GTA6 DEMO FOR THE IMPATIENT
by ElectricKnight11891 lines25.2 KB🛠️ Three.js (3D graphics)
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>GTA6 DEMO FOR THE IMPATIENT</title>
<style>
html, body {
margin: 0;
width: 100%;
height: 100%;
overflow: hidden;
background: #05000a;
font-family: "Segoe UI", sans-serif;
user-select: none;
}
canvas {
display: block;
}
#hud {
position: fixed;
top: 20px;
left: 20px;
z-index: 10;
color: #00ffff;
font-weight: bold;
text-shadow: 0 0 10px rgba(0,255,255,.7);
pointer-events: none;
}
#game-title {
font-size: 14px;
letter-spacing: 3px;
color: #ff00aa;
text-shadow: 0 0 8px rgba(255,0,170,.8);
margin-bottom: 4px;
}
#character {
font-size: 28px;
letter-spacing: 3px;
}
#status {
margin-top: 4px;
color: white;
font-size: 14px;
letter-spacing: 1px;
}
#wanted {
margin-top: 6px;
color: #ff4444;
letter-spacing: 3px;
font-size: 18px;
}
#barBack {
width: 260px;
height: 12px;
margin-top: 8px;
border: 1px solid #00ffff;
background: rgba(10,10,20,.85);
border-radius: 4px;
overflow: hidden;
}
#bar {
width: 0%;
height: 100%;
background: linear-gradient(90deg,#00ffff,#ff00aa);
}
#minimap-container {
position: fixed;
top: 20px;
right: 20px;
z-index: 10;
width: 150px;
height: 150px;
border: 2px solid #00ffff;
border-radius: 50%;
background: rgba(5,5,15,.85);
overflow: hidden;
pointer-events: none;
}
#minimap-canvas {
width: 100%;
height: 100%;
}
#controls {
position: fixed;
bottom: 20px;
left: 20px;
z-index: 10;
color: #e0e0e0;
background: rgba(5,0,15,.88);
border: 1px solid rgba(0,255,255,.35);
border-radius: 6px;
padding: 12px 18px;
font-size: 13px;
pointer-events: none;
}
#message {
position: fixed;
bottom: 100px;
left: 50%;
transform: translateX(-50%);
color: white;
background: rgba(0,0,0,.75);
padding: 10px 18px;
border-radius: 5px;
opacity: 0;
transition: opacity .2s;
pointer-events: none;
z-index: 20;
}
</style>
</head>
<body>
<div id="hud">
<div id="game-title">GTA6 DEMO FOR THE IMPATIENT</div>
<div id="character">LUCIA</div>
<div id="status">ANONYMOUS</div>
<div id="wanted">WANTED: ☆☆☆☆☆</div>
<div id="barBack">
<div id="bar"></div>
</div>
</div>
<div id="minimap-container">
<canvas id="minimap-canvas" width="150" height="150"></canvas>
</div>
<div id="controls">
<b>WASD</b> Move / Drive |
<b>SHIFT</b> Sprint / Nitro |
<b>E</b> Enter / Exit |
<b>F</b> Action |
<b>TAB</b> Switch Character |
<b>SPACE</b> Ability
</div>
<div id="message"></div>
<!-- External Three.js Dependency -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
/* =========================================================
UI HELPERS
========================================================= */
let messageTimer = null;
function showMessage(text) {
const msgEl = document.getElementById("message");
msgEl.innerText = text;
msgEl.style.opacity = "1";
if (messageTimer) clearTimeout(messageTimer);
messageTimer = setTimeout(() => {
msgEl.style.opacity = "0";
}, 2000);
}
/* =========================================================
SCENE & CAMERA & RENDERER
========================================================= */
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x05000e);
scene.fog = new THREE.FogExp2(0x05000e, 0.011);
const camera = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 0.1, 900);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
const miniCanvas = document.getElementById("minimap-canvas");
const miniCtx = miniCanvas.getContext("2d");
/* =========================================================
LIGHTING
========================================================= */
scene.add(new THREE.AmbientLight(0x302040, 1.2));
const moon = new THREE.DirectionalLight(0x8090ff, 1.25);
moon.position.set(-70, 110, 50);
moon.castShadow = true;
moon.shadow.mapSize.set(2048, 2048);
scene.add(moon);
const pink = new THREE.PointLight(0xff0088, 6, 140);
pink.position.set(45, 18, 45);
scene.add(pink);
const cyan = new THREE.PointLight(0x00ffff, 6, 140);
cyan.position.set(-45, 18, -45);
scene.add(cyan);
/* =========================================================
WORLD (GROUND, ROADS, BUILDINGS)
========================================================= */
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(600, 600),
new THREE.MeshStandardMaterial({ color: 0x08080f, roughness: .85 })
);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
const grid = new THREE.GridHelper(600, 120, 0xff00aa, 0x14141f);
grid.position.y = .015;
scene.add(grid);
function createRoad(x, z, width, depth) {
const road = new THREE.Mesh(
new THREE.BoxGeometry(width, .05, depth),
new THREE.MeshStandardMaterial({ color: 0x101018, roughness: .55 })
);
road.position.set(x, .03, z);
road.receiveShadow = true;
scene.add(road);
}
for (let z = -220; z <= 220; z += 50) createRoad(0, z, 520, 16);
for (let x = -220; x <= 220; x += 50) createRoad(x, 0, 16, 520);
function createBuilding(x, z) {
const width = 8 + Math.random() * 12;
const depth = 8 + Math.random() * 12;
const height = 5 + Math.random() * 30;
const colors = [0x101020, 0x181025, 0x10182b, 0x211020, 0x151515];
const building = new THREE.Mesh(
new THREE.BoxGeometry(width, height, depth),
new THREE.MeshStandardMaterial({
color: colors[Math.floor(Math.random() * colors.length)],
roughness: .8
})
);
building.position.set(x, height / 2, z);
building.castShadow = true;
building.receiveShadow = true;
scene.add(building);
if (Math.random() < .35) {
const sign = new THREE.Mesh(
new THREE.BoxGeometry(width * .7, .12, .12),
new THREE.MeshBasicMaterial({ color: Math.random() < .5 ? 0xff0088 : 0x00ffff })
);
sign.position.set(x, height * .65, z - depth / 2 - .08);
scene.add(sign);
}
}
for (let x = -240; x <= 240; x += 30) {
for (let z = -240; z <= 240; z += 30) {
if (Math.abs(x % 50) < 10 || Math.abs(z % 50) < 10) continue;
createBuilding(x + THREE.MathUtils.randFloat(-6, 6), z + THREE.MathUtils.randFloat(-6, 6));
}
}
/* =========================================================
HUMANOID CHARACTER
========================================================= */
function createHumanoidModel(type) {
const group = new THREE.Group();
const skinMat = new THREE.MeshStandardMaterial({ color: 0xe0a080, roughness: .6 });
const hairMat = new THREE.MeshStandardMaterial({ color: type === "lucia" ? 0x221100 : 0x553311 });
const topMat = new THREE.MeshStandardMaterial({ color: type === "lucia" ? 0xff0055 : 0x00aaff });
const pantsMat = new THREE.MeshStandardMaterial({ color: type === "lucia" ? 0x111122 : 0x333333 });
const shoeMat = new THREE.MeshStandardMaterial({ color: 0x111111 });
const pelvis = new THREE.Mesh(new THREE.BoxGeometry(.45, .2, .3), pantsMat);
pelvis.position.y = .95;
group.add(pelvis);
const torso = new THREE.Mesh(new THREE.BoxGeometry(.5, .65, .3), topMat);
torso.position.y = 1.35;
torso.castShadow = true;
group.add(torso);
const headGroup = new THREE.Group();
headGroup.position.y = 1.85;
const head = new THREE.Mesh(new THREE.SphereGeometry(.2, 16, 16), skinMat);
head.castShadow = true;
headGroup.add(head);
if (type === "lucia") {
const hair = new THREE.Mesh(new THREE.SphereGeometry(.22, 12, 12), hairMat);
hair.position.set(0, .03, -.02);
headGroup.add(hair);
const ponytail = new THREE.Mesh(new THREE.CylinderGeometry(.06, .02, .4), hairMat);
ponytail.position.set(0, -.1, -.22);
ponytail.rotation.x = -.5;
headGroup.add(ponytail);
} else {
const hair = new THREE.Mesh(new THREE.BoxGeometry(.42, .12, .42), hairMat);
hair.position.y = .14;
headGroup.add(hair);
}
group.add(headGroup);
function createArm(left) {
const arm = new THREE.Group();
arm.position.set(left ? -.32 : .32, 1.6, 0);
const upper = new THREE.Mesh(new THREE.CylinderGeometry(.07, .06, .35), topMat);
upper.position.y = -.17;
arm.add(upper);
const lower = new THREE.Mesh(new THREE.CylinderGeometry(.06, .05, .35), skinMat);
lower.position.y = -.48;
arm.add(lower);
return arm;
}
function createLeg(left) {
const leg = new THREE.Group();
leg.position.set(left ? -.15 : .15, .95, 0);
const upper = new THREE.Mesh(new THREE.CylinderGeometry(.09, .07, .45), pantsMat);
upper.position.y = -.22;
leg.add(upper);
const lower = new THREE.Mesh(new THREE.CylinderGeometry(.07, .06, .45), pantsMat);
lower.position.y = -.62;
leg.add(lower);
const shoe = new THREE.Mesh(new THREE.BoxGeometry(.14, .1, .28), shoeMat);
shoe.position.set(0, -.88, .05);
leg.add(shoe);
return leg;
}
const leftArm = createArm(true);
const rightArm = createArm(false);
const leftLeg = createLeg(true);
const rightLeg = createLeg(false);
group.add(leftArm);
group.add(rightArm);
group.add(leftLeg);
group.add(rightLeg);
return {
group,
limbs: { leftArm, rightArm, leftLeg, rightLeg }
};
}
/* Player Entity Setup */
const playerGroup = new THREE.Group();
playerGroup.position.set(0, 0, 25);
scene.add(playerGroup);
const luciaModel = createHumanoidModel("lucia");
const jasonModel = createHumanoidModel("jason");
playerGroup.add(luciaModel.group);
playerGroup.add(jasonModel.group);
jasonModel.group.visible = false;
/* =========================================================
CAR CREATOR & VEHICLES
========================================================= */
function createCar(color) {
const car = new THREE.Group();
const body = new THREE.Mesh(
new THREE.BoxGeometry(2.3, .7, 4.6),
new THREE.MeshStandardMaterial({ color, metalness: .75, roughness: .25 })
);
body.position.y = .65;
body.castShadow = true;
car.add(body);
const cabin = new THREE.Mesh(
new THREE.BoxGeometry(1.85, .65, 2.25),
new THREE.MeshStandardMaterial({ color: 0x101018, metalness: .9, roughness: .08 })
);
cabin.position.set(0, 1.2, -.2);
car.add(cabin);
const wheels = [];
function wheel(x, z) {
const w = new THREE.Mesh(
new THREE.CylinderGeometry(.38, .38, .22, 16),
new THREE.MeshStandardMaterial({ color: 0x050505 })
);
w.rotation.z = Math.PI / 2;
w.position.set(x, .38, z);
car.add(w);
wheels.push(w);
}
wheel(-1.15, -1.45);
wheel(1.15, -1.45);
wheel(-1.15, 1.45);
wheel(1.15, 1.45);
for (const x of [-.75, .75]) {
const light = new THREE.Mesh(
new THREE.BoxGeometry(.35, .18, .08),
new THREE.MeshBasicMaterial({ color: 0xffffff })
);
light.position.set(x, .78, -2.32);
car.add(light);
}
for (const x of [-.75, .75]) {
const light = new THREE.Mesh(
new THREE.BoxGeometry(.35, .18, .08),
new THREE.MeshBasicMaterial({ color: 0xff0011 })
);
light.position.set(x, .78, 2.32);
car.add(light);
}
return { group: car, wheels };
}
/* Player Car */
const playerCar = createCar(0xffaa00);
const carGroup = playerCar.group;
carGroup.position.set(6, 0, 20);
scene.add(carGroup);
/* Traffic System */
const trafficCars = [];
const trafficColors = [0xff2222, 0x2266ff, 0xffffff, 0x111111, 0x22cc66, 0xff66cc, 0xffff22, 0x8844ff, 0xff8800];
function spawnTrafficCar(x, z, direction) {
const data = createCar(trafficColors[Math.floor(Math.random() * trafficColors.length)]);
const car = data.group;
car.position.set(x, 0, z);
car.rotation.y = direction === 0 ? (Math.random() < .5 ? Math.PI / 2 : -Math.PI / 2) : (Math.random() < .5 ? 0 : Math.PI);
scene.add(car);
trafficCars.push({
group: car,
wheels: data.wheels,
speed: .08 + Math.random() * .08
});
}
for (let z = -200; z <= 200; z += 50) {
for (let i = 0; i < 5; i++) spawnTrafficCar(THREE.MathUtils.randFloat(-200, 200), z + THREE.MathUtils.randFloat(-3, 3), 0);
}
for (let x = -200; x <= 200; x += 50) {
for (let i = 0; i < 5; i++) spawnTrafficCar(x + THREE.MathUtils.randFloat(-3, 3), THREE.MathUtils.randFloat(-200, 200), 1);
}
function updateTraffic() {
for (const traffic of trafficCars) {
traffic.group.translateZ(-traffic.speed);
if (traffic.group.position.x > 260) traffic.group.position.x = -260;
if (traffic.group.position.x < -260) traffic.group.position.x = 260;
if (traffic.group.position.z > 260) traffic.group.position.z = -260;
if (traffic.group.position.z < -260) traffic.group.position.z = 260;
for (const wheel of traffic.wheels) wheel.rotation.x -= .12;
}
}
/* =========================================================
NPC SYSTEM
========================================================= */
const npcs = [];
function spawnNPC(x, z) {
const model = createHumanoidModel(Math.random() < .5 ? "lucia" : "jason");
const npc = model.group;
npc.scale.set(.9, .9, .9);
npc.position.set(x, 0, z);
scene.add(npc);
npcs.push({
mesh: npc,
health: 100,
angle: Math.random() * Math.PI * 2,
speed: .012 + Math.random() * .025,
fleeing: false,
fleeTimer: 0,
dead: false
});
}
for (let i = 0; i < 70; i++) spawnNPC(THREE.MathUtils.randFloat(-230, 230), THREE.MathUtils.randFloat(-230, 230));
function updateNPCs() {
const target = inCar ? carGroup.position : playerGroup.position;
for (const npc of npcs) {
if (npc.dead) continue;
const distance = npc.mesh.position.distanceTo(target);
if (wantedLevel > 0 && distance < 14) {
npc.fleeing = true;
npc.fleeTimer = 240;
}
if (npc.fleeing) {
const direction = npc.mesh.position.clone().sub(target);
direction.y = 0;
if (direction.length() > 0) direction.normalize();
npc.mesh.position.x += direction.x * .09;
npc.mesh.position.z += direction.z * .09;
npc.fleeTimer--;
if (npc.fleeTimer <= 0) npc.fleeing = false;
} else {
npc.angle += (Math.random() - .5) * .025;
npc.mesh.position.x += Math.sin(npc.angle) * npc.speed;
npc.mesh.position.z += Math.cos(npc.angle) * npc.speed;
}
if (Math.abs(npc.mesh.position.x) > 240) npc.angle += Math.PI;
if (Math.abs(npc.mesh.position.z) > 240) npc.angle += Math.PI;
}
}
/* =========================================================
POLICE SYSTEM
========================================================= */
const police = [];
let wantedLevel = 0;
function createPoliceCar() {
const data = createCar(0xffffff);
const car = data.group;
const red = new THREE.Mesh(
new THREE.BoxGeometry(.55, .14, .28),
new THREE.MeshBasicMaterial({ color: 0xff0033 })
);
red.position.set(-.3, 1.65, 0);
car.add(red);
const blue = new THREE.Mesh(
new THREE.BoxGeometry(.55, .14, .28),
new THREE.MeshBasicMaterial({ color: 0x0066ff })
);
blue.position.set(.3, 1.65, 0);
car.add(blue);
return { group: car, wheels: data.wheels };
}
function spawnPolice() {
if (police.length >= wantedLevel) return;
const target = inCar ? carGroup.position : playerGroup.position;
const angle = Math.random() * Math.PI * 2;
const distance = 40;
const data = createPoliceCar();
const car = data.group;
car.position.set(
target.x + Math.cos(angle) * distance,
0,
target.z + Math.sin(angle) * distance
);
scene.add(car);
police.push({
mesh: car,
wheels: data.wheels,
speed: .1 + wantedLevel * .025
});
}
function updatePolice() {
const target = inCar ? carGroup.position : playerGroup.position;
for (const cop of police) {
const car = cop.mesh;
const direction = target.clone().sub(car.position);
direction.y = 0;
if (direction.length() > 1) {
direction.normalize();
const angle = Math.atan2(direction.x, direction.z);
car.rotation.y = THREE.MathUtils.lerp(car.rotation.y, angle, .06);
car.translateZ(-cop.speed);
}
for (const wheel of cop.wheels) wheel.rotation.x -= .15;
if (car.position.distanceTo(target) < 4) {
notoriety = Math.min(notoriety + .25, 100);
}
}
}
function updateWantedSystem() {
if (wantedLevel > 0 && notoriety < 15) {
wantedLevel--;
}
if (wantedLevel > 0 && police.length < wantedLevel) {
spawnPolice();
}
}
/* =========================================================
GAME ACTION (PROJECTILE)
========================================================= */
let actionCooldown = 0;
function fireAction() {
if (actionCooldown > 0) return;
actionCooldown = 12;
const projectile = new THREE.Mesh(
new THREE.SphereGeometry(.07, 8, 8),
new THREE.MeshBasicMaterial({ color: 0xffff00 })
);
const origin = inCar ? carGroup.position.clone() : playerGroup.position.clone();
origin.y += 1.2;
projectile.position.copy(origin);
scene.add(projectile);
const direction = new THREE.Vector3();
camera.getWorldDirection(direction);
let distance = 0;
function moveProjectile() {
projectile.position.addScaledVector(direction, 1.5);
distance += 1.5;
for (const npc of npcs) {
if (npc.dead) continue;
if (projectile.position.distanceTo(npc.mesh.position) < 1) {
npc.health -= 50;
npc.fleeing = true;
npc.fleeTimer = 300;
wantedLevel = Math.min(wantedLevel + 1, 5);
notoriety = Math.min(notoriety + 20, 100);
if (npc.health <= 0) {
npc.dead = true;
npc.mesh.rotation.x = Math.PI / 2;
npc.mesh.position.y = .2;
}
scene.remove(projectile);
return;
}
}
if (distance < 100) {
requestAnimationFrame(moveProjectile);
} else {
scene.remove(projectile);
}
}
moveProjectile();
}
/* =========================================================
CONTROLS & INPUT
========================================================= */
const keys = {};
let isLucia = true;
let inCar = false;
let notoriety = 0;
let carSpeed = 0;
let animTimer = 0;
window.addEventListener("keydown", e => {
keys[e.code] = true;
if (e.code === "Tab") {
e.preventDefault();
if (!inCar) {
isLucia = !isLucia;
luciaModel.group.visible = isLucia;
jasonModel.group.visible = !isLucia;
document.getElementById("character").innerText = isLucia ? "LUCIA" : "JASON";
}
}
if (e.code === "KeyE") {
const distance = playerGroup.position.distanceTo(carGroup.position);
if (!inCar && distance < 4) {
inCar = true;
playerGroup.visible = false;
showMessage("ENTERED VEHICLE");
} else if (inCar) {
inCar = false;
playerGroup.visible = true;
playerGroup.position.copy(carGroup.position).add(new THREE.Vector3(2.5, 0, 0));
showMessage("EXITED VEHICLE");
}
}
if (e.code === "Space" && !e.repeat) {
notoriety = Math.min(notoriety + 15, 100);
showMessage(isLucia ? "EMP PULSE!" : "ADRENALINE!");
}
if (e.code === "KeyF" && !e.repeat) {
fireAction();
}
});
window.addEventListener("keyup", e => {
keys[e.code] = false;
});
/* =========================================================
ANIMATION & PHYSICS UPDATES
========================================================= */
function animateHumanoid(model, moving, sprinting) {
const limbs = model.limbs;
if (moving) {
animTimer += .016 * (sprinting ? 16 : 10);
const angle = Math.sin(animTimer) * (sprinting ? .75 : .45);
limbs.leftLeg.rotation.x = angle;
limbs.rightLeg.rotation.x = -angle;
limbs.leftArm.rotation.x = -angle;
limbs.rightArm.rotation.x = angle;
} else {
limbs.leftLeg.rotation.x = THREE.MathUtils.lerp(limbs.leftLeg.rotation.x, 0, .2);
limbs.rightLeg.rotation.x = THREE.MathUtils.lerp(limbs.rightLeg.rotation.x, 0, .2);
limbs.leftArm.rotation.x = THREE.MathUtils.lerp(limbs.leftArm.rotation.x, 0, .2);
limbs.rightArm.rotation.x = THREE.MathUtils.lerp(limbs.rightArm.rotation.x, 0, .2);
}
}
function updatePhysics() {
const activeModel = isLucia ? luciaModel : jasonModel;
const moveVector = new THREE.Vector3();
if (!inCar) {
const sprinting = keys["ShiftLeft"] || keys["ShiftRight"];
const speed = sprinting ? .35 : .18;
if (keys["KeyW"]) moveVector.z -= 1;
if (keys["KeyS"]) moveVector.z += 1;
if (keys["KeyA"]) moveVector.x -= 1;
if (keys["KeyD"]) moveVector.x += 1;
const moving = moveVector.length() > 0;
if (moving) {
moveVector.normalize();
playerGroup.position.addScaledVector(moveVector, speed);
const targetAngle = Math.atan2(moveVector.x, moveVector.z);
playerGroup.rotation.y = THREE.MathUtils.lerp(playerGroup.rotation.y, targetAngle, .2);
notoriety += .02;
}
animateHumanoid(activeModel, moving, sprinting);
} else {
const sprinting = keys["ShiftLeft"] || keys["ShiftRight"];
if (keys["KeyW"]) {
carSpeed = THREE.MathUtils.lerp(carSpeed, sprinting ? .85 : .5, .05);
} else if (keys["KeyS"]) {
carSpeed = THREE.MathUtils.lerp(carSpeed, -.25, .05);
} else {
carSpeed = THREE.MathUtils.lerp(carSpeed, 0, .05);
}
if (keys["KeyA"]) carGroup.rotation.y += .04 * (carSpeed >= 0 ? 1 : -1);
if (keys["KeyD"]) carGroup.rotation.y -= .04 * (carSpeed >= 0 ? 1 : -1);
carGroup.translateZ(-carSpeed);
if (Math.abs(carSpeed) > .05) notoriety += .04;
for (const wheel of playerCar.wheels) wheel.rotation.x -= carSpeed * 3;
}
notoriety = Math.max(0, notoriety - .02);
if (actionCooldown > 0) actionCooldown--;
}
function updateCamera() {
const focus = inCar ? carGroup.position : playerGroup.position;
const target = new THREE.Vector3(
focus.x,
focus.y + (inCar ? 7 : 5),
focus.z + (inCar ? 14 : 10)
);
camera.position.lerp(target, .1);
camera.lookAt(focus.x, focus.y + 1, focus.z);
}
function updateHUD() {
notoriety = THREE.MathUtils.clamp(notoriety, 0, 100);
document.getElementById("bar").style.width = notoriety + "%";
const status = document.getElementById("status");
if (notoriety > 70) {
status.innerText = "🚨 VIRAL — POLICE ALERT";
status.style.color = "#ff2222";
} else if (notoriety > 35) {
status.innerText = "📱 TRENDING";
status.style.color = "#ffff00";
} else {
status.innerText = "ANONYMOUS";
status.style.color = "white";
}
document.getElementById("wanted").innerText =
"WANTED: " + "★".repeat(wantedLevel) + "☆".repeat(5 - wantedLevel);
}
/* =========================================================
MINIMAP RENDERER
========================================================= */
function renderMinimap() {
miniCtx.clearRect(0, 0, 150, 150);
const active = inCar ? carGroup.position : playerGroup.position;
const mapScale = 0.35;
// Background Circle Grid
miniCtx.strokeStyle = "rgba(0, 255, 255, 0.2)";
miniCtx.lineWidth = 1;
miniCtx.beginPath();
miniCtx.arc(75, 75, 70, 0, Math.PI * 2);
miniCtx.stroke();
// Traffic Cars
miniCtx.fillStyle = "#ffaa00";
for (const traffic of trafficCars) {
const relX = 75 + (traffic.group.position.x - active.x) * mapScale;
const relZ = 75 + (traffic.group.position.z - active.z) * mapScale;
if (Math.hypot(relX - 75, relZ - 75) < 70) {
miniCtx.fillRect(relX - 2, relZ - 2, 4, 4);
}
}
// Police Units
miniCtx.fillStyle = "#ff0033";
for (const cop of police) {
const relX = 75 + (cop.mesh.position.x - active.x) * mapScale;
const relZ = 75 + (cop.mesh.position.z - active.z) * mapScale;
if (Math.hypot(relX - 75, relZ - 75) < 70) {
miniCtx.beginPath();
miniCtx.arc(relX, relZ, 3, 0, Math.PI * 2);
miniCtx.fill();
}
}
// Player Marker
miniCtx.fillStyle = "#00ffff";
miniCtx.beginPath();
miniCtx.arc(75, 75, 4, 0, Math.PI * 2);
miniCtx.fill();
}
/* =========================================================
MAIN LOOP
========================================================= */
function animate() {
requestAnimationFrame(animate);
updatePhysics();
updateTraffic();
updateNPCs();
updatePolice();
updateWantedSystem();
updateCamera();
updateHUD();
renderMinimap();
const time = performance.now() * 0.0005;
pink.position.x = Math.sin(time) * 80;
pink.position.z = Math.cos(time) * 80;
cyan.position.x = Math.cos(time) * 80;
cyan.position.z = Math.sin(time) * 80;
renderer.render(scene, camera);
}
animate();
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>Game Source: GTA6 DEMO FOR THE IMPATIENT
Creator: ElectricKnight11
Libraries: three
Complexity: complex (891 lines, 25.2 KB)
The full source code is displayed above on this page.
Remix Instructions
To remix this game, copy the source code above and modify it. Add a ARCADELAB header at the top with "remix_of: gta6-demo-for-the-impatient-electricknight11" to link back to the original. Then publish at arcadelab.ai/publish.