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script.js
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script.js
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window.focus(); // Capture keys right away (by default focus is on editor)
// Pick a random value from an array
function pickRandom(array) {
return array[Math.floor(Math.random() * array.length)];
}
// The Pythagorean theorem says that the distance between two points is
// the square root of the sum of the horizontal and vertical distance's square
function getDistance(coordinate1, coordinate2) {
const horizontalDistance = coordinate2.x - coordinate1.x;
const verticalDistance = coordinate2.y - coordinate1.y;
return Math.sqrt(horizontalDistance ** 2 + verticalDistance ** 2);
}
const vehicleColors = [
0xa52523, 0xef2d56, 0x0ad3ff, 0xff9f1c /*0xa52523, 0xbdb638, 0x78b14b*/,
];
const lawnGreen = "#67C240";
const trackColor = "#546E90";
const edgeColor = "#725F48";
const treeCrownColor = 0x498c2c;
const treeTrunkColor = 0x4b3f2f;
const wheelGeometry = new THREE.BoxBufferGeometry(12, 33, 12);
const wheelMaterial = new THREE.MeshLambertMaterial({ color: 0x333333 });
const treeTrunkGeometry = new THREE.BoxBufferGeometry(15, 15, 30);
const treeTrunkMaterial = new THREE.MeshLambertMaterial({
color: treeTrunkColor,
});
const treeCrownMaterial = new THREE.MeshLambertMaterial({
color: treeCrownColor,
});
const config = {
showHitZones: false,
shadows: true, // Use shadow
trees: true, // Add trees to the map
curbs: true, // Show texture on the extruded geometry
grid: false, // Show grid helper
};
let score;
const speed = 0.0017;
const playerAngleInitial = Math.PI;
let playerAngleMoved;
let accelerate = false; // Is the player accelerating
let decelerate = false; // Is the player decelerating
let otherVehicles = [];
let ready;
let lastTimestamp;
const trackRadius = 225;
const trackWidth = 45;
const innerTrackRadius = trackRadius - trackWidth;
const outerTrackRadius = trackRadius + trackWidth;
const arcAngle1 = (1 / 3) * Math.PI; // 60 degrees
const deltaY = Math.sin(arcAngle1) * innerTrackRadius;
const arcAngle2 = Math.asin(deltaY / outerTrackRadius);
const arcCenterX =
(Math.cos(arcAngle1) * innerTrackRadius +
Math.cos(arcAngle2) * outerTrackRadius) /
2;
const arcAngle3 = Math.acos(arcCenterX / innerTrackRadius);
const arcAngle4 = Math.acos(arcCenterX / outerTrackRadius);
const scoreElement = document.getElementById("score");
const buttonsElement = document.getElementById("buttons");
const instructionsElement = document.getElementById("instructions");
const resultsElement = document.getElementById("results");
const accelerateButton = document.getElementById("accelerate");
const decelerateButton = document.getElementById("decelerate");
const youtubeLogo = document.getElementById("youtube-main");
setTimeout(() => {
if (ready) instructionsElement.style.opacity = 1;
buttonsElement.style.opacity = 1;
youtubeLogo.style.opacity = 1;
}, 4000);
// Initialize ThreeJs
// Set up camera
const aspectRatio = window.innerWidth / window.innerHeight;
const cameraWidth = 960;
const cameraHeight = cameraWidth / aspectRatio;
const camera = new THREE.OrthographicCamera(
cameraWidth / -2, // left
cameraWidth / 2, // right
cameraHeight / 2, // top
cameraHeight / -2, // bottom
50, // near plane
700 // far plane
);
camera.position.set(0, -210, 300);
camera.lookAt(0, 0, 0);
const scene = new THREE.Scene();
const playerCar = Car();
scene.add(playerCar);
renderMap(cameraWidth, cameraHeight * 2); // The map height is higher because we look at the map from an angle
// Set up lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.6);
dirLight.position.set(100, -300, 300);
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 1024;
dirLight.shadow.mapSize.height = 1024;
dirLight.shadow.camera.left = -400;
dirLight.shadow.camera.right = 350;
dirLight.shadow.camera.top = 400;
dirLight.shadow.camera.bottom = -300;
dirLight.shadow.camera.near = 100;
dirLight.shadow.camera.far = 800;
scene.add(dirLight);
// const cameraHelper = new THREE.CameraHelper(dirLight.shadow.camera);
// scene.add(cameraHelper);
if (config.grid) {
const gridHelper = new THREE.GridHelper(80, 8);
gridHelper.rotation.x = Math.PI / 2;
scene.add(gridHelper);
}
// Set up renderer
const renderer = new THREE.WebGLRenderer({
antialias: true,
powerPreference: "high-performance",
});
renderer.setSize(window.innerWidth, window.innerHeight);
if (config.shadows) renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
reset();
function reset() {
// Reset position and score
playerAngleMoved = 0;
score = 0;
scoreElement.innerText = "Press UP";
// Remove other vehicles
otherVehicles.forEach((vehicle) => {
// Remove the vehicle from the scene
scene.remove(vehicle.mesh);
// If it has hit-zone helpers then remove them as well
if (vehicle.mesh.userData.hitZone1)
scene.remove(vehicle.mesh.userData.hitZone1);
if (vehicle.mesh.userData.hitZone2)
scene.remove(vehicle.mesh.userData.hitZone2);
if (vehicle.mesh.userData.hitZone3)
scene.remove(vehicle.mesh.userData.hitZone3);
});
otherVehicles = [];
resultsElement.style.display = "none";
lastTimestamp = undefined;
// Place the player's car to the starting position
movePlayerCar(0);
// Render the scene
renderer.render(scene, camera);
ready = true;
}
function startGame() {
if (ready) {
ready = false;
scoreElement.innerText = 0;
buttonsElement.style.opacity = 1;
instructionsElement.style.opacity = 0;
youtubeLogo.style.opacity = 1;
renderer.setAnimationLoop(animation);
}
}
function positionScoreElement() {
const arcCenterXinPixels = (arcCenterX / cameraWidth) * window.innerWidth;
scoreElement.style.cssText = `
left: ${window.innerWidth / 2 - arcCenterXinPixels * 1.3}px;
top: ${window.innerHeight / 2}px
`;
}
function getLineMarkings(mapWidth, mapHeight) {
const canvas = document.createElement("canvas");
canvas.width = mapWidth;
canvas.height = mapHeight;
const context = canvas.getContext("2d");
context.fillStyle = trackColor;
context.fillRect(0, 0, mapWidth, mapHeight);
context.lineWidth = 2;
context.strokeStyle = "#E0FFFF";
context.setLineDash([10, 14]);
// Left circle
context.beginPath();
context.arc(
mapWidth / 2 - arcCenterX,
mapHeight / 2,
trackRadius,
0,
Math.PI * 2
);
context.stroke();
// Right circle
context.beginPath();
context.arc(
mapWidth / 2 + arcCenterX,
mapHeight / 2,
trackRadius,
0,
Math.PI * 2
);
context.stroke();
return new THREE.CanvasTexture(canvas);
}
function getCurbsTexture(mapWidth, mapHeight) {
const canvas = document.createElement("canvas");
canvas.width = mapWidth;
canvas.height = mapHeight;
const context = canvas.getContext("2d");
context.fillStyle = lawnGreen;
context.fillRect(0, 0, mapWidth, mapHeight);
// Extra big
context.lineWidth = 65;
context.strokeStyle = "#A2FF75";
context.beginPath();
context.arc(
mapWidth / 2 - arcCenterX,
mapHeight / 2,
innerTrackRadius,
arcAngle1,
-arcAngle1
);
context.arc(
mapWidth / 2 + arcCenterX,
mapHeight / 2,
outerTrackRadius,
Math.PI + arcAngle2,
Math.PI - arcAngle2,
true
);
context.stroke();
context.beginPath();
context.arc(
mapWidth / 2 + arcCenterX,
mapHeight / 2,
innerTrackRadius,
Math.PI + arcAngle1,
Math.PI - arcAngle1
);
context.arc(
mapWidth / 2 - arcCenterX,
mapHeight / 2,
outerTrackRadius,
arcAngle2,
-arcAngle2,
true
);
context.stroke();
// Extra small
context.lineWidth = 60;
context.strokeStyle = lawnGreen;
context.beginPath();
context.arc(
mapWidth / 2 - arcCenterX,
mapHeight / 2,
innerTrackRadius,
arcAngle1,
-arcAngle1
);
context.arc(
mapWidth / 2 + arcCenterX,
mapHeight / 2,
outerTrackRadius,
Math.PI + arcAngle2,
Math.PI - arcAngle2,
true
);
context.arc(
mapWidth / 2 + arcCenterX,
mapHeight / 2,
innerTrackRadius,
Math.PI + arcAngle1,
Math.PI - arcAngle1
);
context.arc(
mapWidth / 2 - arcCenterX,
mapHeight / 2,
outerTrackRadius,
arcAngle2,
-arcAngle2,
true
);
context.stroke();
// Base
context.lineWidth = 6;
context.strokeStyle = edgeColor;
// Outer circle left
context.beginPath();
context.arc(
mapWidth / 2 - arcCenterX,
mapHeight / 2,
outerTrackRadius,
0,
Math.PI * 2
);
context.stroke();
// Outer circle right
context.beginPath();
context.arc(
mapWidth / 2 + arcCenterX,
mapHeight / 2,
outerTrackRadius,
0,
Math.PI * 2
);
context.stroke();
// Inner circle left
context.beginPath();
context.arc(
mapWidth / 2 - arcCenterX,
mapHeight / 2,
innerTrackRadius,
0,
Math.PI * 2
);
context.stroke();
// Inner circle right
context.beginPath();
context.arc(
mapWidth / 2 + arcCenterX,
mapHeight / 2,
innerTrackRadius,
0,
Math.PI * 2
);
context.stroke();
return new THREE.CanvasTexture(canvas);
}
function getLeftIsland() {
const islandLeft = new THREE.Shape();
islandLeft.absarc(
-arcCenterX,
0,
innerTrackRadius,
arcAngle1,
-arcAngle1,
false
);
islandLeft.absarc(
arcCenterX,
0,
outerTrackRadius,
Math.PI + arcAngle2,
Math.PI - arcAngle2,
true
);
return islandLeft;
}
function getMiddleIsland() {
const islandMiddle = new THREE.Shape();
islandMiddle.absarc(
-arcCenterX,
0,
innerTrackRadius,
arcAngle3,
-arcAngle3,
true
);
islandMiddle.absarc(
arcCenterX,
0,
innerTrackRadius,
Math.PI + arcAngle3,
Math.PI - arcAngle3,
true
);
return islandMiddle;
}
function getRightIsland() {
const islandRight = new THREE.Shape();
islandRight.absarc(
arcCenterX,
0,
innerTrackRadius,
Math.PI - arcAngle1,
Math.PI + arcAngle1,
true
);
islandRight.absarc(
-arcCenterX,
0,
outerTrackRadius,
-arcAngle2,
arcAngle2,
false
);
return islandRight;
}
function getOuterField(mapWidth, mapHeight) {
const field = new THREE.Shape();
field.moveTo(-mapWidth / 2, -mapHeight / 2);
field.lineTo(0, -mapHeight / 2);
field.absarc(-arcCenterX, 0, outerTrackRadius, -arcAngle4, arcAngle4, true);
field.absarc(
arcCenterX,
0,
outerTrackRadius,
Math.PI - arcAngle4,
Math.PI + arcAngle4,
true
);
field.lineTo(0, -mapHeight / 2);
field.lineTo(mapWidth / 2, -mapHeight / 2);
field.lineTo(mapWidth / 2, mapHeight / 2);
field.lineTo(-mapWidth / 2, mapHeight / 2);
return field;
}
function renderMap(mapWidth, mapHeight) {
const lineMarkingsTexture = getLineMarkings(mapWidth, mapHeight);
const planeGeometry = new THREE.PlaneBufferGeometry(mapWidth, mapHeight);
const planeMaterial = new THREE.MeshLambertMaterial({
map: lineMarkingsTexture,
});
const plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.matrixAutoUpdate = false;
scene.add(plane);
// Extruded geometry with curbs
const islandLeft = getLeftIsland();
const islandMiddle = getMiddleIsland();
const islandRight = getRightIsland();
const outerField = getOuterField(mapWidth, mapHeight);
// Mapping a texture on an extruded geometry works differently than mapping it to a box
// By default it is mapped to a 1x1 unit square, and we have to stretch it out by setting repeat
// We also need to shift it by setting the offset to have it centered
const curbsTexture = getCurbsTexture(mapWidth, mapHeight);
curbsTexture.offset = new THREE.Vector2(0.5, 0.5);
curbsTexture.repeat.set(1 / mapWidth, 1 / mapHeight);
// An extruded geometry turns a 2D shape into 3D by giving it a depth
const fieldGeometry = new THREE.ExtrudeBufferGeometry(
[islandLeft, islandRight, islandMiddle, outerField],
{ depth: 6, bevelEnabled: false }
);
const fieldMesh = new THREE.Mesh(fieldGeometry, [
new THREE.MeshLambertMaterial({
// Either set a plain color or a texture depending on config
color: !config.curbs && lawnGreen,
map: config.curbs && curbsTexture,
}),
new THREE.MeshLambertMaterial({ color: 0x23311c }),
]);
fieldMesh.receiveShadow = true;
fieldMesh.matrixAutoUpdate = false;
scene.add(fieldMesh);
positionScoreElement();
if (config.trees) {
const tree1 = Tree();
tree1.position.x = arcCenterX * 1.3;
scene.add(tree1);
const tree2 = Tree();
tree2.position.y = arcCenterX * 1.9;
tree2.position.x = arcCenterX * 1.3;
scene.add(tree2);
const tree3 = Tree();
tree3.position.x = arcCenterX * 0.8;
tree3.position.y = arcCenterX * 2;
scene.add(tree3);
const tree4 = Tree();
tree4.position.x = arcCenterX * 1.8;
tree4.position.y = arcCenterX * 2;
scene.add(tree4);
const tree5 = Tree();
tree5.position.x = -arcCenterX * 1;
tree5.position.y = arcCenterX * 2;
scene.add(tree5);
const tree6 = Tree();
tree6.position.x = -arcCenterX * 2;
tree6.position.y = arcCenterX * 1.8;
scene.add(tree6);
const tree7 = Tree();
tree7.position.x = arcCenterX * 0.8;
tree7.position.y = -arcCenterX * 2;
scene.add(tree7);
const tree8 = Tree();
tree8.position.x = arcCenterX * 1.8;
tree8.position.y = -arcCenterX * 2;
scene.add(tree8);
const tree9 = Tree();
tree9.position.x = -arcCenterX * 1;
tree9.position.y = -arcCenterX * 2;
scene.add(tree9);
const tree10 = Tree();
tree10.position.x = -arcCenterX * 2;
tree10.position.y = -arcCenterX * 1.8;
scene.add(tree10);
const tree11 = Tree();
tree11.position.x = arcCenterX * 0.6;
tree11.position.y = -arcCenterX * 2.3;
scene.add(tree11);
const tree12 = Tree();
tree12.position.x = arcCenterX * 1.5;
tree12.position.y = -arcCenterX * 2.4;
scene.add(tree12);
const tree13 = Tree();
tree13.position.x = -arcCenterX * 0.7;
tree13.position.y = -arcCenterX * 2.4;
scene.add(tree13);
const tree14 = Tree();
tree14.position.x = -arcCenterX * 1.5;
tree14.position.y = -arcCenterX * 1.8;
scene.add(tree14);
}
}
function getCarFrontTexture() {
const canvas = document.createElement("canvas");
canvas.width = 64;
canvas.height = 32;
const context = canvas.getContext("2d");
context.fillStyle = "#ffffff";
context.fillRect(0, 0, 64, 32);
context.fillStyle = "#666666";
context.fillRect(8, 8, 48, 24);
return new THREE.CanvasTexture(canvas);
}
function getCarSideTexture() {
const canvas = document.createElement("canvas");
canvas.width = 128;
canvas.height = 32;
const context = canvas.getContext("2d");
context.fillStyle = "#ffffff";
context.fillRect(0, 0, 128, 32);
context.fillStyle = "#666666";
context.fillRect(10, 8, 38, 24);
context.fillRect(58, 8, 60, 24);
return new THREE.CanvasTexture(canvas);
}
function Car() {
const car = new THREE.Group();
const color = pickRandom(vehicleColors);
const main = new THREE.Mesh(
new THREE.BoxBufferGeometry(60, 30, 15),
new THREE.MeshLambertMaterial({ color })
);
main.position.z = 12;
main.castShadow = true;
main.receiveShadow = true;
car.add(main);
const carFrontTexture = getCarFrontTexture();
carFrontTexture.center = new THREE.Vector2(0.5, 0.5);
carFrontTexture.rotation = Math.PI / 2;
const carBackTexture = getCarFrontTexture();
carBackTexture.center = new THREE.Vector2(0.5, 0.5);
carBackTexture.rotation = -Math.PI / 2;
const carLeftSideTexture = getCarSideTexture();
carLeftSideTexture.flipY = false;
const carRightSideTexture = getCarSideTexture();
const cabin = new THREE.Mesh(new THREE.BoxBufferGeometry(33, 24, 12), [
new THREE.MeshLambertMaterial({ map: carFrontTexture }),
new THREE.MeshLambertMaterial({ map: carBackTexture }),
new THREE.MeshLambertMaterial({ map: carLeftSideTexture }),
new THREE.MeshLambertMaterial({ map: carRightSideTexture }),
new THREE.MeshLambertMaterial({ color: 0xffffff }), // top
new THREE.MeshLambertMaterial({ color: 0xffffff }), // bottom
]);
cabin.position.x = -6;
cabin.position.z = 25.5;
cabin.castShadow = true;
cabin.receiveShadow = true;
car.add(cabin);
const backWheel = new Wheel();
backWheel.position.x = -18;
car.add(backWheel);
const frontWheel = new Wheel();
frontWheel.position.x = 18;
car.add(frontWheel);
if (config.showHitZones) {
car.userData.hitZone1 = HitZone();
car.userData.hitZone2 = HitZone();
}
return car;
}
function getTruckFrontTexture() {
const canvas = document.createElement("canvas");
canvas.width = 32;
canvas.height = 32;
const context = canvas.getContext("2d");
context.fillStyle = "#ffffff";
context.fillRect(0, 0, 32, 32);
context.fillStyle = "#666666";
context.fillRect(0, 5, 32, 10);
return new THREE.CanvasTexture(canvas);
}
function getTruckSideTexture() {
const canvas = document.createElement("canvas");
canvas.width = 32;
canvas.height = 32;
const context = canvas.getContext("2d");
context.fillStyle = "#ffffff";
context.fillRect(0, 0, 32, 32);
context.fillStyle = "#666666";
context.fillRect(17, 5, 15, 10);
return new THREE.CanvasTexture(canvas);
}
function Truck() {
const truck = new THREE.Group();
const color = pickRandom(vehicleColors);
const base = new THREE.Mesh(
new THREE.BoxBufferGeometry(100, 25, 5),
new THREE.MeshLambertMaterial({ color: 0xb4c6fc })
);
base.position.z = 10;
truck.add(base);
const cargo = new THREE.Mesh(
new THREE.BoxBufferGeometry(75, 35, 40),
new THREE.MeshLambertMaterial({ color: 0xffffff }) // 0xb4c6fc
);
cargo.position.x = -15;
cargo.position.z = 30;
cargo.castShadow = true;
cargo.receiveShadow = true;
truck.add(cargo);
const truckFrontTexture = getTruckFrontTexture();
truckFrontTexture.center = new THREE.Vector2(0.5, 0.5);
truckFrontTexture.rotation = Math.PI / 2;
const truckLeftTexture = getTruckSideTexture();
truckLeftTexture.flipY = false;
const truckRightTexture = getTruckSideTexture();
const cabin = new THREE.Mesh(new THREE.BoxBufferGeometry(25, 30, 30), [
new THREE.MeshLambertMaterial({ color, map: truckFrontTexture }),
new THREE.MeshLambertMaterial({ color }), // back
new THREE.MeshLambertMaterial({ color, map: truckLeftTexture }),
new THREE.MeshLambertMaterial({ color, map: truckRightTexture }),
new THREE.MeshLambertMaterial({ color }), // top
new THREE.MeshLambertMaterial({ color }), // bottom
]);
cabin.position.x = 40;
cabin.position.z = 20;
cabin.castShadow = true;
cabin.receiveShadow = true;
truck.add(cabin);
const backWheel = Wheel();
backWheel.position.x = -30;
truck.add(backWheel);
const middleWheel = Wheel();
middleWheel.position.x = 10;
truck.add(middleWheel);
const frontWheel = Wheel();
frontWheel.position.x = 38;
truck.add(frontWheel);
if (config.showHitZones) {
truck.userData.hitZone1 = HitZone();
truck.userData.hitZone2 = HitZone();
truck.userData.hitZone3 = HitZone();
}
return truck;
}
function HitZone() {
const hitZone = new THREE.Mesh(
new THREE.CylinderGeometry(20, 20, 60, 30),
new THREE.MeshLambertMaterial({ color: 0xff0000 })
);
hitZone.position.z = 25;
hitZone.rotation.x = Math.PI / 2;
scene.add(hitZone);
return hitZone;
}
function Wheel() {
const wheel = new THREE.Mesh(wheelGeometry, wheelMaterial);
wheel.position.z = 6;
wheel.castShadow = false;
wheel.receiveShadow = false;
return wheel;
}
function Tree() {
const tree = new THREE.Group();
const trunk = new THREE.Mesh(treeTrunkGeometry, treeTrunkMaterial);
trunk.position.z = 10;
trunk.castShadow = true;
trunk.receiveShadow = true;
trunk.matrixAutoUpdate = false;
tree.add(trunk);
const treeHeights = [45, 60, 75];
const height = pickRandom(treeHeights);
const crown = new THREE.Mesh(
new THREE.SphereGeometry(height / 2, 30, 30),
treeCrownMaterial
);
crown.position.z = height / 2 + 30;
crown.castShadow = true;
crown.receiveShadow = false;
tree.add(crown);
return tree;
}
accelerateButton.addEventListener("mousedown", function () {
startGame();
accelerate = true;
});
decelerateButton.addEventListener("mousedown", function () {
startGame();
decelerate = true;
});
accelerateButton.addEventListener("mouseup", function () {
accelerate = false;
});
decelerateButton.addEventListener("mouseup", function () {
decelerate = false;
});
window.addEventListener("keydown", function (event) {
if (event.key == "ArrowUp") {
startGame();
accelerate = true;
return;
}
if (event.key == "ArrowDown") {
decelerate = true;
return;
}
if (event.key == "R" || event.key == "r") {
reset();
return;
}
});
window.addEventListener("keyup", function (event) {
if (event.key == "ArrowUp") {
accelerate = false;
return;
}
if (event.key == "ArrowDown") {
decelerate = false;
return;
}
});
function animation(timestamp) {
if (!lastTimestamp) {
lastTimestamp = timestamp;
return;
}
const timeDelta = timestamp - lastTimestamp;
movePlayerCar(timeDelta);
const laps = Math.floor(Math.abs(playerAngleMoved) / (Math.PI * 2));
// Update score if it changed
if (laps != score) {
score = laps;
scoreElement.innerText = score;
}
// Add a new vehicle at the beginning and with every 5th lap
if (otherVehicles.length < (laps + 1) / 5) addVehicle();
moveOtherVehicles(timeDelta);
hitDetection();
renderer.render(scene, camera);
lastTimestamp = timestamp;
}
function movePlayerCar(timeDelta) {
const playerSpeed = getPlayerSpeed();
playerAngleMoved -= playerSpeed * timeDelta;
const totalPlayerAngle = playerAngleInitial + playerAngleMoved;
const playerX = Math.cos(totalPlayerAngle) * trackRadius - arcCenterX;
const playerY = Math.sin(totalPlayerAngle) * trackRadius;
playerCar.position.x = playerX;
playerCar.position.y = playerY;
playerCar.rotation.z = totalPlayerAngle - Math.PI / 2;
}
function moveOtherVehicles(timeDelta) {
otherVehicles.forEach((vehicle) => {
if (vehicle.clockwise) {
vehicle.angle -= speed * timeDelta * vehicle.speed;
} else {
vehicle.angle += speed * timeDelta * vehicle.speed;
}
const vehicleX = Math.cos(vehicle.angle) * trackRadius + arcCenterX;
const vehicleY = Math.sin(vehicle.angle) * trackRadius;
const rotation =
vehicle.angle + (vehicle.clockwise ? -Math.PI / 2 : Math.PI / 2);
vehicle.mesh.position.x = vehicleX;
vehicle.mesh.position.y = vehicleY;
vehicle.mesh.rotation.z = rotation;
});
}
function getPlayerSpeed() {
if (accelerate) return speed * 2;
if (decelerate) return speed * 0.5;
return speed;
}
function addVehicle() {
const vehicleTypes = ["car", "truck"];
const type = pickRandom(vehicleTypes);
const speed = getVehicleSpeed(type);
const clockwise = Math.random() >= 0.5;
const angle = clockwise ? Math.PI / 2 : -Math.PI / 2;
const mesh = type == "car" ? Car() : Truck();
scene.add(mesh);
otherVehicles.push({ mesh, type, speed, clockwise, angle });
}
function getVehicleSpeed(type) {
if (type == "car") {
const minimumSpeed = 1;
const maximumSpeed = 2;
return minimumSpeed + Math.random() * (maximumSpeed - minimumSpeed);
}
if (type == "truck") {
const minimumSpeed = 0.6;
const maximumSpeed = 1.5;
return minimumSpeed + Math.random() * (maximumSpeed - minimumSpeed);
}
}
function getHitZonePosition(center, angle, clockwise, distance) {
const directionAngle = angle + clockwise ? -Math.PI / 2 : +Math.PI / 2;
return {
x: center.x + Math.cos(directionAngle) * distance,
y: center.y + Math.sin(directionAngle) * distance,
};
}
function hitDetection() {
const playerHitZone1 = getHitZonePosition(
playerCar.position,
playerAngleInitial + playerAngleMoved,
true,
15
);
const playerHitZone2 = getHitZonePosition(
playerCar.position,
playerAngleInitial + playerAngleMoved,
true,
-15
);
if (config.showHitZones) {
playerCar.userData.hitZone1.position.x = playerHitZone1.x;
playerCar.userData.hitZone1.position.y = playerHitZone1.y;
playerCar.userData.hitZone2.position.x = playerHitZone2.x;
playerCar.userData.hitZone2.position.y = playerHitZone2.y;
}
const hit = otherVehicles.some((vehicle) => {
if (vehicle.type == "car") {
const vehicleHitZone1 = getHitZonePosition(
vehicle.mesh.position,
vehicle.angle,
vehicle.clockwise,
15
);
const vehicleHitZone2 = getHitZonePosition(
vehicle.mesh.position,
vehicle.angle,
vehicle.clockwise,
-15
);