victory, add 500 points and show a dark translucent full-screen overlay with glowing cyan “CITY CLEARED”, the final score, and “PRESS JUMP TO RUN IT AGAIN”. Pressing jump on this screen resets the run. If the player falls below y=1320, count a fall/death and reset the player to the starting position, clearing the current score and victory state. Add a top-left HUD panel with a translucent dark background and cyan border, approximately 210x70 pixels at (16,16). Display glowing monospace “SKYLINE SHINOBI”, plus white text in the form “SCORE 0000 FALLS 0”, updating score and fall count. Use a dark, high-contrast neon arcade aesthetic throughout: near-black navy structures, cyan and hot-pink highlights, pixel-like geometric shapes, and restrained glow effects. Keep the game continuously animated and playable immediately on load, with no title screen or external assets.