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Update index.html
Browse files- index.html +741 -549
index.html
CHANGED
@@ -564,8 +564,8 @@
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<div class="game-message" id="game-message"></div>
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</div>
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// Mouse
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const cursor = document.querySelector('.cursor');
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const glow = document.querySelector('.glow');
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const hoverables = document.querySelectorAll('a, .model-badge, .game-toggle');
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@@ -578,25 +578,20 @@
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let glowX = 0;
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let glowY = 0;
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// Adjust speed for desired smoothness (lower = smoother, more 'lag')
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const cursorSpeed = 0.15;
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const glowSpeed = 0.1;
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// Store current scale factor for smooth transitions
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let currentCursorScale = 1;
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const baseCursorScale = 1;
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const hoverLinkCursorScale = 1.5;
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const hoverTextCursorScale = 0.7;
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const clickCursorScale = 0.6;
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// Pre-calculate half-widths/heights ONCE (assuming they don't change)
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// Note: If elements resize dynamically, might need recalculation
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let cursorHalfWidth = cursor.offsetWidth / 2;
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let cursorHalfHeight = cursor.offsetHeight / 2;
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let glowHalfWidth = glow.offsetWidth / 2;
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let glowHalfHeight = glow.offsetHeight / 2;
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// Recalculate on resize just in case
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window.addEventListener('resize', () => {
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cursorHalfWidth = cursor.offsetWidth / 2;
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cursorHalfHeight = cursor.offsetHeight / 2;
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@@ -605,14 +600,11 @@
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});
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function animate() {
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// Lerp for smooth following
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cursorX += (mouseX - cursorX) * cursorSpeed;
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cursorY += (mouseY - cursorY) * cursorSpeed;
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glowX += (mouseX - glowX) * glowSpeed;
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glowY += (mouseY - glowY) * glowSpeed;
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// Apply transform for positioning and scaling
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// Calculate the top-left position needed to center the element
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const cursorTranslateX = cursorX - cursorHalfWidth;
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const cursorTranslateY = cursorY - cursorHalfHeight;
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const glowTranslateX = glowX - glowHalfWidth;
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@@ -627,32 +619,31 @@
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document.addEventListener('mousemove', (e) => {
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mouseX = e.clientX;
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mouseY = e.clientY;
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});
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// Start
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animate();
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function updateCursorState() {
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let targetScale = baseCursorScale;
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let isHoveringLink = false;
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let isHoveringText = false;
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//
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isHoveringLink = true;
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}
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textElements.forEach(el => {
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if (!isHoveringLink) {
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const rect = el.getBoundingClientRect();
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if (mouseX >= rect.left && mouseX <= rect.right && mouseY >= rect.top && mouseY <= rect.bottom) {
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isHoveringText = true;
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}
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}
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});
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cursor.classList.toggle('hover-link', isHoveringLink);
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cursor.classList.toggle('hover-text', isHoveringText && !isHoveringLink);
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@@ -670,8 +661,6 @@
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currentCursorScale = targetScale;
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}
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document.addEventListener('mousemove', updateCursorState);
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document.addEventListener('mousedown', () => {
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cursor.classList.add('clicking');
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updateCursorState();
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@@ -682,29 +671,52 @@
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updateCursorState();
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});
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updateCursorState();
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// Loading screen animation
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window.addEventListener('load', () => {
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const loadingScreen = document.getElementById('loading-screen');
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setTimeout(() => {
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loadingScreen.style.
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});
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// Game
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const gameToggle = document.getElementById('game-toggle');
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const gameContainer = document.getElementById('game-container');
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const canvas = document.getElementById('game-canvas');
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const ctx = canvas.getContext('2d');
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const scoreDisplay = document.getElementById('score-display');
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const gameMessage = document.getElementById('game-message');
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// Game state
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let gameActive = false;
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let score = 0;
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let obstaclesHit = 0;
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let lastTimestamp = 0;
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@@ -712,25 +724,54 @@
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// Canvas sizing
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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window.addEventListener('resize', resizeCanvas);
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// Toggle game display
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gameToggle
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gameActive = false;
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} else {
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gameActive = true;
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resetGame();
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}
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}
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// Key handling for the game
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const keys = {
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@@ -743,58 +784,55 @@
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window.addEventListener('keydown', (e) => {
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if (!gameActive) return;
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case 'w':
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case 'W':
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keys.up = true;
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break;
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case '
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case 's':
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case 'S':
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keys.down = true;
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break;
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case '
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case 'a':
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case 'A':
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keys.left = true;
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break;
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case '
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case 'd':
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case 'D':
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keys.right = true;
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break;
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case ' ':
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keys.handbrake = true;
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break;
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case '
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gameActive = false;
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break;
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}
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});
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window.addEventListener('keyup', (e) => {
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case 'w':
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case 'W':
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keys.up = false;
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break;
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case '
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case 's':
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case 'S':
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keys.down = false;
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break;
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case '
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case 'a':
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case 'A':
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keys.left = false;
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break;
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case '
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case 'd':
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case 'D':
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keys.right = false;
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break;
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case ' ':
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@@ -809,28 +847,30 @@
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y: 0,
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width: 40,
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height: 70,
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angle: 0,
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speed: 0,
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acceleration:
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deceleration:
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maxSpeed:
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reverseMaxSpeed: -200,
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turnSpeed:
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driftFactor: 0.
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friction: 0.
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brakeStrength: 0.
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drifting: false,
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tireMarks: [],
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color: '#00ffff',
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shadowColor: 'rgba(0, 255, 255, 0.
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turboMode: false,
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turboTimer: 0,
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turboMaxTime: 3,
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turboCooldown: 0,
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turboCooldownMax: 5
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};
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// Obstacles
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const obstacleTypes = [
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{ text: "GPT-4o", width: 100, height: 40, color: "#ff5a5a" },
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{ text: "Claude 3.7", width: 120, height: 40, color: "#5a92ff" },
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{ text: "AI", width: 60, height: 40, color: "#aa5aff" },
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{ text: "Premium", width: 110, height: 40, color: "#ff5aaa" }
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];
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const obstacles = [];
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const maxObstacles =
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const powerUps = [];
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const maxPowerUps =
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function createObstacles() {
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// Continuing from where the code left off in the createObstacles function:
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const obstacle = {
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x: Math.random() * (canvas.width - type.width - 2 * margin) + margin,
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y: Math.random() * (canvas.height - type.height - 2 * margin) + margin,
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width: type.width,
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height: type.height,
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text: type.text,
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color: type.color,
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vx: 0,
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vy: 0,
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angle: Math.random() * Math.PI * 2,
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angularVelocity: 0,
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mass: type.width * type.height / 1000
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};
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// Ensure obstacles don't overlap
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let overlaps = false;
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for (const existing of obstacles) {
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const dx = obstacle.x - existing.x;
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const dy = obstacle.y - existing.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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overlaps = true;
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break;
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}
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}
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if (!overlaps) {
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obstacles.push(obstacle);
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}
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}
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}
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function createPowerUps() {
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const powerUp = {
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x: Math.random() * (canvas.width -
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y: Math.random() * (canvas.height -
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radius: 15,
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type:
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color:
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};
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// Ensure power-ups don't overlap
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let overlaps = false;
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if (!overlaps) {
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powerUps.push(powerUp);
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}
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}
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function activateTurbo() {
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if (car.turboCooldown <= 0) {
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car.turboMode = true;
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car.turboTimer = car.turboMaxTime;
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// Show turbo message
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}, 1500);
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}
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}
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function addScore() {
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score +=
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updateScore();
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// Show score message
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}, 1000);
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}
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function resetGame() {
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car.x = canvas.width / 2;
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car.y = canvas.height / 2;
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car.angle =
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car.speed = 0;
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car.tireMarks = [];
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car.turboMode = false;
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car.turboTimer = 0;
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car.turboCooldown = 0;
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car.acceleration = 200;
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score = 0;
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obstaclesHit = 0;
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updateScore();
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obstacles.length = 0;
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powerUps.length = 0;
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createObstacles();
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createPowerUps();
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}
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function updateScore() {
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scoreDisplay
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}
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function drawCar(ctx) {
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ctx.save();
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ctx.translate(car.x, car.y);
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ctx.rotate(car.angle);
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// Car shadow
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ctx.
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ctx.
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// Car body
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ctx.fillStyle = car.turboMode ? '#ff00ff' : car.color;
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ctx.fillRect(-car.width/2, -car.height/2, car.width, car.height);
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ctx.
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ctx.fillRect(-car.width/2
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if (car.turboMode) {
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ctx.beginPath();
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ctx.moveTo(
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ctx.lineTo(-
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ctx.lineTo(
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ctx.
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ctx.
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ctx.beginPath();
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ctx.moveTo(-car.width/2, car.height/2);
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ctx.lineTo(-car.width/2 - 5, car.height/2 + 30);
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ctx.lineTo(car.width/2, car.height/2);
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ctx.fillStyle = "#ffff00";
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ctx.fill();
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}
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ctx.restore();
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}
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function drawTireMarks(ctx) {
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const mark = car.tireMarks[i];
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// Fade out tire marks over time
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mark.life -= deltaTime;
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if (mark.life <= 0) {
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car.tireMarks.splice(i, 1);
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i--;
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continue;
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}
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const alpha = mark.life / mark.maxLife;
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ctx.strokeStyle = `rgba(
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ctx.beginPath();
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ctx.moveTo(mark.x1, mark.y1);
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ctx.lineTo(mark.x2, mark.y2);
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ctx.stroke();
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}
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}
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function addTireMark() {
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//
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const
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const
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const
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const
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//
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const
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y2: leftY,
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x2b: rightX,
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y2b: rightY,
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life: 2,
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maxLife: 2
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});
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}
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-
|
1093 |
-
// Limit the number of tire marks
|
1094 |
-
if (car.tireMarks.length > 100) {
|
1095 |
-
car.tireMarks.shift();
|
1096 |
}
|
1097 |
}
|
1098 |
|
1099 |
function drawObstacles(ctx) {
|
|
|
1100 |
for (const obstacle of obstacles) {
|
1101 |
ctx.save();
|
1102 |
ctx.translate(obstacle.x, obstacle.y);
|
1103 |
ctx.rotate(obstacle.angle);
|
1104 |
-
|
1105 |
// Draw obstacle body
|
1106 |
ctx.fillStyle = obstacle.color;
|
1107 |
ctx.fillRect(-obstacle.width/2, -obstacle.height/2, obstacle.width, obstacle.height);
|
1108 |
-
|
1109 |
-
// Draw text
|
1110 |
-
|
1111 |
-
|
1112 |
-
|
1113 |
-
|
1114 |
-
|
1115 |
-
|
|
|
|
|
|
|
|
|
1116 |
ctx.restore();
|
1117 |
}
|
1118 |
}
|
1119 |
|
1120 |
function drawPowerUps(ctx) {
|
|
|
1121 |
for (const powerUp of powerUps) {
|
1122 |
if (!powerUp.active) continue;
|
1123 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1124 |
ctx.beginPath();
|
1125 |
-
ctx.arc(
|
1126 |
ctx.fillStyle = powerUp.color;
|
1127 |
ctx.fill();
|
1128 |
-
|
1129 |
-
|
1130 |
-
ctx.
|
|
|
1131 |
ctx.textAlign = 'center';
|
1132 |
ctx.textBaseline = 'middle';
|
1133 |
-
ctx.fillText(powerUp.type
|
1134 |
-
|
1135 |
-
|
1136 |
-
powerUp.radius = 15 + Math.sin(Date.now() / 200) * 2;
|
1137 |
}
|
1138 |
}
|
1139 |
|
1140 |
function updateCarPosition(deltaTime) {
|
1141 |
-
//
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1142 |
if (keys.up) {
|
1143 |
-
car.speed +=
|
1144 |
} else if (keys.down) {
|
1145 |
-
|
|
|
1146 |
} else {
|
1147 |
-
// Apply friction
|
1148 |
-
car.speed *= car.friction;
|
|
|
|
|
1149 |
}
|
1150 |
-
|
1151 |
-
//
|
1152 |
-
car.speed = Math.max(car.reverseMaxSpeed, Math.min(
|
1153 |
-
|
1154 |
-
//
|
1155 |
-
if (keys.handbrake) {
|
1156 |
-
car.
|
1157 |
-
|
1158 |
-
|
1159 |
-
|
1160 |
-
addTireMark();
|
1161 |
-
}
|
1162 |
} else {
|
1163 |
car.drifting = false;
|
1164 |
}
|
1165 |
-
|
1166 |
-
// Steering
|
1167 |
-
|
1168 |
-
|
1169 |
-
|
1170 |
-
|
1171 |
-
|
1172 |
-
|
1173 |
-
|
1174 |
-
|
1175 |
-
|
1176 |
-
|
1177 |
-
|
1178 |
-
|
1179 |
-
|
1180 |
-
|
1181 |
-
|
1182 |
-
|
1183 |
-
|
|
|
1184 |
}
|
1185 |
-
|
1186 |
-
// Update position
|
1187 |
-
|
1188 |
-
|
1189 |
-
|
1190 |
-
|
1191 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1192 |
if (car.turboMode) {
|
1193 |
car.turboTimer -= deltaTime;
|
1194 |
-
|
1195 |
if (car.turboTimer <= 0) {
|
1196 |
car.turboMode = false;
|
1197 |
-
car.
|
1198 |
-
car.
|
1199 |
-
car.turboCooldown = car.turboCooldownMax;
|
1200 |
}
|
1201 |
-
}
|
1202 |
-
|
1203 |
-
// Update turbo cooldown
|
1204 |
-
if (car.turboCooldown > 0) {
|
1205 |
car.turboCooldown -= deltaTime;
|
1206 |
-
|
1207 |
-
|
1208 |
-
|
1209 |
-
if (car.x < 0) {
|
1210 |
-
car.x = 0;
|
1211 |
-
car.speed *= -0.5;
|
1212 |
-
}
|
1213 |
-
if (car.x > canvas.width) {
|
1214 |
-
car.x = canvas.width;
|
1215 |
-
car.speed *= -0.5;
|
1216 |
-
}
|
1217 |
-
if (car.y < 0) {
|
1218 |
-
car.y = 0;
|
1219 |
-
car.speed *= -0.5;
|
1220 |
-
}
|
1221 |
-
if (car.y > canvas.height) {
|
1222 |
-
car.y = canvas.height;
|
1223 |
-
car.speed *= -0.5;
|
1224 |
}
|
1225 |
}
|
1226 |
|
|
|
1227 |
function checkCollisions() {
|
1228 |
-
|
|
|
|
|
|
|
1229 |
for (const obstacle of obstacles) {
|
1230 |
-
// Calculate distance between car and obstacle centers
|
1231 |
const dx = car.x - obstacle.x;
|
1232 |
const dy = car.y - obstacle.y;
|
1233 |
const distance = Math.sqrt(dx * dx + dy * dy);
|
1234 |
-
|
1235 |
-
|
1236 |
-
|
1237 |
-
|
1238 |
-
|
1239 |
-
|
|
|
|
|
|
|
1240 |
const nx = dx / distance;
|
1241 |
const ny = dy / distance;
|
1242 |
-
|
1243 |
-
//
|
1244 |
-
const
|
1245 |
-
|
1246 |
-
|
1247 |
-
|
1248 |
-
obstacle.
|
1249 |
-
|
1250 |
-
|
1251 |
-
|
1252 |
-
|
1253 |
-
|
1254 |
-
|
1255 |
-
//
|
1256 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1257 |
obstaclesHit++;
|
1258 |
updateScore();
|
1259 |
-
|
1260 |
-
// Screen shake effect for strong impacts
|
1261 |
-
if (speed > 200) {
|
1262 |
-
const shakeIntensity = speed / 100;
|
1263 |
-
document.getElementById('game-container').style.transform = `translate(${(Math.random() - 0.5) * shakeIntensity}px, ${(Math.random() - 0.5) * shakeIntensity}px)`;
|
1264 |
-
setTimeout(() => {
|
1265 |
-
document.getElementById('game-container').style.transform = 'translate(0, 0)';
|
1266 |
-
}, 100);
|
1267 |
-
}
|
1268 |
-
}
|
1269 |
-
}
|
1270 |
-
|
1271 |
-
// Check collisions with power-ups
|
1272 |
-
for (let i = 0; i < powerUps.length; i++) {
|
1273 |
-
const powerUp = powerUps[i];
|
1274 |
-
if (!powerUp.active) continue;
|
1275 |
-
|
1276 |
-
// Calculate distance
|
1277 |
-
const dx = car.x - powerUp.x;
|
1278 |
-
const dy = car.y - powerUp.y;
|
1279 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
1280 |
-
|
1281 |
-
if (distance < car.width / 2 + powerUp.radius) {
|
1282 |
-
// Collect power-up
|
1283 |
-
powerUp.active = false;
|
1284 |
-
powerUp.collectEffect();
|
1285 |
-
|
1286 |
-
// Create a new power-up
|
1287 |
-
setTimeout(() => {
|
1288 |
-
powerUps.splice(i, 1);
|
1289 |
-
createPowerUps();
|
1290 |
-
}, 1000);
|
1291 |
-
}
|
1292 |
-
}
|
1293 |
-
}
|
1294 |
|
1295 |
-
|
1296 |
-
|
1297 |
-
|
1298 |
-
|
1299 |
-
|
1300 |
-
obstacle.angle += obstacle.angularVelocity * deltaTime;
|
1301 |
-
|
1302 |
-
// Apply friction
|
1303 |
-
obstacle.vx *= 0.98;
|
1304 |
-
obstacle.vy *= 0.98;
|
1305 |
-
obstacle.angularVelocity *= 0.95;
|
1306 |
-
|
1307 |
-
// Keep on screen with bounce
|
1308 |
-
if (obstacle.x < 0) {
|
1309 |
-
obstacle.x = 0;
|
1310 |
-
obstacle.vx *= -0.7;
|
1311 |
-
}
|
1312 |
-
if (obstacle.x > canvas.width) {
|
1313 |
-
obstacle.x = canvas.width;
|
1314 |
-
obstacle.vx *= -0.7;
|
1315 |
-
}
|
1316 |
-
if (obstacle.y < 0) {
|
1317 |
-
obstacle.y = 0;
|
1318 |
-
obstacle.vy *= -0.7;
|
1319 |
-
}
|
1320 |
-
if (obstacle.y > canvas.height) {
|
1321 |
-
obstacle.y = canvas.height;
|
1322 |
-
obstacle.vy *= -0.7;
|
1323 |
-
}
|
1324 |
-
|
1325 |
-
// Obstacle-obstacle collisions
|
1326 |
-
for (const other of obstacles) {
|
1327 |
-
if (obstacle === other) continue;
|
1328 |
-
|
1329 |
-
const dx = obstacle.x - other.x;
|
1330 |
-
const dy = obstacle.y - other.y;
|
1331 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
1332 |
-
const minDistance = (obstacle.width + other.width) / 2;
|
1333 |
-
|
1334 |
-
if (distance < minDistance) {
|
1335 |
-
// Calculate collision response
|
1336 |
-
const nx = dx / distance;
|
1337 |
-
const ny = dy / distance;
|
1338 |
-
const overlap = minDistance - distance;
|
1339 |
-
|
1340 |
-
// Separate objects
|
1341 |
-
obstacle.x += nx * overlap * 0.5;
|
1342 |
-
obstacle.y += ny * overlap * 0.5;
|
1343 |
-
other.x -= nx * overlap * 0.5;
|
1344 |
-
other.y -= ny * overlap * 0.5;
|
1345 |
-
|
1346 |
-
// Exchange momentum (simplified)
|
1347 |
-
const p = 2 * (obstacle.vx * nx + obstacle.vy * ny - other.vx * nx - other.vy * ny)
|
1348 |
-
/ (obstacle.mass + other.mass);
|
1349 |
-
|
1350 |
-
obstacle.vx -= p * other.mass * nx;
|
1351 |
-
obstacle.vy -= p * other.mass * ny;
|
1352 |
-
other.vx += p * obstacle.mass * nx;
|
1353 |
-
other.vy += p * obstacle.mass * ny;
|
1354 |
-
|
1355 |
-
// Add some random rotation
|
1356 |
-
obstacle.angularVelocity += (Math.random() - 0.5) * 2;
|
1357 |
-
other.angularVelocity += (Math.random() - 0.5) * 2;
|
1358 |
}
|
1359 |
}
|
1360 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1361 |
}
|
1362 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1363 |
function drawBackground(ctx) {
|
1364 |
-
|
1365 |
-
|
|
|
1366 |
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
1367 |
-
|
1368 |
-
|
|
|
1369 |
ctx.lineWidth = 1;
|
1370 |
-
|
1371 |
-
|
1372 |
-
|
1373 |
-
const offsetY = car.y % gridSize;
|
1374 |
-
|
1375 |
-
for (let x = -offsetX; x < canvas.width; x += gridSize) {
|
1376 |
ctx.beginPath();
|
1377 |
ctx.moveTo(x, 0);
|
1378 |
ctx.lineTo(x, canvas.height);
|
1379 |
ctx.stroke();
|
1380 |
}
|
1381 |
-
|
1382 |
-
for (let y = -offsetY; y < canvas.height; y += gridSize) {
|
1383 |
ctx.beginPath();
|
1384 |
ctx.moveTo(0, y);
|
1385 |
ctx.lineTo(canvas.width, y);
|
1386 |
ctx.stroke();
|
1387 |
}
|
1388 |
-
|
1389 |
-
|
1390 |
-
|
1391 |
-
|
1392 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
1393 |
}
|
1394 |
|
|
|
1395 |
function drawGameInfo(ctx) {
|
1396 |
-
|
1397 |
-
|
1398 |
-
|
1399 |
-
|
1400 |
-
|
1401 |
-
|
1402 |
-
|
1403 |
-
|
1404 |
-
|
1405 |
-
|
1406 |
-
|
1407 |
-
|
1408 |
-
|
1409 |
-
|
1410 |
-
|
1411 |
-
|
1412 |
-
|
1413 |
-
|
1414 |
-
|
1415 |
-
|
1416 |
-
|
1417 |
-
|
1418 |
-
|
1419 |
-
|
1420 |
-
|
1421 |
-
|
1422 |
-
|
1423 |
-
|
1424 |
-
|
1425 |
-
|
1426 |
-
|
1427 |
-
|
1428 |
-
|
1429 |
-
|
1430 |
-
|
1431 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1432 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1433 |
function gameLoop(timestamp) {
|
1434 |
-
if (!gameActive)
|
1435 |
-
|
1436 |
-
|
1437 |
-
|
1438 |
-
|
1439 |
-
|
|
|
|
|
|
|
|
|
1440 |
lastTimestamp = timestamp;
|
1441 |
-
|
1442 |
-
//
|
1443 |
-
|
1444 |
-
|
1445 |
-
|
1446 |
-
|
1447 |
-
|
1448 |
-
// Update car position
|
1449 |
updateCarPosition(deltaTime);
|
1450 |
-
|
1451 |
-
//
|
1452 |
-
|
1453 |
-
|
1454 |
-
//
|
1455 |
-
|
1456 |
-
|
1457 |
-
// Draw tire marks
|
1458 |
drawTireMarks(ctx);
|
1459 |
-
|
1460 |
-
// Draw obstacles
|
1461 |
drawObstacles(ctx);
|
1462 |
-
|
1463 |
-
// Draw power-ups
|
1464 |
drawPowerUps(ctx);
|
1465 |
-
|
1466 |
-
// Draw car
|
1467 |
drawCar(ctx);
|
1468 |
-
|
1469 |
-
|
1470 |
-
|
1471 |
-
|
1472 |
-
requestAnimationFrame(gameLoop);
|
1473 |
}
|
1474 |
|
1475 |
-
//
|
1476 |
-
gameToggle.addEventListener('click', () => {
|
1477 |
-
if (!gameActive) {
|
1478 |
-
gameActive = true;
|
1479 |
-
gameContainer.style.display = 'block';
|
1480 |
-
resetGame();
|
1481 |
-
lastTimestamp = 0;
|
1482 |
-
requestAnimationFrame(gameLoop);
|
1483 |
-
} else {
|
1484 |
-
gameActive = false;
|
1485 |
-
gameContainer.style.display = 'none';
|
1486 |
-
}
|
1487 |
-
});
|
1488 |
|
1489 |
-
// Also close the game when pressing ESC
|
1490 |
-
window.addEventListener('keydown', (e) => {
|
1491 |
-
if (e.key === 'Escape' && gameActive) {
|
1492 |
-
gameActive = false;
|
1493 |
-
gameContainer.style.display = 'none';
|
1494 |
-
}
|
1495 |
-
});
|
1496 |
</script>
|
1497 |
</body>
|
1498 |
</html>
|
|
|
564 |
<div class="game-message" id="game-message"></div>
|
565 |
</div>
|
566 |
|
567 |
+
<script>
|
568 |
+
// --- [ Existing Mouse Cursor Effects Code - Keep As Is ] ---
|
569 |
const cursor = document.querySelector('.cursor');
|
570 |
const glow = document.querySelector('.glow');
|
571 |
const hoverables = document.querySelectorAll('a, .model-badge, .game-toggle');
|
|
|
578 |
let glowX = 0;
|
579 |
let glowY = 0;
|
580 |
|
|
|
581 |
const cursorSpeed = 0.15;
|
582 |
const glowSpeed = 0.1;
|
583 |
|
|
|
584 |
let currentCursorScale = 1;
|
585 |
const baseCursorScale = 1;
|
586 |
const hoverLinkCursorScale = 1.5;
|
587 |
const hoverTextCursorScale = 0.7;
|
588 |
const clickCursorScale = 0.6;
|
589 |
|
|
|
|
|
590 |
let cursorHalfWidth = cursor.offsetWidth / 2;
|
591 |
let cursorHalfHeight = cursor.offsetHeight / 2;
|
592 |
let glowHalfWidth = glow.offsetWidth / 2;
|
593 |
let glowHalfHeight = glow.offsetHeight / 2;
|
594 |
|
|
|
595 |
window.addEventListener('resize', () => {
|
596 |
cursorHalfWidth = cursor.offsetWidth / 2;
|
597 |
cursorHalfHeight = cursor.offsetHeight / 2;
|
|
|
600 |
});
|
601 |
|
602 |
function animate() {
|
|
|
603 |
cursorX += (mouseX - cursorX) * cursorSpeed;
|
604 |
cursorY += (mouseY - cursorY) * cursorSpeed;
|
605 |
glowX += (mouseX - glowX) * glowSpeed;
|
606 |
glowY += (mouseY - glowY) * glowSpeed;
|
607 |
|
|
|
|
|
608 |
const cursorTranslateX = cursorX - cursorHalfWidth;
|
609 |
const cursorTranslateY = cursorY - cursorHalfHeight;
|
610 |
const glowTranslateX = glowX - glowHalfWidth;
|
|
|
619 |
document.addEventListener('mousemove', (e) => {
|
620 |
mouseX = e.clientX;
|
621 |
mouseY = e.clientY;
|
622 |
+
updateCursorState(); // Update state on move too
|
623 |
});
|
624 |
|
625 |
+
animate(); // Start animation loop
|
|
|
626 |
|
627 |
function updateCursorState() {
|
628 |
let targetScale = baseCursorScale;
|
629 |
let isHoveringLink = false;
|
630 |
let isHoveringText = false;
|
631 |
|
632 |
+
// Direct check based on current mouse position
|
633 |
+
const elementUnderMouse = document.elementFromPoint(mouseX, mouseY);
|
634 |
+
|
635 |
+
if (elementUnderMouse) {
|
636 |
+
if (elementUnderMouse.closest('a, .model-badge, .game-toggle')) {
|
637 |
isHoveringLink = true;
|
638 |
+
} else if (elementUnderMouse.closest('h1, p, h2')) {
|
639 |
+
isHoveringText = true;
|
640 |
}
|
641 |
+
// Check model badges specifically if not already caught by closest
|
642 |
+
if (!isHoveringLink && !isHoveringText && elementUnderMouse.classList.contains('model-badge')) {
|
643 |
+
isHoveringText = true; // Treat badge text hover like other text
|
644 |
+
}
|
645 |
+
}
|
646 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
647 |
|
648 |
cursor.classList.toggle('hover-link', isHoveringLink);
|
649 |
cursor.classList.toggle('hover-text', isHoveringText && !isHoveringLink);
|
|
|
661 |
currentCursorScale = targetScale;
|
662 |
}
|
663 |
|
|
|
|
|
664 |
document.addEventListener('mousedown', () => {
|
665 |
cursor.classList.add('clicking');
|
666 |
updateCursorState();
|
|
|
671 |
updateCursorState();
|
672 |
});
|
673 |
|
674 |
+
// Initial state
|
675 |
updateCursorState();
|
676 |
+
// --- [ End of Mouse Cursor Effects Code ] ---
|
677 |
+
|
678 |
|
679 |
// Loading screen animation
|
680 |
window.addEventListener('load', () => {
|
681 |
const loadingScreen = document.getElementById('loading-screen');
|
682 |
+
// Ensure the screen is visible initially
|
683 |
+
if (loadingScreen) {
|
684 |
+
loadingScreen.style.opacity = '1'; // Make sure it's visible
|
685 |
setTimeout(() => {
|
686 |
+
loadingScreen.style.opacity = '0';
|
687 |
+
setTimeout(() => {
|
688 |
+
loadingScreen.style.display = 'none';
|
689 |
+
}, 500); // Wait for fade out
|
690 |
+
}, 2000); // Duration loading screen is shown
|
691 |
+
} else {
|
692 |
+
console.error("Loading screen element not found!");
|
693 |
+
}
|
694 |
+
|
695 |
+
// Recalculate cursor/glow size after load/potential style changes
|
696 |
+
cursorHalfWidth = cursor.offsetWidth / 2;
|
697 |
+
cursorHalfHeight = cursor.offsetHeight / 2;
|
698 |
+
glowHalfWidth = glow.offsetWidth / 2;
|
699 |
+
glowHalfHeight = glow.offsetHeight / 2;
|
700 |
});
|
701 |
|
702 |
+
// --- [ Game Logic - START ] ---
|
703 |
const gameToggle = document.getElementById('game-toggle');
|
704 |
const gameContainer = document.getElementById('game-container');
|
705 |
const canvas = document.getElementById('game-canvas');
|
|
|
706 |
const scoreDisplay = document.getElementById('score-display');
|
707 |
const gameMessage = document.getElementById('game-message');
|
708 |
|
709 |
+
// Ensure canvas context is retrieved only if canvas exists
|
710 |
+
let ctx = null;
|
711 |
+
if (canvas) {
|
712 |
+
ctx = canvas.getContext('2d');
|
713 |
+
} else {
|
714 |
+
console.error("Game canvas element not found!");
|
715 |
+
}
|
716 |
+
|
717 |
// Game state
|
718 |
let gameActive = false;
|
719 |
+
let animationFrameId = null; // To store the requestAnimationFrame ID
|
720 |
let score = 0;
|
721 |
let obstaclesHit = 0;
|
722 |
let lastTimestamp = 0;
|
|
|
724 |
|
725 |
// Canvas sizing
|
726 |
function resizeCanvas() {
|
727 |
+
if (!canvas) return;
|
728 |
canvas.width = window.innerWidth;
|
729 |
canvas.height = window.innerHeight;
|
730 |
}
|
731 |
|
732 |
window.addEventListener('resize', resizeCanvas);
|
733 |
+
// Initial size set
|
734 |
+
if (canvas) {
|
735 |
+
resizeCanvas();
|
736 |
+
}
|
737 |
|
738 |
// Toggle game display
|
739 |
+
if (gameToggle && gameContainer) {
|
740 |
+
gameToggle.addEventListener('click', toggleGame);
|
741 |
+
} else {
|
742 |
+
console.error("Game toggle button or container not found!");
|
743 |
+
}
|
744 |
+
|
745 |
+
function toggleGame() {
|
746 |
+
if (!gameContainer || !ctx) {
|
747 |
+
console.error("Cannot toggle game: container or context missing.");
|
748 |
+
return;
|
749 |
+
}
|
750 |
+
|
751 |
+
if (gameActive) {
|
752 |
+
// Stop the game
|
753 |
gameActive = false;
|
754 |
+
gameContainer.style.display = 'none';
|
755 |
+
if (animationFrameId) {
|
756 |
+
cancelAnimationFrame(animationFrameId);
|
757 |
+
animationFrameId = null;
|
758 |
+
}
|
759 |
+
lastTimestamp = 0; // Reset timestamp for next start
|
760 |
+
// Re-enable default cursor when game stops
|
761 |
+
document.body.style.cursor = 'none';
|
762 |
} else {
|
763 |
+
// Start the game
|
764 |
gameActive = true;
|
765 |
+
gameContainer.style.display = 'block';
|
766 |
+
resizeCanvas(); // Ensure canvas is correct size
|
767 |
resetGame();
|
768 |
+
lastTimestamp = 0; // Reset timestamp
|
769 |
+
// Disable default cursor while game is active
|
770 |
+
document.body.style.cursor = 'none'; // Keep custom cursor
|
771 |
+
// Start the loop
|
772 |
+
animationFrameId = requestAnimationFrame(gameLoop);
|
773 |
}
|
774 |
+
}
|
775 |
|
776 |
// Key handling for the game
|
777 |
const keys = {
|
|
|
784 |
|
785 |
window.addEventListener('keydown', (e) => {
|
786 |
if (!gameActive) return;
|
787 |
+
|
788 |
+
// Prevent default browser behavior for spacebar (scrolling)
|
789 |
+
if (e.key === ' ') {
|
790 |
+
e.preventDefault();
|
791 |
+
}
|
792 |
+
|
793 |
+
switch(e.key.toLowerCase()) { // Use toLowerCase for case-insensitivity
|
794 |
+
case 'arrowup':
|
795 |
case 'w':
|
|
|
796 |
keys.up = true;
|
797 |
break;
|
798 |
+
case 'arrowdown':
|
799 |
case 's':
|
|
|
800 |
keys.down = true;
|
801 |
break;
|
802 |
+
case 'arrowleft':
|
803 |
case 'a':
|
|
|
804 |
keys.left = true;
|
805 |
break;
|
806 |
+
case 'arrowright':
|
807 |
case 'd':
|
|
|
808 |
keys.right = true;
|
809 |
break;
|
810 |
+
case ' ': // Space bar
|
811 |
keys.handbrake = true;
|
812 |
break;
|
813 |
+
case 'escape':
|
814 |
+
toggleGame(); // Use toggle function to properly stop
|
|
|
815 |
break;
|
816 |
}
|
817 |
});
|
818 |
|
819 |
window.addEventListener('keyup', (e) => {
|
820 |
+
// No need to check gameActive here, just reset the key state
|
821 |
+
switch(e.key.toLowerCase()) {
|
822 |
+
case 'arrowup':
|
823 |
case 'w':
|
|
|
824 |
keys.up = false;
|
825 |
break;
|
826 |
+
case 'arrowdown':
|
827 |
case 's':
|
|
|
828 |
keys.down = false;
|
829 |
break;
|
830 |
+
case 'arrowleft':
|
831 |
case 'a':
|
|
|
832 |
keys.left = false;
|
833 |
break;
|
834 |
+
case 'arrowright':
|
835 |
case 'd':
|
|
|
836 |
keys.right = false;
|
837 |
break;
|
838 |
case ' ':
|
|
|
847 |
y: 0,
|
848 |
width: 40,
|
849 |
height: 70,
|
850 |
+
angle: 0, // in radians
|
851 |
+
speed: 0, // pixels per second
|
852 |
+
acceleration: 250, // pixels per second squared
|
853 |
+
deceleration: 150, // pixels per second squared (when braking/coasting)
|
854 |
+
maxSpeed: 550,
|
855 |
reverseMaxSpeed: -200,
|
856 |
+
turnSpeed: 3.0, // radians per second at max speed
|
857 |
+
driftFactor: 0.94, // How much speed sideways movement retains
|
858 |
+
friction: 0.98, // Speed multiplier when not accelerating
|
859 |
+
brakeStrength: 0.90, // Speed multiplier when braking hard (space)
|
860 |
drifting: false,
|
861 |
tireMarks: [],
|
862 |
+
color: '#00ffff', // Cyan
|
863 |
+
shadowColor: 'rgba(0, 255, 255, 0.3)',
|
864 |
turboMode: false,
|
865 |
+
turboTimer: 0, // seconds remaining
|
866 |
turboMaxTime: 3,
|
867 |
+
turboCooldown: 0, // seconds remaining until available
|
868 |
+
turboCooldownMax: 5,
|
869 |
+
turboMaxSpeedBoost: 300, // Added speed during turbo
|
870 |
+
turboAccelBoost: 150 // Added acceleration during turbo
|
871 |
};
|
872 |
|
873 |
+
// Obstacles
|
874 |
const obstacleTypes = [
|
875 |
{ text: "GPT-4o", width: 100, height: 40, color: "#ff5a5a" },
|
876 |
{ text: "Claude 3.7", width: 120, height: 40, color: "#5a92ff" },
|
|
|
879 |
{ text: "AI", width: 60, height: 40, color: "#aa5aff" },
|
880 |
{ text: "Premium", width: 110, height: 40, color: "#ff5aaa" }
|
881 |
];
|
|
|
882 |
const obstacles = [];
|
883 |
+
const maxObstacles = 25; // Reduced slightly for performance potentially
|
884 |
|
885 |
+
// PowerUps
|
886 |
const powerUps = [];
|
887 |
+
const maxPowerUps = 4;
|
888 |
|
889 |
function createObstacles() {
|
890 |
+
if (!canvas) return;
|
891 |
+
obstacles.length = 0; // Clear existing
|
892 |
+
const margin = 100;
|
893 |
+
let attempts = 0; // Prevent infinite loop if packing is impossible
|
|
|
894 |
|
895 |
+
while (obstacles.length < maxObstacles && attempts < maxObstacles * 10) {
|
896 |
+
const type = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)];
|
897 |
const obstacle = {
|
898 |
+
x: Math.random() * (canvas.width - type.width - 2 * margin) + margin + type.width / 2,
|
899 |
+
y: Math.random() * (canvas.height - type.height - 2 * margin) + margin + type.height / 2,
|
900 |
width: type.width,
|
901 |
height: type.height,
|
902 |
text: type.text,
|
903 |
color: type.color,
|
904 |
+
vx: (Math.random() - 0.5) * 30, // Slight initial drift
|
905 |
+
vy: (Math.random() - 0.5) * 30,
|
906 |
angle: Math.random() * Math.PI * 2,
|
907 |
+
angularVelocity: (Math.random() - 0.5) * 0.5, // Radians per second
|
908 |
+
mass: (type.width * type.height) / 1000 // Simple mass estimation
|
909 |
};
|
910 |
+
|
911 |
+
// Ensure obstacles don't overlap significantly at start
|
912 |
let overlaps = false;
|
913 |
for (const existing of obstacles) {
|
914 |
const dx = obstacle.x - existing.x;
|
915 |
const dy = obstacle.y - existing.y;
|
916 |
+
// Check distance between centers vs sum of half-diagonals (approx)
|
917 |
const distance = Math.sqrt(dx * dx + dy * dy);
|
918 |
+
const minDistance = Math.sqrt(obstacle.width**2 + obstacle.height**2)/2 + Math.sqrt(existing.width**2 + existing.height**2)/2;
|
919 |
+
if (distance < minDistance * 1.2) { // Add a little buffer
|
920 |
overlaps = true;
|
921 |
break;
|
922 |
}
|
923 |
}
|
924 |
+
|
925 |
if (!overlaps) {
|
926 |
obstacles.push(obstacle);
|
927 |
}
|
928 |
+
attempts++;
|
929 |
}
|
930 |
+
if (attempts >= maxObstacles * 10) {
|
931 |
+
console.warn("Could not place all obstacles without overlap.");
|
932 |
+
}
|
933 |
}
|
934 |
|
935 |
function createPowerUps() {
|
936 |
+
if (!canvas) return;
|
937 |
+
powerUps.length = 0; // Clear existing
|
938 |
+
let attempts = 0;
|
939 |
+
|
940 |
+
while (powerUps.length < maxPowerUps && attempts < maxPowerUps * 10) {
|
941 |
+
const type = Math.random() < 0.4 ? 'turbo' : 'score'; // 40% chance turbo
|
942 |
const powerUp = {
|
943 |
+
x: Math.random() * (canvas.width - 80) + 40, // Avoid edges
|
944 |
+
y: Math.random() * (canvas.height - 80) + 40,
|
945 |
radius: 15,
|
946 |
+
type: type,
|
947 |
+
color: type === 'turbo' ? '#ff00ff' : '#ffff00', // Magenta for turbo, Yellow for score
|
948 |
+
active: true,
|
949 |
+
pulseOffset: Math.random() * Math.PI * 2 // For varied pulsing
|
950 |
};
|
951 |
+
|
952 |
+
// Ensure power-ups don't overlap obstacles too much
|
953 |
let overlaps = false;
|
954 |
+
for (const obstacle of obstacles) {
|
955 |
+
const dx = powerUp.x - obstacle.x;
|
956 |
+
const dy = powerUp.y - obstacle.y;
|
957 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
958 |
+
if (distance < powerUp.radius + Math.max(obstacle.width, obstacle.height) / 2 + 10) { // Added buffer
|
959 |
+
overlaps = true;
|
960 |
+
break;
|
961 |
+
}
|
962 |
+
}
|
963 |
+
// Ensure power-ups don't overlap each other
|
964 |
+
if (!overlaps) {
|
965 |
+
for (const existingPowerUp of powerUps) {
|
966 |
+
const dx = powerUp.x - existingPowerUp.x;
|
967 |
+
const dy = powerUp.y - existingPowerUp.y;
|
968 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
969 |
+
if (distance < powerUp.radius + existingPowerUp.radius + 10) {
|
970 |
+
overlaps = true;
|
971 |
+
break;
|
972 |
+
}
|
973 |
+
}
|
974 |
+
}
|
975 |
+
|
976 |
if (!overlaps) {
|
977 |
powerUps.push(powerUp);
|
978 |
}
|
979 |
+
attempts++;
|
980 |
+
}
|
981 |
}
|
982 |
|
983 |
function activateTurbo() {
|
984 |
if (car.turboCooldown <= 0) {
|
985 |
car.turboMode = true;
|
986 |
car.turboTimer = car.turboMaxTime;
|
987 |
+
// Boosts are applied in updateCarPosition
|
988 |
+
|
|
|
989 |
// Show turbo message
|
990 |
+
if (gameMessage) {
|
991 |
+
gameMessage.textContent = "TURBO ACTIVE!";
|
992 |
+
gameMessage.style.display = "block";
|
993 |
+
gameMessage.style.color = "#ff00ff";
|
994 |
+
setTimeout(() => { gameMessage.style.display = "none"; }, 1500);
|
995 |
+
}
|
|
|
996 |
}
|
997 |
}
|
998 |
|
999 |
+
function addScore(amount = 100) { // Allow variable score amounts
|
1000 |
+
score += amount;
|
1001 |
updateScore();
|
1002 |
+
|
1003 |
// Show score message
|
1004 |
+
if (gameMessage) {
|
1005 |
+
gameMessage.textContent = `+${amount} POINTS!`;
|
1006 |
+
gameMessage.style.display = "block";
|
1007 |
+
gameMessage.style.color = "#ffff00";
|
1008 |
+
setTimeout(() => { gameMessage.style.display = "none"; }, 1000);
|
1009 |
+
}
|
|
|
1010 |
}
|
1011 |
|
1012 |
function resetGame() {
|
1013 |
+
if (!canvas) return;
|
1014 |
car.x = canvas.width / 2;
|
1015 |
car.y = canvas.height / 2;
|
1016 |
+
car.angle = -Math.PI / 2; // Start facing upwards
|
1017 |
car.speed = 0;
|
1018 |
car.tireMarks = [];
|
1019 |
car.turboMode = false;
|
1020 |
car.turboTimer = 0;
|
1021 |
car.turboCooldown = 0;
|
1022 |
+
|
|
|
|
|
1023 |
score = 0;
|
1024 |
obstaclesHit = 0;
|
1025 |
updateScore();
|
1026 |
+
|
1027 |
obstacles.length = 0;
|
1028 |
powerUps.length = 0;
|
1029 |
+
|
1030 |
createObstacles();
|
1031 |
createPowerUps();
|
1032 |
}
|
1033 |
|
1034 |
function updateScore() {
|
1035 |
+
if (scoreDisplay) {
|
1036 |
+
scoreDisplay.textContent = `Score: ${score} | Hits: ${obstaclesHit}`;
|
1037 |
+
}
|
1038 |
}
|
1039 |
|
1040 |
function drawCar(ctx) {
|
1041 |
+
if (!ctx) return;
|
1042 |
ctx.save();
|
1043 |
ctx.translate(car.x, car.y);
|
1044 |
ctx.rotate(car.angle);
|
1045 |
+
|
1046 |
+
// Car shadow with blur
|
1047 |
+
ctx.shadowColor = car.shadowColor;
|
1048 |
+
ctx.shadowBlur = 15;
|
1049 |
+
ctx.shadowOffsetX = 3;
|
1050 |
+
ctx.shadowOffsetY = 3;
|
1051 |
+
|
1052 |
// Car body
|
1053 |
+
ctx.fillStyle = car.turboMode ? '#ff00ff' : car.color; // Magenta when turbo
|
1054 |
ctx.fillRect(-car.width/2, -car.height/2, car.width, car.height);
|
1055 |
+
|
1056 |
+
// Reset shadow for other elements
|
1057 |
+
ctx.shadowColor = 'transparent';
|
1058 |
+
ctx.shadowBlur = 0;
|
1059 |
+
ctx.shadowOffsetX = 0;
|
1060 |
+
ctx.shadowOffsetY = 0;
|
1061 |
+
|
1062 |
+
// Simple details (windows, lights)
|
1063 |
+
ctx.fillStyle = "#223344"; // Dark blue/grey
|
1064 |
+
// Windshield
|
1065 |
+
ctx.fillRect(-car.width/2 * 0.8, -car.height/2 * 0.7, car.width * 0.8, car.height * 0.3);
|
1066 |
+
// Rear window
|
1067 |
+
ctx.fillRect(-car.width/2 * 0.7, car.height/2 * 0.4, car.width * 0.7, car.height * 0.2);
|
1068 |
+
|
1069 |
+
// Headlights (yellowish)
|
1070 |
+
ctx.fillStyle = "#ffffaa";
|
1071 |
+
ctx.fillRect(-car.width/2 * 0.4, -car.height/2 - 2, car.width * 0.2, 4);
|
1072 |
+
ctx.fillRect( car.width/2 * 0.2, -car.height/2 - 2, car.width * 0.2, 4);
|
1073 |
+
|
1074 |
+
// Taillights (reddish)
|
1075 |
+
ctx.fillStyle = "#ffaaaa";
|
1076 |
+
ctx.fillRect(-car.width/2 * 0.4, car.height/2 - 2, car.width * 0.2, 4);
|
1077 |
+
ctx.fillRect( car.width/2 * 0.2, car.height/2 - 2, car.width * 0.2, 4);
|
1078 |
+
|
1079 |
+
// Turbo exhaust flames
|
1080 |
if (car.turboMode) {
|
1081 |
+
const flameLength = 20 + Math.random() * 15;
|
1082 |
+
const flameWidth = 10 + Math.random() * 5;
|
1083 |
+
// Central flame
|
1084 |
+
ctx.fillStyle = `rgba(255, ${Math.random() * 150 + 100}, 0, 0.8)`; // Orange/Yellow
|
1085 |
ctx.beginPath();
|
1086 |
+
ctx.moveTo(0, car.height/2);
|
1087 |
+
ctx.lineTo(-flameWidth / 2, car.height/2 + flameLength * 0.6);
|
1088 |
+
ctx.lineTo(0, car.height/2 + flameLength);
|
1089 |
+
ctx.lineTo(flameWidth / 2, car.height/2 + flameLength * 0.6);
|
1090 |
+
ctx.closePath();
|
|
|
|
|
|
|
|
|
|
|
|
|
1091 |
ctx.fill();
|
1092 |
+
// Side flames (smaller)
|
1093 |
+
ctx.fillStyle = `rgba(255, 0, ${Math.random() * 100 + 100}, 0.7)`; // Red/Magenta
|
1094 |
+
ctx.beginPath();
|
1095 |
+
ctx.moveTo(-car.width/4, car.height/2);
|
1096 |
+
ctx.lineTo(-car.width/4 - flameWidth/4, car.height/2 + flameLength*0.4);
|
1097 |
+
ctx.lineTo(-car.width/4, car.height/2 + flameLength*0.7);
|
1098 |
+
ctx.lineTo(-car.width/4 + flameWidth/4, car.height/2 + flameLength*0.4);
|
1099 |
+
ctx.closePath();
|
1100 |
+
ctx.fill();
|
1101 |
+
ctx.beginPath();
|
1102 |
+
ctx.moveTo(car.width/4, car.height/2);
|
1103 |
+
ctx.lineTo(car.width/4 - flameWidth/4, car.height/2 + flameLength*0.4);
|
1104 |
+
ctx.lineTo(car.width/4, car.height/2 + flameLength*0.7);
|
1105 |
+
ctx.lineTo(car.width/4 + flameWidth/4, car.height/2 + flameLength*0.4);
|
1106 |
+
ctx.closePath();
|
1107 |
+
ctx.fill();
|
1108 |
}
|
1109 |
+
|
1110 |
ctx.restore();
|
1111 |
}
|
1112 |
|
1113 |
function drawTireMarks(ctx) {
|
1114 |
+
if (!ctx) return;
|
1115 |
+
ctx.lineWidth = 3; // Slightly thicker marks
|
1116 |
+
ctx.lineCap = "round";
|
1117 |
+
|
1118 |
+
for (let i = car.tireMarks.length - 1; i >= 0; i--) { // Iterate backwards for removal
|
1119 |
const mark = car.tireMarks[i];
|
|
|
|
|
1120 |
mark.life -= deltaTime;
|
1121 |
+
|
1122 |
if (mark.life <= 0) {
|
1123 |
car.tireMarks.splice(i, 1);
|
|
|
1124 |
continue;
|
1125 |
}
|
1126 |
+
|
1127 |
+
const alpha = Math.max(0, mark.life / mark.maxLife); // Ensure alpha doesn't go negative
|
1128 |
+
ctx.strokeStyle = `rgba(40, 40, 40, ${alpha * 0.5})`; // Darker grey marks
|
1129 |
+
|
1130 |
ctx.beginPath();
|
1131 |
ctx.moveTo(mark.x1, mark.y1);
|
1132 |
ctx.lineTo(mark.x2, mark.y2);
|
1133 |
ctx.stroke();
|
1134 |
+
|
1135 |
+
// If it's a paired mark (from drifting)
|
1136 |
+
if (mark.x1b !== undefined) {
|
1137 |
+
ctx.beginPath();
|
1138 |
+
ctx.moveTo(mark.x1b, mark.y1b);
|
1139 |
+
ctx.lineTo(mark.x2b, mark.y2b);
|
1140 |
+
ctx.stroke();
|
1141 |
+
}
|
1142 |
}
|
1143 |
}
|
1144 |
|
1145 |
function addTireMark() {
|
1146 |
+
const wheelOffset = car.width * 0.4; // Position of wheels relative to center line
|
1147 |
+
const axleOffset = car.height * 0.4; // Position of rear axle relative to center
|
1148 |
+
|
1149 |
+
// Calculate current rear wheel positions
|
1150 |
+
const cosAngle = Math.cos(car.angle);
|
1151 |
+
const sinAngle = Math.sin(car.angle);
|
1152 |
+
|
1153 |
+
const rearLeftX = car.x - sinAngle * wheelOffset - cosAngle * axleOffset;
|
1154 |
+
const rearLeftY = car.y + cosAngle * wheelOffset - sinAngle * axleOffset;
|
1155 |
+
const rearRightX = car.x + sinAngle * wheelOffset - cosAngle * axleOffset;
|
1156 |
+
const rearRightY = car.y - cosAngle * wheelOffset - sinAngle * axleOffset;
|
1157 |
+
|
1158 |
+
// Add new mark segment(s)
|
1159 |
+
const maxLife = 1.5; // How long marks last in seconds
|
1160 |
+
car.tireMarks.push({
|
1161 |
+
x1: rearLeftX, y1: rearLeftY, // Start at current position
|
1162 |
+
x2: rearLeftX, y2: rearLeftY, // End at current position (will be updated next frame)
|
1163 |
+
x1b: rearRightX, y1b: rearRightY,
|
1164 |
+
x2b: rearRightX, y2b: rearRightY,
|
1165 |
+
life: maxLife,
|
1166 |
+
maxLife: maxLife
|
1167 |
+
});
|
1168 |
+
|
1169 |
+
|
1170 |
+
// Update the *previous* mark's end position to the *current* start position
|
1171 |
+
if (car.tireMarks.length > 1) {
|
1172 |
+
const prevMark = car.tireMarks[car.tireMarks.length - 2];
|
1173 |
+
prevMark.x2 = rearLeftX;
|
1174 |
+
prevMark.y2 = rearLeftY;
|
1175 |
+
if (prevMark.x1b !== undefined) { // Update right wheel too if exists
|
1176 |
+
prevMark.x2b = rearRightX;
|
1177 |
+
prevMark.y2b = rearRightY;
|
1178 |
+
}
|
1179 |
+
}
|
1180 |
+
|
1181 |
+
// Limit total tire mark segments for performance
|
1182 |
+
if (car.tireMarks.length > 150) {
|
1183 |
+
car.tireMarks.shift(); // Remove the oldest segment
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1184 |
}
|
1185 |
}
|
1186 |
|
1187 |
function drawObstacles(ctx) {
|
1188 |
+
if (!ctx) return;
|
1189 |
for (const obstacle of obstacles) {
|
1190 |
ctx.save();
|
1191 |
ctx.translate(obstacle.x, obstacle.y);
|
1192 |
ctx.rotate(obstacle.angle);
|
1193 |
+
|
1194 |
// Draw obstacle body
|
1195 |
ctx.fillStyle = obstacle.color;
|
1196 |
ctx.fillRect(-obstacle.width/2, -obstacle.height/2, obstacle.width, obstacle.height);
|
1197 |
+
|
1198 |
+
// Draw text (optional outline for readability)
|
1199 |
+
ctx.strokeStyle = 'rgba(0,0,0,0.5)';
|
1200 |
+
ctx.lineWidth = 2;
|
1201 |
+
ctx.font = 'bold 14px "DM Sans", sans-serif'; // Use specified font
|
1202 |
+
ctx.textAlign = 'center';
|
1203 |
+
ctx.textBaseline = 'middle';
|
1204 |
+
ctx.strokeText(obstacle.text, 0, 1); // Offset slightly for pseudo-outline
|
1205 |
+
|
1206 |
+
ctx.fillStyle = '#ffffff';
|
1207 |
+
ctx.fillText(obstacle.text, 0, 0);
|
1208 |
+
|
1209 |
ctx.restore();
|
1210 |
}
|
1211 |
}
|
1212 |
|
1213 |
function drawPowerUps(ctx) {
|
1214 |
+
if (!ctx) return;
|
1215 |
for (const powerUp of powerUps) {
|
1216 |
if (!powerUp.active) continue;
|
1217 |
+
|
1218 |
+
const scale = 1 + Math.sin(Date.now() / 250 + powerUp.pulseOffset) * 0.15; // Pulsing effect
|
1219 |
+
const radius = powerUp.radius * scale;
|
1220 |
+
|
1221 |
+
ctx.save();
|
1222 |
+
ctx.translate(powerUp.x, powerUp.y);
|
1223 |
+
|
1224 |
+
// Draw outer glow
|
1225 |
+
const gradient = ctx.createRadialGradient(0, 0, radius * 0.5, 0, 0, radius * 1.2);
|
1226 |
+
gradient.addColorStop(0, powerUp.color);
|
1227 |
+
gradient.addColorStop(1, 'rgba(0,0,0,0)');
|
1228 |
+
ctx.fillStyle = gradient;
|
1229 |
+
ctx.fillRect(-radius * 1.2, -radius * 1.2, radius * 2.4, radius * 2.4);
|
1230 |
+
|
1231 |
+
|
1232 |
+
// Draw circle
|
1233 |
ctx.beginPath();
|
1234 |
+
ctx.arc(0, 0, powerUp.radius, 0, Math.PI * 2); // Use base radius for solid circle
|
1235 |
ctx.fillStyle = powerUp.color;
|
1236 |
ctx.fill();
|
1237 |
+
|
1238 |
+
// Draw text
|
1239 |
+
ctx.fillStyle = '#111111'; // Dark text
|
1240 |
+
ctx.font = 'bold 10px "DM Sans", sans-serif';
|
1241 |
ctx.textAlign = 'center';
|
1242 |
ctx.textBaseline = 'middle';
|
1243 |
+
ctx.fillText(powerUp.type.toUpperCase(), 0, 1); // Uppercase
|
1244 |
+
|
1245 |
+
ctx.restore();
|
|
|
1246 |
}
|
1247 |
}
|
1248 |
|
1249 |
function updateCarPosition(deltaTime) {
|
1250 |
+
if (deltaTime <= 0) return; // Avoid updates if deltaTime is zero or negative
|
1251 |
+
|
1252 |
+
let currentMaxSpeed = car.maxSpeed;
|
1253 |
+
let currentAcceleration = car.acceleration;
|
1254 |
+
|
1255 |
+
// Apply turbo boosts
|
1256 |
+
if (car.turboMode) {
|
1257 |
+
currentMaxSpeed += car.turboMaxSpeedBoost;
|
1258 |
+
currentAcceleration += car.turboAccelBoost;
|
1259 |
+
}
|
1260 |
+
|
1261 |
+
// Acceleration/Deceleration
|
1262 |
if (keys.up) {
|
1263 |
+
car.speed += currentAcceleration * deltaTime;
|
1264 |
} else if (keys.down) {
|
1265 |
+
// Apply stronger deceleration when braking (reverse key)
|
1266 |
+
car.speed -= (currentAcceleration * 1.5) * deltaTime;
|
1267 |
} else {
|
1268 |
+
// Apply natural friction when coasting
|
1269 |
+
car.speed *= (1 - (1 - car.friction) * deltaTime * 60); // Make friction frame-rate independent (approx)
|
1270 |
+
// Ensure speed decays reasonably fast when coasting
|
1271 |
+
if (Math.abs(car.speed) < 5) car.speed = 0;
|
1272 |
}
|
1273 |
+
|
1274 |
+
// Clamp speed to max/reverse max
|
1275 |
+
car.speed = Math.max(car.reverseMaxSpeed, Math.min(currentMaxSpeed, car.speed));
|
1276 |
+
|
1277 |
+
// Handbrake / Drifting
|
1278 |
+
if (keys.handbrake && Math.abs(car.speed) > 50) {
|
1279 |
+
car.drifting = true;
|
1280 |
+
// Apply strong braking force during handbrake turn
|
1281 |
+
car.speed *= (1 - (1 - car.brakeStrength) * deltaTime * 60);
|
1282 |
+
addTireMark(); // Add marks while drifting
|
|
|
|
|
1283 |
} else {
|
1284 |
car.drifting = false;
|
1285 |
}
|
1286 |
+
|
1287 |
+
// Steering - only allow steering if moving
|
1288 |
+
if (Math.abs(car.speed) > 5) {
|
1289 |
+
// Adjust turn speed based on current speed (less turn at high speed, more at low speed)
|
1290 |
+
// Non-linear relationship: sharper turns at lower speeds
|
1291 |
+
const speedFactor = 1.0 - Math.min(1, Math.abs(car.speed) / (currentMaxSpeed * 0.8)); // Factor decreases as speed increases
|
1292 |
+
let currentTurnSpeed = car.turnSpeed * (0.3 + speedFactor * 0.7); // Base turn speed + speed-dependent part
|
1293 |
+
|
1294 |
+
// Increase turn radius significantly when drifting
|
1295 |
+
if (car.drifting) {
|
1296 |
+
currentTurnSpeed *= 1.6;
|
1297 |
+
}
|
1298 |
+
|
1299 |
+
// Apply steering input
|
1300 |
+
if (keys.left) {
|
1301 |
+
car.angle -= currentTurnSpeed * deltaTime;
|
1302 |
+
}
|
1303 |
+
if (keys.right) {
|
1304 |
+
car.angle += currentTurnSpeed * deltaTime;
|
1305 |
+
}
|
1306 |
}
|
1307 |
+
|
1308 |
+
// Update position
|
1309 |
+
// Apply drift effect: car continues partially in its previous direction
|
1310 |
+
let moveAngle = car.angle;
|
1311 |
+
if (car.drifting) {
|
1312 |
+
// Angle car moves is slightly different from where it points
|
1313 |
+
const driftAngleEffect = 0.6 * (keys.left ? -1 : keys.right ? 1 : 0); // Sideways slip angle based on turn
|
1314 |
+
moveAngle += driftAngleEffect * (car.speed > 0 ? 1 : -1); // Reverse drift effect when reversing
|
1315 |
+
|
1316 |
+
// Reduce forward speed more when drifting
|
1317 |
+
car.speed *= (1 - (1 - car.driftFactor) * deltaTime * 60);
|
1318 |
+
}
|
1319 |
+
|
1320 |
+
car.x += Math.sin(car.angle) * car.speed * deltaTime; // Use car's facing angle for movement direction
|
1321 |
+
car.y -= Math.cos(car.angle) * car.speed * deltaTime;
|
1322 |
+
|
1323 |
+
|
1324 |
+
// --- Screen Boundaries (Wrap around instead of bounce) ---
|
1325 |
+
const wrapMargin = 10; // How far offscreen before wrapping
|
1326 |
+
if (car.x < -wrapMargin) car.x = canvas.width + wrapMargin;
|
1327 |
+
if (car.x > canvas.width + wrapMargin) car.x = -wrapMargin;
|
1328 |
+
if (car.y < -wrapMargin) car.y = canvas.height + wrapMargin;
|
1329 |
+
if (car.y > canvas.height + wrapMargin) car.y = -wrapMargin;
|
1330 |
+
|
1331 |
+
|
1332 |
+
// Update Turbo Timer and Cooldown
|
1333 |
if (car.turboMode) {
|
1334 |
car.turboTimer -= deltaTime;
|
|
|
1335 |
if (car.turboTimer <= 0) {
|
1336 |
car.turboMode = false;
|
1337 |
+
car.turboTimer = 0;
|
1338 |
+
car.turboCooldown = car.turboCooldownMax; // Start cooldown
|
|
|
1339 |
}
|
1340 |
+
} else if (car.turboCooldown > 0) {
|
|
|
|
|
|
|
1341 |
car.turboCooldown -= deltaTime;
|
1342 |
+
if (car.turboCooldown < 0) {
|
1343 |
+
car.turboCooldown = 0; // Ready
|
1344 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1345 |
}
|
1346 |
}
|
1347 |
|
1348 |
+
|
1349 |
function checkCollisions() {
|
1350 |
+
if (!canvas) return;
|
1351 |
+
const carRadius = Math.max(car.width, car.height) / 2; // Approximation
|
1352 |
+
|
1353 |
+
// --- Car vs Obstacles ---
|
1354 |
for (const obstacle of obstacles) {
|
|
|
1355 |
const dx = car.x - obstacle.x;
|
1356 |
const dy = car.y - obstacle.y;
|
1357 |
const distance = Math.sqrt(dx * dx + dy * dy);
|
1358 |
+
const minDistance = carRadius + Math.max(obstacle.width, obstacle.height) / 2;
|
1359 |
+
|
1360 |
+
if (distance < minDistance * 0.85) { // 85% overlap threshold for collision
|
1361 |
+
// *** FIX: Check for zero distance before dividing ***
|
1362 |
+
if (distance < 0.001) continue; // Skip if objects are exactly on top
|
1363 |
+
|
1364 |
+
const overlap = minDistance - distance;
|
1365 |
+
|
1366 |
+
// Collision normal (vector from obstacle center to car center)
|
1367 |
const nx = dx / distance;
|
1368 |
const ny = dy / distance;
|
1369 |
+
|
1370 |
+
// Separate car and obstacle slightly to prevent sticking
|
1371 |
+
const separationFactor = 0.5; // How much each object moves
|
1372 |
+
car.x += nx * overlap * separationFactor;
|
1373 |
+
car.y += ny * overlap * separationFactor;
|
1374 |
+
obstacle.x -= nx * overlap * separationFactor;
|
1375 |
+
obstacle.y -= ny * overlap * separationFactor;
|
1376 |
+
|
1377 |
+
|
1378 |
+
// --- Collision Response (Simplified Physics) ---
|
1379 |
+
const carMass = 1; // Assume car mass
|
1380 |
+
const totalMass = carMass + obstacle.mass;
|
1381 |
+
|
1382 |
+
// Relative velocity
|
1383 |
+
const relativeVx = (Math.sin(car.angle) * car.speed) - obstacle.vx;
|
1384 |
+
const relativeVy = (-Math.cos(car.angle) * car.speed) - obstacle.vy;
|
1385 |
+
|
1386 |
+
// Velocity component along the normal
|
1387 |
+
const velocityAlongNormal = relativeVx * nx + relativeVy * ny;
|
1388 |
+
|
1389 |
+
// Only resolve if objects are moving towards each other
|
1390 |
+
if (velocityAlongNormal > 0) continue;
|
1391 |
+
|
1392 |
+
const restitution = 0.4; // Bounciness (0=inelastic, 1=perfectly elastic)
|
1393 |
+
let impulse = -(1 + restitution) * velocityAlongNormal;
|
1394 |
+
impulse /= (1 / carMass + 1 / obstacle.mass);
|
1395 |
+
|
1396 |
+
// Apply impulse to car (convert back to speed/angle change - tricky)
|
1397 |
+
// Simpler: Reflect car speed partially based on impact
|
1398 |
+
const impactSpeed = Math.abs(car.speed);
|
1399 |
+
car.speed *= -0.2 * restitution; // Lose some speed and bounce back slightly
|
1400 |
+
|
1401 |
+
// Apply impulse to obstacle velocities
|
1402 |
+
const impulseX = impulse * nx;
|
1403 |
+
const impulseY = impulse * ny;
|
1404 |
+
|
1405 |
+
obstacle.vx += impulseX / obstacle.mass;
|
1406 |
+
obstacle.vy += impulseY / obstacle.mass;
|
1407 |
+
|
1408 |
+
// Add some spin to the obstacle based on impact point (simplified)
|
1409 |
+
obstacle.angularVelocity += (Math.random() - 0.5) * impactSpeed * 0.005;
|
1410 |
+
|
1411 |
+
|
1412 |
+
// Add score based on impact speed and increment hit count
|
1413 |
+
const scoreToAdd = Math.min(50, Math.max(5, Math.floor(impactSpeed / 10))); // Score between 5 and 50
|
1414 |
+
addScore(scoreToAdd);
|
1415 |
obstaclesHit++;
|
1416 |
updateScore();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
1417 |
|
1418 |
+
// Visual feedback: Screen shake (subtle)
|
1419 |
+
if (impactSpeed > 150 && gameContainer) {
|
1420 |
+
const intensity = Math.min(5, impactSpeed / 100);
|
1421 |
+
gameContainer.style.transform = `translate(${(Math.random() - 0.5) * intensity}px, ${(Math.random() - 0.5) * intensity}px)`;
|
1422 |
+
setTimeout(() => { gameContainer.style.transform = 'none'; }, 80);
|
|
|
|
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|
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|
|
|
|
1423 |
}
|
1424 |
}
|
1425 |
}
|
1426 |
+
|
1427 |
+
// --- Car vs Power-Ups ---
|
1428 |
+
for (let i = powerUps.length - 1; i >= 0; i--) {
|
1429 |
+
const powerUp = powerUps[i];
|
1430 |
+
if (!powerUp.active) continue;
|
1431 |
+
|
1432 |
+
const dx = car.x - powerUp.x;
|
1433 |
+
const dy = car.y - powerUp.y;
|
1434 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
1435 |
+
|
1436 |
+
if (distance < carRadius + powerUp.radius) {
|
1437 |
+
powerUp.active = false; // Deactivate immediately
|
1438 |
+
if (powerUp.type === 'turbo') {
|
1439 |
+
activateTurbo();
|
1440 |
+
} else if (powerUp.type === 'score') {
|
1441 |
+
addScore(250); // Higher score for powerup
|
1442 |
+
}
|
1443 |
+
|
1444 |
+
// Remove and respawn a new one after a delay
|
1445 |
+
setTimeout(() => {
|
1446 |
+
// Find the index again in case array changed
|
1447 |
+
const currentIndex = powerUps.findIndex(p => p === powerUp);
|
1448 |
+
if (currentIndex !== -1) {
|
1449 |
+
powerUps.splice(currentIndex, 1);
|
1450 |
+
}
|
1451 |
+
createPowerUps(); // Regenerate list (simple way to add one back)
|
1452 |
+
}, 500); // Short delay before respawn logic
|
1453 |
+
}
|
1454 |
+
}
|
1455 |
}
|
1456 |
|
1457 |
+
function updateObstacles(deltaTime) {
|
1458 |
+
if (deltaTime <= 0) return;
|
1459 |
+
|
1460 |
+
for (let i = 0; i < obstacles.length; i++) {
|
1461 |
+
const obs1 = obstacles[i];
|
1462 |
+
|
1463 |
+
// Update position based on velocity
|
1464 |
+
obs1.x += obs1.vx * deltaTime;
|
1465 |
+
obs1.y += obs1.vy * deltaTime;
|
1466 |
+
obs1.angle += obs1.angularVelocity * deltaTime;
|
1467 |
+
|
1468 |
+
// Apply friction/damping
|
1469 |
+
const damping = 0.99;
|
1470 |
+
obs1.vx *= (1 - (1 - damping) * deltaTime * 60);
|
1471 |
+
obs1.vy *= (1 - (1 - damping) * deltaTime * 60);
|
1472 |
+
obs1.angularVelocity *= (1 - (1 - damping*0.95) * deltaTime * 60); // Angular damping
|
1473 |
+
|
1474 |
+
|
1475 |
+
// --- Obstacle vs Obstacle Collisions ---
|
1476 |
+
for (let j = i + 1; j < obstacles.length; j++) {
|
1477 |
+
const obs2 = obstacles[j];
|
1478 |
+
|
1479 |
+
const dx = obs1.x - obs2.x;
|
1480 |
+
const dy = obs1.y - obs2.y;
|
1481 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
1482 |
+
const minDistance = (Math.max(obs1.width, obs1.height) / 2) + (Math.max(obs2.width, obs2.height) / 2);
|
1483 |
+
|
1484 |
+
|
1485 |
+
if (distance < minDistance) {
|
1486 |
+
// *** FIX: Check for zero distance before dividing ***
|
1487 |
+
if (distance < 0.001) continue; // Skip if exactly overlapping
|
1488 |
+
|
1489 |
+
const overlap = minDistance - distance;
|
1490 |
+
const nx = dx / distance;
|
1491 |
+
const ny = dy / distance;
|
1492 |
+
|
1493 |
+
// Separate them
|
1494 |
+
const separationFactor = 0.5;
|
1495 |
+
obs1.x += nx * overlap * separationFactor;
|
1496 |
+
obs1.y += ny * overlap * separationFactor;
|
1497 |
+
obs2.x -= nx * overlap * separationFactor;
|
1498 |
+
obs2.y -= ny * overlap * separationFactor;
|
1499 |
+
|
1500 |
+
// Collision response (similar to car-obstacle)
|
1501 |
+
const relativeVx = obs1.vx - obs2.vx;
|
1502 |
+
const relativeVy = obs1.vy - obs2.vy;
|
1503 |
+
const velocityAlongNormal = relativeVx * nx + relativeVy * ny;
|
1504 |
+
|
1505 |
+
if (velocityAlongNormal > 0) continue; // Moving away
|
1506 |
+
|
1507 |
+
const restitution = 0.3; // Less bouncy for obstacle-obstacle
|
1508 |
+
let impulse = -(1 + restitution) * velocityAlongNormal;
|
1509 |
+
impulse /= (1 / obs1.mass + 1 / obs2.mass);
|
1510 |
+
|
1511 |
+
const impulseX = impulse * nx;
|
1512 |
+
const impulseY = impulse * ny;
|
1513 |
+
|
1514 |
+
obs1.vx -= impulseX / obs1.mass;
|
1515 |
+
obs1.vy -= impulseY / obs1.mass;
|
1516 |
+
obs2.vx += impulseX / obs2.mass;
|
1517 |
+
obs2.vy += impulseY / obs2.mass;
|
1518 |
+
|
1519 |
+
// Add some spin exchange (simplified)
|
1520 |
+
obs1.angularVelocity += (Math.random() - 0.5) * impulse * 0.01 / obs1.mass;
|
1521 |
+
obs2.angularVelocity -= (Math.random() - 0.5) * impulse * 0.01 / obs2.mass;
|
1522 |
+
}
|
1523 |
+
}
|
1524 |
+
|
1525 |
+
// --- Obstacle vs Screen Boundaries (Bounce) ---
|
1526 |
+
const bounceFactor = -0.5; // How much velocity is reversed
|
1527 |
+
const halfWidth = obs1.width / 2;
|
1528 |
+
const halfHeight = obs1.height / 2; // Use dimensions for better boundary check
|
1529 |
+
|
1530 |
+
if (obs1.x - halfWidth < 0 && obs1.vx < 0) {
|
1531 |
+
obs1.x = halfWidth;
|
1532 |
+
obs1.vx *= bounceFactor;
|
1533 |
+
}
|
1534 |
+
if (obs1.x + halfWidth > canvas.width && obs1.vx > 0) {
|
1535 |
+
obs1.x = canvas.width - halfWidth;
|
1536 |
+
obs1.vx *= bounceFactor;
|
1537 |
+
}
|
1538 |
+
if (obs1.y - halfHeight < 0 && obs1.vy < 0) {
|
1539 |
+
obs1.y = halfHeight;
|
1540 |
+
obs1.vy *= bounceFactor;
|
1541 |
+
}
|
1542 |
+
if (obs1.y + halfHeight > canvas.height && obs1.vy > 0) {
|
1543 |
+
obs1.y = canvas.height - halfHeight;
|
1544 |
+
obs1.vy *= bounceFactor;
|
1545 |
+
}
|
1546 |
+
}
|
1547 |
+
}
|
1548 |
+
|
1549 |
function drawBackground(ctx) {
|
1550 |
+
if (!ctx || !canvas) return;
|
1551 |
+
// Solid dark background
|
1552 |
+
ctx.fillStyle = '#08080A'; // Very dark grey/black
|
1553 |
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
1554 |
+
|
1555 |
+
// Subtle Grid (relative to view, not world)
|
1556 |
+
ctx.strokeStyle = 'rgba(0, 255, 255, 0.08)'; // Fainter cyan grid
|
1557 |
ctx.lineWidth = 1;
|
1558 |
+
const gridSize = 60;
|
1559 |
+
|
1560 |
+
for (let x = 0; x < canvas.width; x += gridSize) {
|
|
|
|
|
|
|
1561 |
ctx.beginPath();
|
1562 |
ctx.moveTo(x, 0);
|
1563 |
ctx.lineTo(x, canvas.height);
|
1564 |
ctx.stroke();
|
1565 |
}
|
1566 |
+
for (let y = 0; y < canvas.height; y += gridSize) {
|
|
|
1567 |
ctx.beginPath();
|
1568 |
ctx.moveTo(0, y);
|
1569 |
ctx.lineTo(canvas.width, y);
|
1570 |
ctx.stroke();
|
1571 |
}
|
1572 |
+
|
1573 |
+
// Optional: Fading Vignette effect
|
1574 |
+
const vignetteRadius = canvas.width * 0.7;
|
1575 |
+
const gradient = ctx.createRadialGradient(
|
1576 |
+
canvas.width / 2, canvas.height / 2, vignetteRadius * 0.5,
|
1577 |
+
canvas.width / 2, canvas.height / 2, vignetteRadius * 1.5
|
1578 |
+
);
|
1579 |
+
gradient.addColorStop(0, 'rgba(5, 5, 5, 0)');
|
1580 |
+
gradient.addColorStop(1, 'rgba(5, 5, 5, 0.5)'); // Darken edges
|
1581 |
+
ctx.fillStyle = gradient;
|
1582 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
1583 |
}
|
1584 |
|
1585 |
+
|
1586 |
function drawGameInfo(ctx) {
|
1587 |
+
if (!ctx || !canvas) return;
|
1588 |
+
const barWidth = 120;
|
1589 |
+
const barHeight = 18;
|
1590 |
+
const margin = 20;
|
1591 |
+
const bottomY = canvas.height - margin - barHeight;
|
1592 |
+
const rightX = canvas.width - margin;
|
1593 |
+
|
1594 |
+
ctx.font = 'bold 12px "DM Sans", sans-serif';
|
1595 |
+
ctx.textBaseline = 'middle';
|
1596 |
+
|
1597 |
+
// --- Speed Gauge ---
|
1598 |
+
const speedPercent = Math.min(1, Math.abs(car.speed) / car.maxSpeed);
|
1599 |
+
const speedColor = car.turboMode ? '#ff00ff' : '#00ffff'; // Magenta if turbo, else cyan
|
1600 |
+
|
1601 |
+
// Background bar
|
1602 |
+
ctx.fillStyle = 'rgba(255, 255, 255, 0.2)';
|
1603 |
+
ctx.fillRect(rightX - barWidth, bottomY, barWidth, barHeight);
|
1604 |
+
// Fill bar
|
1605 |
+
ctx.fillStyle = speedColor;
|
1606 |
+
ctx.fillRect(rightX - barWidth, bottomY, barWidth * speedPercent, barHeight);
|
1607 |
+
// Outline
|
1608 |
+
ctx.strokeStyle = 'rgba(255, 255, 255, 0.5)';
|
1609 |
+
ctx.strokeRect(rightX - barWidth, bottomY, barWidth, barHeight);
|
1610 |
+
// Text Label
|
1611 |
+
ctx.fillStyle = '#ffffff';
|
1612 |
+
ctx.textAlign = 'right';
|
1613 |
+
ctx.fillText(`SPEED: ${Math.abs(Math.floor(car.speed))}`, rightX - barWidth - 10, bottomY + barHeight / 2);
|
1614 |
+
|
1615 |
+
|
1616 |
+
// --- Turbo Gauge ---
|
1617 |
+
const turboY = bottomY - barHeight - 10; // Position above speed gauge
|
1618 |
+
let turboText = "TURBO READY";
|
1619 |
+
let turboFillPercent = 0;
|
1620 |
+
let turboColor = '#ff00ff'; // Magenta
|
1621 |
+
|
1622 |
+
if (car.turboMode) {
|
1623 |
+
turboText = "TURBO ACTIVE";
|
1624 |
+
turboFillPercent = car.turboTimer / car.turboMaxTime;
|
1625 |
+
} else if (car.turboCooldown > 0) {
|
1626 |
+
turboText = "RECHARGING";
|
1627 |
+
turboFillPercent = 1 - (car.turboCooldown / car.turboCooldownMax);
|
1628 |
+
turboColor = 'rgba(255, 0, 255, 0.5)'; // Dimmed magenta during cooldown
|
1629 |
+
} else {
|
1630 |
+
// Ready state
|
1631 |
+
turboFillPercent = 1; // Full bar indicates ready
|
1632 |
+
}
|
1633 |
|
1634 |
+
// Background bar
|
1635 |
+
ctx.fillStyle = 'rgba(255, 255, 255, 0.2)';
|
1636 |
+
ctx.fillRect(rightX - barWidth, turboY, barWidth, barHeight);
|
1637 |
+
// Fill bar
|
1638 |
+
ctx.fillStyle = turboColor;
|
1639 |
+
ctx.fillRect(rightX - barWidth, turboY, barWidth * turboFillPercent, barHeight);
|
1640 |
+
// Outline
|
1641 |
+
ctx.strokeStyle = 'rgba(255, 255, 255, 0.5)';
|
1642 |
+
ctx.strokeRect(rightX - barWidth, turboY, barWidth, barHeight);
|
1643 |
+
// Text Label
|
1644 |
+
ctx.fillStyle = '#ffffff';
|
1645 |
+
ctx.textAlign = 'right';
|
1646 |
+
ctx.fillText(turboText, rightX - barWidth - 10, turboY + barHeight / 2);
|
1647 |
+
}
|
1648 |
+
|
1649 |
+
// --- Main Game Loop ---
|
1650 |
function gameLoop(timestamp) {
|
1651 |
+
if (!gameActive || !ctx) {
|
1652 |
+
animationFrameId = null; // Ensure ID is cleared if loop stops unexpectedly
|
1653 |
+
return; // Stop loop if game becomes inactive or context lost
|
1654 |
+
}
|
1655 |
+
|
1656 |
+
// Calculate delta time robustly
|
1657 |
+
if (!lastTimestamp || timestamp - lastTimestamp > 1000) { // Reset if first frame or large gap (e.g., tab hidden)
|
1658 |
+
lastTimestamp = timestamp;
|
1659 |
+
}
|
1660 |
+
deltaTime = (timestamp - lastTimestamp) / 1000; // Seconds
|
1661 |
lastTimestamp = timestamp;
|
1662 |
+
|
1663 |
+
// Cap deltaTime to prevent physics explosion after lag
|
1664 |
+
deltaTime = Math.min(deltaTime, 1 / 30); // Max delta = 1/30th sec (equiv to 30fps min)
|
1665 |
+
|
1666 |
+
|
1667 |
+
// --- UPDATE ---
|
|
|
|
|
1668 |
updateCarPosition(deltaTime);
|
1669 |
+
updateObstacles(deltaTime); // Update obstacles physics and collisions
|
1670 |
+
checkCollisions(); // Check car collisions with obstacles and powerups
|
1671 |
+
|
1672 |
+
// --- DRAW ---
|
1673 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear canvas
|
1674 |
+
|
1675 |
+
drawBackground(ctx);
|
|
|
1676 |
drawTireMarks(ctx);
|
|
|
|
|
1677 |
drawObstacles(ctx);
|
|
|
|
|
1678 |
drawPowerUps(ctx);
|
|
|
|
|
1679 |
drawCar(ctx);
|
1680 |
+
drawGameInfo(ctx); // Draw HUD elements
|
1681 |
+
|
1682 |
+
// Request next frame
|
1683 |
+
animationFrameId = requestAnimationFrame(gameLoop);
|
|
|
1684 |
}
|
1685 |
|
1686 |
+
// --- [ Game Logic - END ] ---
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1687 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1688 |
</script>
|
1689 |
</body>
|
1690 |
</html>
|