
Create a complete, polished single-file browser game called ...
Prompt
Create a complete, polished single-file browser game called "NEON BULLET HELL". The game must be a visually impressive vertical bullet-hell shooter that feels like a real finished arcade game, not a programming demo. TECHNICAL REQUIREMENTS: - Everything must be contained in a single index.html file. - Use HTML5 Canvas, CSS, and vanilla JavaScript. - No external libraries. - No external images, fonts, assets, or network requests. - The game must run immediately when index.html is opened in a modern browser. - Make the game responsive and playable on both desktop and mobile. - Maintain smooth gameplay and stable performance. CORE GAMEPLAY: - The player controls a small glowing spaceship near the bottom of the screen. - The player can move freely in all directions. - Desktop controls: WASD or Arrow Keys. - Mobile controls: drag your finger across the game area. - The ship automatically fires continuously. - The player's hitbox must be extremely small and clearly defined. - The main objective is to survive increasingly complex bullet patterns and defeat 3 unique bosses. VISUAL STYLE: - Premium neon arcade aesthetic. - Deep black/dark background. - Cyan, magenta, violet, orange, and white neon effects. - Strong glow effects. - Smooth particle effects. - Bullet trails. - Screen shake during major impacts. - Subtle chromatic/glitch effects. - Animated starfield background with multiple layers of parallax. - CRT scanline overlay used subtly, without reducing readability. - Bosses should look visually distinct and impressive. - Do not use placeholder rectangles unless absolutely necessary. BOSS DESIGN: Create 3 completely different bosses. BOSS 1: - Geometric triangular mechanical boss. - Three attack phases. - Phase 1: aimed bullet streams. - Phase 2: rotating spiral patterns. - Phase 3: expanding circular bullet waves. BOSS 2: - Giant hexagonal energy boss. - Three attack phases. - Use rotating bullet rings, sweeping laser attacks, and radial explosions. - The boss should visibly change its appearance as its health decreases. BOSS 3: - Giant circular cosmic entity. - Three attack phases. - Combine multiple bullet patterns: - spirals - rotating wheels - flower patterns - aimed streams - expanding rings - sweeping lasers - The final phase should feel dramatically more intense than the previous phases. BULLET DESIGN: - Bullets must have strong visual readability. - Use different shapes and colors for different attack types. - Add glowing trails to fast bullets. - Patterns should be visually beautiful but still readable and dodgeable. - Avoid randomly filling the entire screen with unavoidable bullets. - Every dangerous attack must have a readable telegraph or predictable pattern. PLAYER SYSTEM: - 3 lives. - 3 bombs. - Press X or Space to use a bomb on desktop. - Double-tap the screen on mobile to use a bomb. - Bomb clears all enemy bullets from the screen. - Bomb creates a large flash, particle explosion, sound effect, and temporary damage effect against the boss. - After being hit, the player receives a short period of invulnerability. - The player should flash while invulnerable. GRAZING SYSTEM: - Add a "graze" mechanic. - If an enemy bullet passes extremely close to the player's hitbox without hitting it, award bonus points. - Display a small "GRAZE +X" indicator near the player. - Play a satisfying short sound. - Graze count and score should encourage risky but skillful play. SCORING: - Score for damaging bosses. - Large bonus for defeating bosses. - Bonus score for grazing bullets. - Bonus for remaining lives. - Bonus for unused bombs. - Add a score multiplier based on consecutive successful grazing. - Save the highest score using localStorage. BOSS HEALTH: - Display a large boss health bar at the top. - Show boss name. - Health bar should smoothly animate when damaged. - When a boss reaches 66% and 33% health, transition into its next phase with a dramatic visual effect. BOSS DEFEAT: When a boss is defeated: - Stop the bullet patterns briefly. - Create a large multi-layer particle explosion. - Add screen shake. - Flash the screen. - Play a dramatic sound effect. - Display the boss defeat message. - Award a large score bonus. - Then transition smoothly to the next boss. AUDIO: Use the Web Audio API. Create procedural 8-bit/arcade-style sound effects for: - player shooting - enemy hit - graze - bomb - player damage - boss phase transition - boss defeat - victory - game over - menu selection Do not load external audio files. MENU: Create a polished title screen. Title: "NEON BULLET HELL" Subtitle: "DODGE EVERYTHING" Show animated bullets moving in the background. Display: - Start Game - Controls - High Score Desktop controls: WASD / Arrow Keys = Move X / Space = Bomb Mobile controls: Drag = Move Double Tap = Bomb Allow Enter or clicking/tapping Start Game to begin. HUD: During gameplay display: - Score - High Score - Lives - Bombs - Graze count - Current boss - Boss health - Current phase GAME OVER: Show: "GAME OVER" Display: - Final Score - High Score - Graze Count - Boss Reached - Survival Time Buttons: - RETRY - TITLE VICTORY: After defeating all three bosses: - Stop gameplay. - Create a large celebration particle effect. - Show: "ALL BOSSES DEFEATED" - Display final score. - Display graze count. - Display clear time. - Display highest score. - Add a satisfying victory animation and sound. GAME FEEL: The most important goal is that the game must feel polished and satisfying. Prioritize: 1. Responsive controls 2. Smooth animation 3. Clear bullet readability 4. Satisfying visual feedback 5. Interesting boss patterns 6. Difficulty progression 7. Replayability 8. Mobile usability 9. Performance 10. Overall visual polish Do not create a bare technical prototype. Do not leave TODO comments. Do not use placeholder assets. Do not explain the code before building the game. Build the complete playable game directly. Before finishing, internally check the implementation for: - broken controls - impossible bullet patterns - collision bugs - bullets remaining after boss transitions - incorrect score calculations - mobile input problems - audio initialization problems - localStorage errors - canvas resizing problems - game restart problems - performance issues The final result must be a complete, polished, immediately playable browser game contained entirely inside index.html.
A system prompt was added to support web rendering
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