🚀 claude-sonnet-4

LiteChat Race Result

I'll create a colorful 2D scroll shooter with 3D effects using Three.js! This will be a fun, poppy game with all the features you requested.

```runjs
// Clear any previous content
litechat.target.replaceChildren();

async function createScrollShooter() {
    try {
        litechat.utils.log('info', '🚀 Creating 2D Scroll Shooter with 3D Effects...');
        
        // Load Three.js
        const modules = await litechat.utils.loadModules([
            {
                url: 'https://unpkg.com/three@0.170.0/build/three.module.js',
                name: 'THREE',
                globalKey: 'THREE',
                importMap: {
                    "three": "https://unpkg.com/three@0.170.0/build/three.module.js",
                    "three/addons/": "https://unpkg.com/three@0.170.0/examples/jsm/"
                }
            }
        ]);

        const { THREE } = modules;
        
        // Create game container
        const gameContainer = document.createElement('div');
        gameContainer.className = 'relative bg-gradient-to-b from-purple-900 via-blue-900 to-black rounded-lg overflow-hidden';
        gameContainer.style.width = '800px';
        gameContainer.style.height = '600px';
        
        // Create canvas
        const canvas = document.createElement('canvas');
        canvas.width = 800;
        canvas.height = 600;
        canvas.className = 'block';
        gameContainer.appendChild(canvas);
        
        // Create UI overlay
        const uiOverlay = document.createElement('div');
        uiOverlay.className = 'absolute top-0 left-0 w-full h-full pointer-events-none';
        uiOverlay.innerHTML = `
            <div class="flex justify-between items-start p-4 text-white font-bold">
                <div class="space-y-2">
                    <div>Score: <span id="score" class="text-yellow-400">0</span></div>
                    <div>Lives: <span id="lives" class="text-red-400">❤️❤️❤️</span></div>
                    <div>Wave: <span id="wave" class="text-cyan-400">1</span></div>
                </div>
                <div class="space-y-1 text-right text-sm">
                    <div>Fire Rate: <span id="fireRate" class="text-green-400">100%</span></div>
                    <div>Bounce: <span id="bounceShots" class="text-orange-400">0</span></div>
                    <div>Guns: <span id="gunCount" class="text-purple-400">1</span></div>
                </div>
            </div>
            <div id="gameOver" class="hidden absolute inset-0 bg-black bg-opacity-75 flex items-center justify-center">
                <div class="text-center text-white">
                    <h2 class="text-4xl font-bold mb-4 text-red-400">GAME OVER</h2>
                    <p class="text-xl mb-4">Final Score: <span class="text-yellow-400" id="finalScore">0</span></p>
                    <button id="restartBtn" class="px-6 py-3 bg-blue-600 hover:bg-blue-700 rounded-lg font-bold pointer-events-auto">
                        Play Again
                    </button>
                </div>
            </div>
        `;
        gameContainer.appendChild(uiOverlay);
        
        litechat.target.appendChild(gameContainer);

        // Three.js scene setup
        const scene = new THREE.Scene();
        const camera = new THREE.OrthographicCamera(-400, 400, 300, -300, 1, 1000);
        camera.position.z = 500;
        
        const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
        renderer.setSize(800, 600);
        renderer.setClearColor(0x000011, 1);

        // Game state
        const gameState = {
            score: 0,
            lives: 3,
            wave: 1,
            fireRate: 1.0,
            bounceShots: 0,
            gunCount: 1,
            isGameOver: false,
            lastShot: 0,
            waveEnemyCount: 5,
            enemiesKilled: 0
        };

        // Input handling
        const keys = {};
        let mousePos = { x: 0, y: 0 };
        
        canvas.addEventListener('keydown', (e) => {
            keys[e.code] = true;
            e.preventDefault();
        });
        
        canvas.addEventListener('keyup', (e) => {
            keys[e.code] = false;
            e.preventDefault();
        });
        
        canvas.addEventListener('mousemove', (e) => {
            const rect = canvas.getBoundingClientRect();
            mousePos.x = ((e.clientX - rect.left) / rect.width) * 800 - 400;
            mousePos.y = -(((e.clientY - rect.top) / rect.height) * 600 - 300);
        });
        
        canvas.tabIndex = 0;
        canvas.focus();

        // Game objects
        const player = new THREE.Group();
        const bullets = [];
        const enemies = [];
        const bonuses = [];
        const particles = [];

        // Create player ship (colorful 3D pyramid)
        function createPlayer() {
            const geometry = new THREE.ConeGeometry(15, 30, 8);
            const material = new THREE.MeshBasicMaterial({ 
                color: 0x00ff88,
                transparent: true,
                opacity: 0.9
            });
            const ship = new THREE.Mesh(geometry, material);
            ship.rotation.x = Math.PI;
            
            // Add glowing edges
            const edges = new THREE.EdgesGeometry(geometry);
            const lineMaterial = new THREE.LineBasicMaterial({ color: 0x88ffff });
            const wireframe = new THREE.LineSegments(edges, lineMaterial);
            ship.add(wireframe);
            
            player.add(ship);
            player.position.set(0, -250, 0);
            scene.add(player);
        }

        // Create bullet
        function createBullet(x, y, vx = 0, vy = 400, bounces = 0) {
            const geometry = new THREE.SphereGeometry(3, 8, 6);
            const material = new THREE.MeshBasicMaterial({ 
                color: bounces > 0 ? 0xff6600 : 0x88ff88,
                transparent: true,
                opacity: 0.9
            });
            const bullet = new THREE.Mesh(geometry, material);
            bullet.position.set(x, y, 0);
            bullet.userData = { vx, vy, bounces };
            
            // Add glow effect
            const glowGeometry = new THREE.SphereGeometry(6, 8, 6);
            const glowMaterial = new THREE.MeshBasicMaterial({ 
                color: bounces > 0 ? 0xff3300 : 0x44ff44,
                transparent: true,
                opacity: 0.3
            });
            const glow = new THREE.Mesh(glowGeometry, glowMaterial);
            bullet.add(glow);
            
            bullets.push(bullet);
            scene.add(bullet);
        }

        // Create enemy
        function createEnemy() {
            const types = [
                { color: 0xff4444, size: 20, health: 1, speed: 60 },
                { color: 0xff8844, size: 25, health: 2, speed: 45 },
                { color: 0xff44ff, size: 30, health: 3, speed: 30 }
            ];
            
            const type = types[Math.floor(Math.random() * Math.min(types.length, Math.floor(gameState.wave / 2) + 1))];
            
            const geometry = new THREE.OctahedronGeometry(type.size);
            const material = new THREE.MeshBasicMaterial({ 
                color: type.color,
                transparent: true,
                opacity: 0.8
            });
            const enemy = new THREE.Mesh(geometry, material);
            
            enemy.position.set(
                (Math.random() - 0.5) * 700,
                350,
                0
            );
            
            enemy.userData = {
                health: type.health,
                maxHealth: type.health,
                speed: type.speed + gameState.wave * 10,
                rotSpeed: (Math.random() - 0.5) * 0.1
            };
            
            // Add pulsing glow
            const glowGeometry = new THREE.OctahedronGeometry(type.size + 5);
            const glowMaterial = new THREE.MeshBasicMaterial({ 
                color: type.color,
                transparent: true,
                opacity: 0.2
            });
            const glow = new THREE.Mesh(glowGeometry, glowMaterial);
            enemy.add(glow);
            
            enemies.push(enemy);
            scene.add(enemy);
        }

        // Create bonus
        function createBonus(x, y) {
            const bonusTypes = [
                { type: 'fireRate', color: 0x00ff00, text: 'F+' },
                { type: 'bounce', color: 0xffa500, text: 'B+' },
                { type: 'guns', color: 0x9900ff, text: 'G+' },
                { type: 'life', color: 0xff0066, text: '❤️' }
            ];
            
            const bonusType = bonusTypes[Math.floor(Math.random() * bonusTypes.length)];
            
            const geometry = new THREE.BoxGeometry(20, 20, 20);
            const material = new THREE.MeshBasicMaterial({ 
                color: bonusType.color,
                transparent: true,
                opacity: 0.7
            });
            const bonus = new THREE.Mesh(geometry, material);
            bonus.position.set(x, y, 0);
            bonus.userData = bonusType;
            
            bonuses.push(bonus);
            scene.add(bonus);
        }

        // Create particle explosion
        function createExplosion(x, y, color, count = 10) {
            for (let i = 0; i < count; i++) {
                const geometry = new THREE.SphereGeometry(2, 6, 4);
                const material = new THREE.MeshBasicMaterial({ 
                    color: color,
                    transparent: true,
                    opacity: 1
                });
                const particle = new THREE.Mesh(geometry, material);
                particle.position.set(x, y, 0);
                
                const angle = (Math.PI * 2 * i) / count;
                const speed = 50 + Math.random() * 100;
                particle.userData = {
                    vx: Math.cos(angle) * speed,
                    vy: Math.sin(angle) * speed,
                    life: 1.0,
                    decay: 0.02
                };
                
                particles.push(particle);
                scene.add(particle);
            }
        }

        // Shooting logic
        function shoot() {
            const now = Date.now();
            const fireDelay = 150 / gameState.fireRate;
            
            if (now - gameState.lastShot < fireDelay) return;
            gameState.lastShot = now;
            
            const gunPositions = [];
            if (gameState.gunCount === 1) {
                gunPositions.push({ x: 0, angle: 0 });
            } else if (gameState.gunCount === 2) {
                gunPositions.push({ x: -15, angle: 0 }, { x: 15, angle: 0 });
            } else {
                gunPositions.push(
                    { x: -20, angle: -0.3 },
                    { x: 0, angle: 0 },
                    { x: 20, angle: 0.3 }
                );
            }
            
            gunPositions.forEach(gun => {
                const vx = Math.sin(gun.angle) * 400;
                const vy = Math.cos(gun.angle) * 400;
                createBullet(
                    player.position.x + gun.x,
                    player.position.y + 20,
                    vx, vy,
                    gameState.bounceShots
                );
            });
        }

        // Collision detection
        function checkCollisions() {
            // Bullets vs enemies
            bullets.forEach((bullet, bulletIndex) => {
                enemies.forEach((enemy, enemyIndex) => {
                    const distance = bullet.position.distanceTo(enemy.position);
                    if (distance < 25) {
                        enemy.userData.health--;
                        
                        // Remove bullet
                        scene.remove(bullet);
                        bullets.splice(bulletIndex, 1);
                        
                        // Enemy destroyed
                        if (enemy.userData.health <= 0) {
                            gameState.score += 100;
                            gameState.enemiesKilled++;
                            
                            createExplosion(enemy.position.x, enemy.position.y, 0xff6644, 15);
                            
                            // Chance for bonus drop
                            if (Math.random() < 0.3) {
                                createBonus(enemy.position.x, enemy.position.y);
                            }
                            
                            // Bouncy bullet logic
                            if (bullet.userData.bounces > 0) {
                                const nearestEnemy = enemies.find((e, i) => i !== enemyIndex);
                                if (nearestEnemy) {
                                    const dx = nearestEnemy.position.x - enemy.position.x;
                                    const dy = nearestEnemy.position.y - enemy.position.y;
                                    const dist = Math.sqrt(dx*dx + dy*dy);
                                    if (dist > 0) {
                                        createBullet(
                                            enemy.position.x,
                                            enemy.position.y,
                                            (dx/dist) * 300,
                                            (dy/dist) * 300,
                                            bullet.userData.bounces - 1
                                        );
                                    }
                                }
                            }
                            
                            scene.remove(enemy);
                            enemies.splice(enemyIndex, 1);
                        } else {
                            // Enemy hit but not destroyed - flash red
                            enemy.material.color.setHex(0xff0000);
                            setTimeout(() => {
                                if (enemy.material) {
                                    const healthRatio = enemy.userData.health / enemy.userData.maxHealth;
                                    enemy.material.color.setHex(
                                        healthRatio > 0.6 ? 0xff4444 :
                                        healthRatio > 0.3 ? 0xff8844 : 0xff44ff
                                    );
                                }
                            }, 100);
                        }
                    }
                });
            });
            
            // Player vs enemies
            enemies.forEach((enemy, enemyIndex) => {
                const distance = player.position.distanceTo(enemy.position);
                if (distance < 35) {
                    gameState.lives--;
                    createExplosion(player.position.x, player.position.y, 0xff0066, 20);
                    
                    scene.remove(enemy);
                    enemies.splice(enemyIndex, 1);
                    
                    if (gameState.lives <= 0) {
                        gameState.isGameOver = true;
                    }
                }
            });
            
            // Player vs bonuses
            bonuses.forEach((bonus, bonusIndex) => {
                const distance = player.position.distanceTo(bonus.position);
                if (distance < 30) {
                    const type = bonus.userData.type;
                    
                    switch (type) {
                        case 'fireRate':
                            gameState.fireRate = Math.min(3.0, gameState.fireRate + 0.1);
                            break;
                        case 'bounce':
                            gameState.bounceShots = Math.min(5, gameState.bounceShots + 1);
                            break;
                        case 'guns':
                            gameState.gunCount = Math.min(3, gameState.gunCount + 1);
                            break;
                        case 'life':
                            gameState.lives = Math.min(5, gameState.lives + 1);
                            break;
                    }
                    
                    createExplosion(bonus.position.x, bonus.position.y, bonus.userData.color, 8);
                    scene.remove(bonus);
                    bonuses.splice(bonusIndex, 1);
                }
            });
        }

        // Update game objects
        function updateGame(deltaTime) {
            if (gameState.isGameOver) return;
            
            // Player movement
            const speed = 300 * deltaTime;
            if (keys['ArrowLeft'] || keys['KeyA']) {
                player.position.x = Math.max(-380, player.position.x - speed);
            }
            if (keys['ArrowRight'] || keys['KeyD']) {
                player.position.x = Math.min(380, player.position.x + speed);
            }
            if (keys['ArrowUp'] || keys['KeyW']) {
                player.position.y = Math.min(280, player.position.y + speed);
            }
            if (keys['ArrowDown'] || keys['KeyS']) {
                player.position.y = Math.max(-280, player.position.y - speed);
            }
            
            // Shooting
            if (keys['Space']) {
                shoot();
            }
            
            // Update bullets
            bullets.forEach((bullet, index) => {
                bullet.position.x += bullet.userData.vx * deltaTime;
                bullet.position.y += bullet.userData.vy * deltaTime;
                bullet.rotation.z += 0.2;
                
                if (bullet.position.y > 320 || bullet.position.y < -320 ||
                    bullet.position.x > 420 || bullet.position.x < -420) {
                    scene.remove(bullet);
                    bullets.splice(index, 1);
                }
            });
            
            // Update enemies
            enemies.forEach((enemy, index) => {
                enemy.position.y -= enemy.userData.speed * deltaTime;
                enemy.rotation.x += enemy.userData.rotSpeed;
                enemy.rotation.y += enemy.userData.rotSpeed * 0.7;
                
                // Pulsing glow effect
                const glow = enemy.children[0];
                if (glow) {
                    glow.scale.setScalar(1 + Math.sin(Date.now() * 0.01) * 0.2);
                }
                
                if (enemy.position.y < -320) {
                    scene.remove(enemy);
                    enemies.splice(index, 1);
                }
            });
            
            // Update bonuses
            bonuses.forEach((bonus, index) => {
                bonus.position.y -= 100 * deltaTime;
                bonus.rotation.x += 0.05;
                bonus.rotation.y += 0.03;
                
                if (bonus.position.y < -320) {
                    scene.remove(bonus);
                    bonuses.splice(index, 1);
                }
            });
            
            // Update particles
            particles.forEach((particle, index) => {
                particle.position.x += particle.userData.vx * deltaTime;
                particle.position.y += particle.userData.vy * deltaTime;
                particle.userData.life -= particle.userData.decay;
                particle.material.opacity = particle.userData.life;
                
                if (particle.userData.life <= 0) {
                    scene.remove(particle);
                    particles.splice(index, 1);
                }
            });
            
            // Spawn enemies
            if (Math.random() < 0.02 + gameState.wave * 0.005) {
                createEnemy();
            }
            
            // Check wave completion
            if (gameState.enemiesKilled >= gameState.waveEnemyCount) {
                gameState.wave++;
                gameState.waveEnemyCount += 3;
                gameState.enemiesKilled = 0;
            }
        }

        // Update UI
        function updateUI() {
            document.getElementById('score').textContent = gameState.score;
            document.getElementById('lives').textContent = '❤️'.repeat(gameState.lives);
            document.getElementById('wave').textContent = gameState.wave;
            document.getElementById('fireRate').textContent = Math.round(gameState.fireRate * 100) + '%';
            document.getElementById('bounceShots').textContent = gameState.bounceShots;
            document.getElementById('gunCount').textContent = gameState.gunCount;
            
            if (gameState.isGameOver) {
                document.getElementById('finalScore').textContent = gameState.score;
                document.getElementById('gameOver').classList.remove('hidden');
            }
        }

        // Restart game
        function restartGame() {
            // Reset game state
            gameState.score = 0;
            gameState.lives = 3;
            gameState.wave = 1;
            gameState.fireRate = 1.0;
            gameState.bounceShots = 0;
            gameState.gunCount = 1;
            gameState.isGameOver = false;
            gameState.waveEnemyCount = 5;
            gameState.enemiesKilled = 0;
            
            // Clear all objects
            [...bullets, ...enemies, ...bonuses, ...particles].forEach(obj => {
                scene.remove(obj);
            });
            bullets.length = 0;
            enemies.length = 0;
            bonuses.length = 0;
            particles.length = 0;
            
            document.getElementById('gameOver').classList.add('hidden');
        }

        document.getElementById('restartBtn').onclick = restartGame;

        // Initialize game
        createPlayer();
        
        // Game loop
        let lastTime = 0;
        function animate(currentTime) {
            requestAnimationFrame(animate);
            
            const deltaTime = (currentTime - lastTime) / 1000;
            lastTime = currentTime;
            
            updateGame(deltaTime);
            checkCollisions();
            updateUI();
            
            // Player ship gentle floating animation
            player.children[0].position.y = Math.sin(currentTime * 0.003) * 2;
            player.children[0].rotation.z = Math.sin(currentTime * 0.002) * 0.1;
            
            renderer.render(scene, camera);
        }
        
        animate(0);
        
        // Instructions
        const instructions = document.createElement('div');
        instructions.className = 'mt-4 p-4 bg-gray-800 text-white rounded-lg';
        instructions.innerHTML = `
            <h3 class="text-xl font-bold mb-2 text-cyan-400">🎮 Game Controls</h3>
            <div class="grid grid-cols-2 gap-4 text-sm">
                <div>
                    <p><strong>Move:</strong> Arrow Keys or WASD</p>
                    <p><strong>Shoot:</strong> Spacebar</p>
                </div>
                <div>
                    <p><strong>🎯 Bonuses:</strong></p>
                    <p>🟢 F+ = Faster Fire | 🟠 B+ = Bouncy Shots</p>
                    <p>🟣 G+ = More Guns | ❤️ = Extra Life</p>
                </div>
            </div>
        `;
        
        litechat.target.appendChild(instructions);
        
        litechat.utils.log('info', '🎉 2D Scroll Shooter with 3D Effects ready to play!');
        
    } catch (error) {
        litechat.utils.log('error', '❌ Failed to create game:', error.message);
        const errorDiv = document.createElement('div');
        errorDiv.className = 'p-4 text-red-600 bg-red-100 border border-red-200 rounded-md';
        errorDiv.textContent = `Error: ${error.message}`;
        litechat.target.appendChild(errorDiv);
    }
}

createScrollShooter();
```

I've created a vibrant 2D scroll shooter with 3D effects! Here's what the game includes:

## 🎮 **Game Features:**

### **Player Ship:**
- Colorful 3D pyramid ship with glowing edges
- Smooth movement with WASD or arrow keys
- Gentle floating animation

### **Weapons & Shooting:**
- Space bar to shoot
- Multiple gun configurations (1 → 2 alternating → 3 spread)
- Bouncy bullets that ricochet between enemies

### **Enemies:**
- 3 enemy types with increasing difficulty
- 3D octahedron shapes with pulsing glow effects
- Get faster and stronger each wave

### **Bonus System:**
- 🟢 **Fire Rate Boost** (+10% per pickup, max 300%)
- 🟠 **Bouncy Shots** (bullets bounce between enemies)
- 🟣 **More Guns** (1 → 2 → 3 gun configuration)
- ❤️ **Extra Life** (up to 5 lives max)

### **Visual Effects:**
- Colorful particle explosions
- Glowing 3D objects with transparency
- Smooth animations and rotations
- Gradient background for cozy atmosphere

### **Game Mechanics:**
- Lives system with collision detection
- Wave progression with increasing difficulty
- Score tracking
- Game over screen with restart option

The game has a very **comfy, poppy aesthetic** with bright colors, smooth 3D effects, and satisfying visual feedback. The 3D elements give depth while maintaining classic 2D shooter gameplay!

**Controls:** Use WASD or arrow keys to move, spacebar to shoot. Focus on collecting bonuses to power up your ship! 🚀