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Arcade › Street Run
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Create a browser-based 2D top-down driving game titled “Street Run.” Render the playfield on a full-screen HTML canvas with a dark navy page background and a fixed HUD overlay. Use a large square city world approximately 1600x1600 units with a camera that follows the player and clamps to the world edges. World/art: use a muted arcade palette. The ground is dark desaturated green (#2e3f35). Lay out a regular grid of wide dark gray roads: vertical roads centered around x=180,460,740,1020,1300 and horizontal roads centered around y=180,460,740,1020,1300, each road about 84 pixels wide. Put dashed yellow center lines down the roads. Fill the blocks with simple flat rectangular buildings, roughly five by five blocks, in alternating muted blue-gray, mauve, teal, and olive colors. Add repeated small pale window rectangles on each building. Keep the visual style minimal, flat, and readable rather than detailed or realistic. Player and driving: the player is a small top-down car at the center of the camera, represented by a yellow 36x22 rectangle with a blue central cabin/window area and a dark front/end section. It has a heading and rotates to face its direction of travel. Start with position (0,0), zero speed, and heading upward (negative pi/2), while constraining movement inside the world. Drive with W/S or arrow up/down for forward/reverse acceleration and A/D or left/right for steering. Holding Shift increases acceleration and raises the maximum speed to about 430 versus a normal maximum around 320; reverse is limited to about -120. Space acts as a handbrake, strongly damping speed. Add simple building collision: if the next car position intersects a building (with about 12 pixels of padding), block movement and bounce/reverse the speed slightly. Objective and collectibles: place five gold markers at approximately (140,140), (430,210), (710,140), (990,430), and (1270,710). Each is a glowing/pulsing gold disk with a pale vertical highlight, rotating or pulsing over time. When the car comes within about 28 pixels, collect it, hide it, increase CASH by00, increment the collection count, and increase HEAT by one up to five. The mission is “Downtown Dash — Grab the gold markers and lose the cops,” with progress shown as 0/5 through 5/5. There is no separate win screen specified; retain the ongoing driving scene after collecting. Police: include two simple police cars initially around (1180,980) and (350,1180). Draw each as a small white 36x22 top-down car with a dark blue vertical center stripe and a red light bar. When the player is within 520 pixels, each police car turns toward and chases the player, moving at roughly 40 + 22 times the current heat. If a police car gets within 28 pixels, reduce heat by one (not below zero) and push the player away from the police car. Police should not be given weapons or extra behavior beyond this chase/contact mechanic. HUD: overlay fixed UI above the canvas. At the upper left show the gold title “STREET RUN.” At the upper right show a translucent dark rounded card reading “CASH $0 · HEAT 0,” updating cash and heat; represent heat as five slots, filled with gold stars and empty slots as dots. At the left below the title, show a translucent rounded mission card with “Downtown Dash,” the instruction, and a gold progress value such as “0/5.” At the bottom center show the hint “WASD / arrows to drive · Shift boosts · Space handbrake.” Add a subtle translucent black strip along the bottom of the canvas with the in-game instruction “Drive the city • collect the gold markers • shake the cops.” Touch controls: place a semi-transparent control cluster at the lower right, arranged as a three-column grid of rounded square buttons: up triangle, circular handbrake icon, right triangle on the first row; left triangle and down triangle on the second row; and a wide BOOST button spanning all three columns beneath them. Pointer/touch presses should act like the corresponding arrow, Space, or Shift keyboard key, with buttons highlighting gold while active. On larger screens the controls can be subdued until hovered. Keep the game playable with keyboard and touch, use a responsive full-screen layout, and prevent page scrolling.More free browser games