Create a complete, single self-contained HTML file using three.js (CDN import allowed, everything else fully procedural — no textures, no models, no external assets). It renders an epic cinematic scene: a colossal Godzilla-like giant lizard rampaging through a night-time megacity.
THE CITY
- A dense procedural downtown: 150+ skyscrapers of varied heights and footprints on a street grid, each with emissive window grids (warm and cool lit windows, some floors dark), rooftop details (antennas, water tanks) on some towers.
- Streets with moving car headlight/taillight streaks, occasional police strobes.
- Atmosphere: night sky with a huge low moon, thin fog layers, drifting smoke, one or two searchlight beams sweeping the sky.
LIGHTING — CRITICAL: the scene must read clearly, never murky:
- A strong cool moonlight directional light (intensity high enough that building facades and the monster's body are clearly modeled, not black silhouettes), plus a soft blue-gray ambient/hemisphere fill so shadow sides stay readable.
- The monster gets its own subtle warm rim/fill light so its shape, scales and face are always visible against the sky.
- Emissive windows bright; ground streets lit by a faint cool wash. Overall exposure tuned bright enough that a viewer instantly sees the monster AND the skyline — think blockbuster night scene graded for clarity, not darkness.
THE MONSTER
- Built entirely from procedural geometry but expressive and menacing: massive muscular body (~25 stories tall), thick swinging tail, rows of jagged dorsal spines down the back, articulated digitigrade legs, short arms, detailed head with brow ridge and glowing eyes.
- A proper weighty walk cycle: hips sway, tail counter-swings, spine flexes, head bobs; each footfall lands with visible impact.
- Mid-gray-green scaly coloring with a lighter belly (bright enough to read against the night sky), dorsal spines with a faint inner glow that intensifies before the laser phase.
REAL DESTRUCTION PHYSICS — CRITICAL: buildings must genuinely break and fall, never just vanish or sink:
- Every destructible tower is built from (or splits into) 20–60 solid chunks. On impact or laser hit the tower visibly fractures: chunks separate with outward velocities, tumble with angular rotation, fall under gravity, bounce/settle on the ground and REMAIN as a rubble pile. Tall towers should topple believably — upper section tilting and shearing off as the base crumbles.
- Add dust bursts at the break points, glowing embers, and fires that keep burning in the rubble.
- Chunks must not intersect the ground (clamp at street level) and should stop after settling.
THE SCRIPTED SEQUENCE — an 18-second seamlessly looping cinematic:
- Phase 1, RAMPAGE (0–9s): the monster stomps along a straight avenue through the city core, smashing 3–4 towers with body and tail — each crumbles chunk-by-chunk as described. Each footstep triggers a ground-dust puff and camera shake.
- Phase 2, POWER-UP (9–10.5s): it stops in a plaza, rears up to full height, dorsal spines charge with pulsing crimson light running tail-to-head, deep red glow builds in the eyes.
- Phase 3, EYE LASERS (10.5–18s): twin CRIMSON laser beams fire from the eyes and sweep across the skyline — thick blinding-bright cores with additive red glow halos that light the whole scene red. Every building the beams touch fractures and collapses with the same chunk physics, plus sparks and smoke plumes. The monster sweeps its head slowly left-to-right carving the skyline. End the loop as the lasers fade; reset destroyed buildings invisibly at the loop point (or through a brief camera cut).
CAMERA — cinematic, scripted, and COLLISION-SAFE: the camera must NEVER pass through, clip into, or get occluded by any building or the monster. Plan the path along open streets, plazas and above rooftops with generous clearance (keep several meters of margin from all geometry at every point of the path). Verify each keyframe segment stays in open air.
- 0–5s: low tracking shot along a cleared avenue beside the monster's feet, collapsing towers framed to the side (not in front of the lens);
- 5–9s: pull back and rise ABOVE the rooftops to a wide hero shot of the skyline with the monster mid-frame;
- 9–13s: slow push-in from a low angle across an open plaza as it rears up and the spines charge;
- 13–18s: sweeping arc BEHIND and above the monster's shoulder as the lasers carve the city.
- Constant subtle handheld shake, stronger on footfalls and explosions — but shake amplitude small enough to never push the lens into geometry.
RENDERING: ACESFilmicToneMapping, sRGB output color space, PCFSoft shadows, light scene fog (thin — it must not swallow the skyline), emissive materials with strong contrast, 60 fps target.
No UI, no text overlays, no audio. Keep the implementation compact and focused, write the code directly without lengthy deliberation, and return only the full HTML file.