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Arcade › Trench Runner
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Create a browser-playable 3D first-person survival shooter titled “Trench Runner.” Use Three.js (or an equivalent real-time 3D engine) with a full-screen canvas and pointer-lock mouse look. The player is an Allied soldier in a khaki/olive battlefield, but the player body should be hidden in first-person; show a simple dark rifle viewmodel at the lower-right of the camera. Start on a title overlay reading “Trench Runner,” with the subtitle “First-person trench shooter — Allies vs Axis,” a note that the player is Allies (khaki) and enemies are Axis (gray), a Start button, and a small tip that clicking enables audio. After starting, lock the pointer and show a small gold crosshair at screen center. Build an open-air, top-down-layout trench maze viewed from a first-person camera at roughly head height. The world is a 44-by-44 square with a muted green-brown ground plane, low dark green axis-aligned trench walls about 1.7 units high, and an outer boundary plus internal walls forming corridors and intersections. Walls must block player movement and bullets via circle-vs-AABB collision. Use a bright desaturated blue sky/background and matching atmospheric fog, with soft ambient hemispheric lighting, a directional sun, shadows, and a simple low-poly/material style. The reference presentation is intentionally sparse, grounded, and game-like rather than realistic. Dress the maze with non-blocking World War II-inspired props distributed in open areas: stacks of one to three brown wooden crates, rows of tan capsule-shaped sandbags, short gray metallic torus barbed-wire coils with small spikes, and several chunky gray-green bunker blocks with a dark horizontal slit. Add two simple faction flag posts: an Allied blue cloth marker with a pale circular emblem near the player’s starting side, and a gray Axis marker opposite it. Use generic circles only; do not use real-world insignia. Keep the props decorative and non-solid. Place the player at approximately (0, 0, 16), with 100 HP and 100 stamina. Movement is relative to the camera yaw: W/S or Up/Down move forward/backward and A/D or Left/Right strafe. Normal movement speed is about 6; holding either Shift key while moving increases speed to about 9.2 and drains stamina at about 38 per second. When not sprinting, stamina regenerates at about 22 per second up to 100. Smooth the movement velocity, resolve collisions against every trench wall, and keep the player radius around 0.55. Mouse movement while pointer-locked controls yaw and pitch, with pitch clamped to just under vertical; Esc unlocks the pointer. The weapon fires on left mouse hold with a 0.12-second cooldown (about 8 shots per second). Each shot travels horizontally in the camera-facing yaw direction, represented by a small pale projectile sphere moving at about 18 units per second for up to 1.2 seconds. Projectiles disappear on wall impact or lifetime expiration. Spawn a brief yellow/gold spark at the muzzle and at enemy hits. Add simple Tone.js-style synthesized sound effects if audio is available: a low membrane-like shot, short white-noise hit, triangle-tone enemy defeat, and low sine player-hurt sound. Initialize audio after the first click or key interaction. Enemies are gray low-poly Axis soldier silhouettes spawned from random points near the four inside edges of the arena. Each consists of a gray capsule-like body with a darker flattened helmet sphere on top. Start with a small spawn budget of 3. Enemies have 3 HP, a radius around 0.5, and chase the player at roughly 4.2 units per second, increasing slightly with each wave. Use simple steering through the trench maze with wall collision and mild separation so enemies do not overlap excessively. They face the player and make a subtle vertical wobble. On contact, enemies continuously damage the player at about 22 HP per second; occasional hurt sounds can play. Each projectile hit removes one enemy HP, briefly enlarges/flashes its mesh, and creates a hit spark. On the third hit, remove the enemy, play the defeat sound, and award 25 score. Make the game endless with no hard win condition. While alive, score increases continuously at approximately 3 plus 0.25 times the current wave per second. Every 8.5 seconds, increment the wave and add 2 to the spawn budget. Maintain pressure by spawning enemies while the count is below min(6 + wave*2, 26), consuming the available budget; normally spawn one at a time, with larger batches beginning around wave 3. The player loses when HP reaches zero, stops the game, unlocks the pointer, and shows a centered dark translucent Game Over overlay with the final integer score and a Restart button. R should restart from anywhere, resetting score, wave, spawn budget, player position, HP, stamina, and all bullets/enemies/sparks. HUD: pin a compact translucent dark row in the upper-left with rounded pills labeled “HP: 100,” “Stamina: 100,” “Score: 0,” and “Wave: 1,” updating live with integer values. Beneath it show the control hint: “WASD move • Mouse look (pointer lock) • Click shoot • Shift sprint • R restart • Esc unlock mouse.” Use a dark translucent, lightly bordered UI style with pale gray text, rounded corners, and a centered crosshair composed of thin gold horizontal and vertical bars. The overall art direction should be muted, low-poly, foggy outdoor trench warfare with simple silhouettes, readable arcade combat, and restrained generic Allies-versus-Axis visual markers.