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:
Player and Obstacle classes.requestAnimationFrame).You can run this code. Use the Spacebar, Arrow Up, or W key to make the character jump over the incoming green blocks.*
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:
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.
Okay, adding those features—a character model, detailed scenery, sliding, and a cutscene—significantly increases the complexity, especially regarding 3D assets and animations.
.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.This will be a substantial update. Let's modify the code.
Key Changes and Important Notes:
GLTFLoader.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).loadingManager to show a "Loading..." message and start the cutscene only after assets are loaded (or failed).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.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.addSceneryForSegment now places simple green cones (representing trees) randomly along the sides of the path.manageGroundAndScenery handles moving and recycling these scenery objects.slide().isSliding flag and a slideTimer.updatePlayerBoundingBox adjusts the collision box height when sliding.createObstacle now randomly creates JUMP (low) or SLIDE (high) obstacles.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.LOADING, CUTSCENE, PLAYING, GAMEOVER states to manage the flow.Box3 intersection checks, which are more reliable for 3D. The player's bounding box size changes during sliding.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.
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:
.glb or .gltf) format if available. .glb is usually preferred as it bundles everything into one file..glb files somewhere that provides a direct, public URL. Options include:
.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:
.glb files for Jane Doe and Hulk from Sketchfab..glb files.playerModelUrl and monsterModelUrl variables in script.js.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.AnimationClip.findByName(clips, 'Running') line.Once you provide the correct URLs and adjust the scaling/rotation, the game should use your chosen models.*_
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:
Player and Obstacle classes using rectangles.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).Use the Up arrow, Spacebar, or W to jump, and the Down arrow or S to slide. Avoid the brown blocks!*