Arcade › Space Blaster
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Create a browser-playable 3D arcade space shooter titled “Space Blaster.” Use Three.js or an equivalent 3D engine with a full-window canvas, a dark navy-black space background, fog, and a dense field of small white stars. Use a high, slightly behind-the-player perspective camera looking toward the forward direction of travel: the play area is an open rectangular space lane, with horizontal X movement and depth Z movement. The camera should sit around (0,17,30), use a perspective view, and subtly follow the player’s Z position while looking ahead. Player: place a small 3D spaceship fighter near the lower/center area of the screen, initially at world position (0,0.8,0), facing forward into negative Z. Use a compact Challenger-style spaceship model, scaled down, with a slight banking/tilting animation while moving. Allow movement with WASD or arrow keys: left/right changes X, up/down changes Z. Normalize diagonal movement. Clamp the player to approximately X=-14..14 and Z=-9..9. Also support pointer/touch input for firing: holding the pointer down continuously fires, and a pointer tap fires once. Shooting: SPACE fires, and holding SPACE continuously fires. Normal shots are small glowing cyan/light-blue spherical projectiles traveling forward along negative Z at high speed. Fire at roughly 220 ms intervals. Each shot begins just above/in front of the ship. Play a short laser sound when shooting if audio is available. Player bullets disappear after a short lifetime or when they travel beyond the forward play region. Enemies: continuously spawn enemies ahead of the player, at random X positions across roughly -13..13 and Z positions around -26 to -38, then move toward positive Z (toward the player and past the camera). Spawn about every 650 ms, with a chance to spawn a second enemy at the same interval. Gradually increase enemy speed/difficulty over time. Include two visible enemy types using simple stylized 3D space assets: (1) UFOs, generally worth 15 points and requiring one hit; they move forward with slight horizontal drift and bounce/reverse when reaching side limits, and periodically shoot; (2) larger meteors, generally worth 25 points, moving somewhat slower with slight drift and requiring two player hits. Enemies that pass the player are removed. When an enemy is destroyed, show a brief orange/yellow burst of spherical particles with outward motion, fading and shrinking under gravity, and play an impact sound. Enemy attacks and damage: enemies periodically shoot small red spherical projectiles toward the player once they are sufficiently near. Aim generally at the player with slight inaccuracy. Enemy bullets travel toward positive Z and are removed when they pass the player or expire. If an enemy bullet hits the player, or an enemy collides with the player, reduce player health by 20 and show an orange explosion burst and impact sound. A collision enemy is removed. Start with 3 lives and 100 health. Show a health bar under the lives text, with a dark background and a green fill representing the percentage. When health reaches zero, subtract one life and reset health to 100; if lives remain, briefly hide/flash the player and push it back toward the safer forward area. When lives reach zero, stop gameplay and show a centered game-over overlay. Power-ups: spawn collectible glowing crystal objects in the forward area about every 3.8 seconds, with a 75% chance on each interval; also spawn two early collectibles shortly after loading. They drift toward positive Z, bob vertically, and disappear if they pass the player. On collection, remove the crystal and activate its effect for about 8.2 seconds. Randomly choose one of four types and tint the crystal/badge accordingly: rapid-fire (red/pink, reduces firing cooldown to about 95 ms), triple-shot (blue, fires three projectiles in a spread with center velocity forward and side velocities), shield (green, prevents damage from enemy bullets and enemy collisions while active), or speed (yellow, increases movement speed by about 1.65x). Display active powers as uppercase text badges at the upper-right, using matching red, blue, green, and yellow backgrounds. Multiple active effects may coexist and expire independently. HUD and screens: at the upper-left, show large bold white “SCORE: 0” (updating as enemies are destroyed), beneath it “LIVES: 3,” and beneath that a roughly 120x10 pixel health bar. At the upper-right, show the colored active-power badges only while effects are active. At the bottom center, show subdued gray instructions: “WASD / Arrows: Move SPACE: Shoot Collect glowing crystals”. On game over, cover the scene with a semi-transparent black overlay and center a large white “GAME OVER,” the final “Score: [number],” and a green “PLAY AGAIN” button. Restart should reset score, lives, health, enemies, bullets, particles, power timers, difficulty, and player position; pressing R or Enter should also restart. Art direction: minimalist low-poly/stylized 3D arcade presentation, with the spaceship and UFO/meteor/crystal models visibly lit by soft ambient and directional light. Keep the environment almost black/navy so the tiny star points, white HUD, cyan player shots, red enemy shots, orange explosions, and colored power-ups stand out. Do not add a level-selection screen, scrolling terrain, or unrelated weapons; this is an endless survival-and-score game focused on dodging, shooting, collecting timed power-ups, and preserving lives.