JIT
Jungle Run Web Game
can you make jungle run that game in a website?

Okay, I can help you create a basic "Jungle Run" style game for a website using HTML, CSS, and JavaScript. This will be a simple side-scroller where a character runs and jumps over obstacles.

This sets up the basic game:

  1. HTML: Creates the canvas, score display, and a hidden game-over screen.
  2. CSS: Styles the elements and centers the game.
  3. JavaScript:
    • Defines Player and Obstacle classes.
    • Handles player jumping (using Spacebar, Arrow Up, or W key).
    • Manages gravity.
    • Spawns obstacles randomly from the right side.
    • Moves obstacles towards the player.
    • Detects collisions between the player and obstacles.
    • Updates the score when an obstacle is passed.
    • Includes a game loop (requestAnimationFrame).
    • Handles the game over state and allows restarting.

You can run this code. Use the Spacebar, Arrow Up, or W key to make the character jump over the incoming green blocks.*

Updated files
v1
no i want the real jungle run game like the app on the phone and real characters

Okay, I understand. Creating a game exactly like the 3D mobile "Jungle Run" or "Temple Run" apps is a very complex task involving 3D graphics, character modeling, animation, and sophisticated game mechanics. Building that from scratch would require a 3D game engine (like Three.js or Babylon.js) and significant development time, including creating or sourcing 3D assets (characters, environments, textures).

That level of complexity is beyond what we can build instantly here.

However, we can create a simplified 3D runner using basic shapes and the Three.js library to give you a feel for the 3D perspective and core mechanics (running, switching lanes, jumping). It won't have detailed characters or jungle environments like the mobile game, but it will demonstrate the concept in 3D.

Let's set up this basic 3D runner.

This version uses the Three.js library to create:

  1. A 3D scene with basic lighting and fog.
  2. A simple red cube as the player character.
  3. Green planes that continuously move towards the camera to simulate the ground.
  4. Three lanes the player can switch between using Left/Right arrow keys (or A/D).
  5. Jumping functionality using the Up arrow, W key, or Spacebar.
  6. Brown cube obstacles that spawn randomly in lanes.
  7. Basic collision detection between the player and obstacles.
  8. A score counter and a game over screen with a restart button.

This is a foundational structure. Adding detailed characters, animations, varied environments (like turns, slopes, different obstacle types), and power-ups would require significantly more code and external 3D assets.

Updated files
v2
can you make it that the player is a real person? also that its jungle detailed by the sides and that its more junge run like you need to slide and jump and go on the sides and make a cutscene in the beginning that a monster wants to follow you but you run away and then it starts

Okay, adding those features—a character model, detailed scenery, sliding, and a cutscene—significantly increases the complexity, especially regarding 3D assets and animations.

  1. Real Person Player & Monster: I cannot create 3D models or animations myself. We'll need to load external models (like .glb or .gltf files). I will add the code structure to load models using Three.js's GLTFLoader, but you will need to provide URLs to actual 3D models (you can find free ones on sites like Sketchfab). I'll use simple placeholders for now. Animations (running, jumping, sliding) also depend on the specific model file.
  2. Detailed Jungle Sides: We can add simple shapes (like cones or cylinders) to represent trees along the sides to give a jungle feel. Loading complex plant models would follow the same principle as loading the player model.
  3. Slide Mechanic: We can implement this by temporarily changing the player's hitbox size when the slide key is pressed.
  4. Cutscene: We can create a very basic scripted sequence before the game starts.

This will be a substantial update. Let's modify the code.

Key Changes and Important Notes:

  1. 3D Model Loading:
    • Uses GLTFLoader.
    • CRITICAL: You MUST replace playerModelUrl and monsterModelUrl with actual URLs to .glb or .gltf files hosted somewhere accessible (like GitHub Pages, a CDN, etc.). If left null, it will use fallback shapes (a red cube for the player, a grey sphere for the monster).
    • Includes a basic loadingManager to show a "Loading..." message and start the cutscene only after assets are loaded (or failed).
  2. Animations:
    • Includes commented-out code for setting up AnimationMixer and playing a "Run" animation. You'll need to uncomment and adjust this based on the actual animation names within your player model file.
  3. Cutscene:
    • Adds a CUTSCENE game state.
    • startCutscene places the player and a monster (model or fallback).
    • updateCutscene provides minimal animation (monster moves forward, camera pulls back) for a few seconds before initGame is called.
  4. Jungle Scenery:
    • addSceneryForSegment now places simple green cones (representing trees) randomly along the sides of the path.
    • manageGroundAndScenery handles moving and recycling these scenery objects.
  5. Slide Mechanic:
    • Pressing Down Arrow or 'S' triggers slide().
    • Sets isSliding flag and a slideTimer.
    • updatePlayerBoundingBox adjusts the collision box height when sliding.
    • createObstacle now randomly creates JUMP (low) or SLIDE (high) obstacles.
    • Collision detection (manageObstacles) implicitly works with the adjusted player bounding box. If the player is sliding, their shorter box won't collide with SLIDE type obstacles but will still collide with JUMP type ones if they don't jump.
  6. Game States: Introduced LOADING, CUTSCENE, PLAYING, GAMEOVER states to manage the flow.
  7. Collision: Uses Box3 intersection checks, which are more reliable for 3D. The player's bounding box size changes during sliding.
  8. Refinements: Added softer shadows, fog, slightly wider lanes, adjusted speeds/spawning rates, and improved camera follow logic.

Remember to find and link appropriate 3D models for this to look closer to your request! Without models, it will function but use the placeholder shapes.

Updated files
v3
https://sketchfab.com/3d-models/jane-doe-blender-release-fd93aaeacceb46cc8d30c7ffdab53ce5 this model i want to use for the player and https://sketchfab.com/3d-models/hulk-marvel-rivals-1379a9de81b7426ea4ee71ff4c126e80 this 1 for the monster now make it

Okay, I understand you want to use those specific models. However, I need the direct URL to the downloadable 3D model file (usually ending in .glb or .gltf), not the Sketchfab page link.

Here's what you need to do:

  1. Download the Models: Go to those Sketchfab pages. Look for a "Download 3D Model" button. You'll likely need a Sketchfab account. When downloading, choose the glTF (.glb or .gltf) format if available. .glb is usually preferred as it bundles everything into one file.
  2. Make Models Accessible: Since I'm running in a browser environment, I can't access local files on your computer. You need to upload the downloaded .glb files somewhere that provides a direct, public URL. Options include:
    • GitHub Pages: Upload the files to a GitHub repository and enable GitHub Pages.
    • Netlify Drop: Drag and drop the files to deploy them quickly.
    • Other hosting services (like Vercel, Glitch, etc.).
  3. Get the Direct URLs: Once uploaded, get the direct URL for each .glb file. It should look something like https://your-username.github.io/your-repo/jane_doe.glb or https://some-random-name.netlify.app/hulk.glb.

Updating the Code:

I will now update the code to show you where to put those URLs once you have them. I'll keep the fallback shapes for now so the game still runs until you provide the correct links.

Next Steps for You:

  1. Download the .glb files for Jane Doe and Hulk from Sketchfab.
  2. Upload them to a place like GitHub Pages or Netlify Drop.
  3. Get the direct URLs for the uploaded .glb files.
  4. Paste those URLs into the playerModelUrl and monsterModelUrl variables in script.js.
  5. Run the code.
  6. ADJUST SCALING/ROTATION: The models will likely load at the wrong size or facing the wrong way. You must adjust the player.scale.set(...), player.rotation.y = ..., monster.scale.set(...), and monster.rotation.y = ... lines within the createPlayer and createMonster functions until they look correct. This often requires some trial and error.
  7. ADJUST ANIMATIONS: Find the correct name for the running animation in the Jane Doe model (you might need to inspect the file or look at Sketchfab's animation list) and update the AnimationClip.findByName(clips, 'Running') line.

Once you provide the correct URLs and adjust the scaling/rotation, the game should use your chosen models.*_

Updated files
v4
can you make me with 2d models then and you can choose whatever man you like

Okay, let's switch back to a 2D approach using the HTML Canvas. This will be much simpler to implement without needing external models. I'll create a basic running character using simple shapes.

We'll build a side-scrolling runner where a character (represented by a blue rectangle) runs automatically, and you need to jump (Up/Space/W) or slide (Down/S) to avoid obstacles (brown rectangles).

Now you have a 2D runner:

  1. HTML: Sets up the canvas, score, instructions, and game over elements.
  2. CSS: Styles the game elements and centers them.
  3. JavaScript:
    • Uses the Canvas 2D API for drawing.
    • Defines Player and Obstacle classes using rectangles.
    • The Player can jump and slide (temporarily changing its height).
    • Obstacle class now includes a type ('JUMP' or 'SLIDE') to determine its height and position.
    • spawnObstacle creates either low obstacles (to jump) or high obstacles (to slide under).
    • Collision detection checks for overlap between the player's current bounds (normal or sliding) and obstacle bounds.
    • Includes game loop, scoring, game over state, and restart functionality.

Use the Up arrow, Spacebar, or W to jump, and the Down arrow or S to slide. Avoid the brown blocks!*

Updated files
v5