User prompt
Haz que al chocar un auto enemigo este será empujado en la dirección contraria donde se chocó. Mientras más rápido se va más lejos irá el auto. Agrega desaceleración al choque (no tweet plugin)
User prompt
Haz que al chocar un auto enemigo este será empujado en la dirección contraria donde se chocó. Mientras rápido se va más lejos irá. Agrega desaseleracion al choque (no tweet plugin)
User prompt
Haz que al chocar un auto enemigo este será empujado en la dirección contraria donde se chocó. Mientras rápido se va más lejos irá. Agrega desaseleracion al choque ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que al chocar un auto enemigo esté será empujado hacia la dirección de choque. A mayor velocidad mas lejos irá. Agrega desaceleración de coche ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que al chocar un auto enemigo esté será empujado hacia la dirección de choque. A mayor velocidad mas lejos irá. Agrega desaceleración de coche ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que al chocar un auto enemigo esté será empujado hacia la dirección de choque. A mayor velocidad mas lejos irá. Agrega desaceleración de coche ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que al chocar un auto enemigo esté será empujado hacia la dirección de choque. A mayor velocidad mas lejos irá. Agrega desaceleración de coche (no tweet plugin)
User prompt
Elimina el tweet plugin en la funcionalidad de choque de qut
User prompt
Haz que puedan aparecer entre 3 a 7 autos enemigos y que no se repitan los colores
User prompt
Haz que auto enemigo aparezca en posiciones random y giro mirando al centro
User prompt
Haz que al chocar un auto enemigo esté será empujado hacia la dirección de choque. A mayor velocidad mas lejos irá. Agrega desaceleración de coche ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que al chocar un auto enemigo se pierda velocidad
User prompt
Haz que al chocar con un auto enemigo se pierda velocidad y haz que se pueda empujar
User prompt
Haz que al cochar rápido contra una pared la velocidad del auto pueda llegar a ser negativa para simular la realidad (siempre y cuando se vaya muy rápido)
User prompt
Asigna a los autos enemigos un color aleatorio (menos rojo)
User prompt
Arregla el error que hace que auto enemigo se vuelva rojo al chocarlo
User prompt
Agrega colisión entre los autos
User prompt
Aumenta el tamaño e colision
User prompt
Aumenta el tamaño de colisión para que corresponda con el tamaño del auto
User prompt
Haz que auto jugador colisione con los autos como si fuera los bordes
User prompt
Agrega colisión entre los autos
User prompt
Agrega colisión entre autos
User prompt
Agrega un auto enemigo sin lógica aún
User prompt
Reduce la esperanza de vida
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var EnemyCar = Container.expand(function () { var self = Container.call(this); var enemyCarGraphics = self.attachAsset('Cars', { anchorX: 0.5, anchorY: 0.5 }); // Assign random color (excluding red) var enemyColors = [0x0066ff, // Blue 0x00ff66, // Green 0xffff00, // Yellow 0xff8800, // Orange 0x8800ff, // Purple 0x00ffff, // Cyan 0xff00ff, // Magenta 0x888888, // Gray 0xffffff // White ]; var randomColorIndex = Math.floor(Math.random() * enemyColors.length); enemyCarGraphics.tint = enemyColors[randomColorIndex]; // Basic properties for enemy car (no logic yet) self.velocityX = 0; self.velocityY = 0; self.rotation = 0; return self; }); var Particle = Container.expand(function () { var self = Container.call(this); // Random particle size between 10.8-25.2 pixels (20% smaller than original) var particleSize = 10.8 + Math.random() * 14.4; var particleGraphics = self.attachAsset('ParticulasVel', { anchorX: 0.5, anchorY: 0.5, scaleX: particleSize / 30, scaleY: particleSize / 30 }); // Random initial properties (20% smaller velocities) self.velocityX = (Math.random() - 0.5) * 3.2; self.velocityY = Math.random() * 2.4 + 0.8; self.lifespan = 20 + Math.random() * 20; // Reduced lifespan: 0.33-0.67 seconds at 60fps self.age = 0; self.update = function () { // Update position self.x += self.velocityX; self.y += self.velocityY; // Age particle self.age++; // Fade out over time var fadeProgress = self.age / self.lifespan; particleGraphics.alpha = 1 - fadeProgress; // Scale down over time var scaleProgress = 1 - fadeProgress * 0.5; particleGraphics.scaleX = particleSize / 30 * scaleProgress; particleGraphics.scaleY = particleSize / 30 * scaleProgress; // Apply gravity and air resistance (20% reduced for smaller scale) self.velocityY += 0.08; // Reduced gravity self.velocityX *= 0.984; // Slightly less air resistance self.velocityY *= 0.984; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create gameplay background - 4/5 of screen height (top portion) 6; var gameplayBackground = game.attachAsset('gameplayBg', { x: 0, y: 0, anchorX: 0, anchorY: 0 }); // Create carPlayer character on top of gameplayBackground var carPlayer = gameplayBackground.attachAsset('CarPlayer', { x: 1024, // Center horizontally y: 1800, // Position in lower portion of gameplay area anchorX: 0.5, anchorY: 0.5 }); // Create enemy car in gameplay area var enemyCar = new EnemyCar(); enemyCar.x = 500; enemyCar.y = 500; gameplayBackground.addChild(enemyCar); // Create UI background - 1/5 of screen height (bottom portion) var uiBackground = game.attachAsset('uiBg', { x: 0, y: 2186, anchorX: 0, anchorY: 0 }); // Create speed display text var speedText = new Text2('Speed: 0', { size: 60, fill: 0x000000 }); speedText.anchor.set(0, 0.5); speedText.x = 50; speedText.y = 2459; // Center vertically in UI area game.addChild(speedText); // Create joystickBG centered in UI background var joystickBG = uiBackground.attachAsset('JoystickBG', { x: 1024, // Center horizontally in UI y: 273, // Center vertically in UI (546/2 = 273) anchorX: 0.5, anchorY: 0.5 }); // Create point object that will follow touch position var point = null; // Create JoystickPoinr that will follow point position smoothly var joystickPoinr = game.attachAsset('JoystickPoinr', { x: 1024, y: 2459, anchorX: 0.5, anchorY: 0.5 }); // Variables for smooth movement var targetX = 1024; var targetY = 2459; var smoothSpeed = 0.2; // Variables for smooth rotation var targetRotation = 0; var baseRotationSpeed = 0.052; // Variables for realistic car physics var currentVelocity = 0; var acceleration = 0.16; var deceleration = 0.44; var maxSpeed = 15.36; // Variables for drift physics var velocityX = 0; var velocityY = 0; var driftFactor = 0.85; // How much momentum is retained (lower = more drift) var gripFactor = 0.3; // How quickly car aligns with direction (lower = more drift) // Handle touch down - create and show point game.down = function (x, y, obj) { // Create point at touch position point = game.attachAsset('Puntero', { x: x, y: y, anchorX: 0.5, anchorY: 0.5 }); }; // Handle touch move - update point position game.move = function (x, y, obj) { if (point) { point.x = x; point.y = y; // Calculate joystickBG world position var joystickWorldX = joystickBG.x + uiBackground.x; var joystickWorldY = joystickBG.y + uiBackground.y; // Calculate distance from joystick center var deltaX = x - joystickWorldX; var deltaY = y - joystickWorldY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var maxRadius = joystickBG.width / 2; // Limit movement to joystick radius if (distance > maxRadius) { var angle = Math.atan2(deltaY, deltaX); deltaX = Math.cos(angle) * maxRadius; deltaY = Math.sin(angle) * maxRadius; } // Update target position for smooth movement (constrained) targetX = joystickWorldX + deltaX; targetY = joystickWorldY + deltaY; } }; // Handle touch up - remove point game.up = function (x, y, obj) { if (point) { point.destroy(); point = null; // Reset target position to joystick center var joystickWorldX = joystickBG.x + uiBackground.x; var joystickWorldY = joystickBG.y + uiBackground.y; targetX = joystickWorldX; targetY = joystickWorldY; } }; // Update function for smooth movement game.update = function () { // Smoothly move JoystickPoinr towards target position var deltaX = targetX - joystickPoinr.x; var deltaY = targetY - joystickPoinr.y; joystickPoinr.x += deltaX * smoothSpeed; joystickPoinr.y += deltaY * smoothSpeed; // Double-check that joystickPoinr stays within bounds var joystickWorldX = joystickBG.x + uiBackground.x; var joystickWorldY = joystickBG.y + uiBackground.y; var currentDeltaX = joystickPoinr.x - joystickWorldX; var currentDeltaY = joystickPoinr.y - joystickWorldY; var currentDistance = Math.sqrt(currentDeltaX * currentDeltaX + currentDeltaY * currentDeltaY); var maxRadius = joystickBG.width / 2; if (currentDistance > maxRadius) { var angle = Math.atan2(currentDeltaY, currentDeltaX); joystickPoinr.x = joystickWorldX + Math.cos(angle) * maxRadius; joystickPoinr.y = joystickWorldY + Math.sin(angle) * maxRadius; } // Update car rotation based on joystick position var joystickOffsetX = joystickPoinr.x - joystickWorldX; var joystickOffsetY = joystickPoinr.y - joystickWorldY; var joystickDistance = Math.sqrt(joystickOffsetX * joystickOffsetX + joystickOffsetY * joystickOffsetY); // Calculate power based on distance from center (0 to 1) var power = Math.min(joystickDistance / maxRadius, 1); // Only rotate if joystick is moved significantly from center if (joystickDistance > 10) { var joystickAngle = Math.atan2(joystickOffsetX, -joystickOffsetY); targetRotation = joystickAngle; } // Smoothly interpolate car rotation towards target var rotationDelta = targetRotation - carPlayer.rotation; // Handle angle wrapping for shortest rotation path while (rotationDelta > Math.PI) { rotationDelta -= 2 * Math.PI; } while (rotationDelta < -Math.PI) { rotationDelta += 2 * Math.PI; } // Calculate rotation speed based on current velocity (slower speed = much slower turning) var speedRatio = Math.sqrt(velocityX * velocityX + velocityY * velocityY) / maxSpeed; var dynamicRotationSpeed = baseRotationSpeed * Math.max(0.1, speedRatio); // Minimum 10% rotation speed carPlayer.rotation += rotationDelta * dynamicRotationSpeed; // Calculate target velocity based on joystick power var targetVelocity = maxSpeed * power; // Apply smooth velocity transitions with exponential interpolation if (power > 0.1) { // Accelerating - smooth exponential approach to target velocity var velocityDiff = targetVelocity - currentVelocity; var accelerationRate = 0.004; // Smooth acceleration rate (20% slower for smaller car) currentVelocity += velocityDiff * accelerationRate; } else { // Decelerating when joystick is near center - smooth exponential decay var decelerationRate = 0.048; // Smooth deceleration rate (20% slower for smaller car) currentVelocity *= 1 - decelerationRate; if (Math.abs(currentVelocity) < 0.1) { currentVelocity = 0; } } // Limit velocity to max speed (but allow negative velocities from collisions) if (currentVelocity > 0) { currentVelocity = Math.min(currentVelocity, maxSpeed); } // Calculate intended movement direction based on car rotation and current velocity var intendedMoveX = Math.sin(carPlayer.rotation) * currentVelocity; var intendedMoveY = -Math.cos(carPlayer.rotation) * currentVelocity; // Calculate turning friction based on dynamic rotation speed var rotationFriction = Math.abs(rotationDelta * dynamicRotationSpeed) * 0.8; // Reduced friction intensity for smoother feel var frictionMultiplier = Math.max(0.85, 1 - rotationFriction); // Less velocity reduction when turning (min 0.85 for more natural feel) // Apply drift physics - blend current momentum with intended direction velocityX = velocityX * driftFactor + intendedMoveX * gripFactor; velocityY = velocityY * driftFactor + intendedMoveY * gripFactor; // Apply turning friction to reduce velocity when steering velocityX *= frictionMultiplier; velocityY *= frictionMultiplier; // Apply some base deceleration to drift momentum velocityX *= 0.98; velocityY *= 0.98; // Update car position using drift momentum carPlayer.x += velocityX; carPlayer.y += velocityY; // Keep car within gameplay area bounds with realistic collision physics var halfCarWidth = 16; // CarPlayer width is 32, so half is 16 var halfCarHeight = 24; // CarPlayer height is 47.36, so half is ~24 // Calculate current speed for impact calculations var currentSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); var impactThreshold = 2; // Minimum speed to trigger impact effects // Realistic collision physics with energy loss and proper angles if (carPlayer.x < halfCarWidth) { carPlayer.x = halfCarWidth; // Calculate impact intensity based on perpendicular velocity component var impactVelocity = Math.abs(velocityX); var energyLoss = 0.4 + impactVelocity / maxSpeed * 0.3; // More energy loss at higher speeds // Realistic bounce with energy conservation - allow negative velocity for high speed impacts var bounceVelocity = -velocityX * (1 - energyLoss); // For high speed impacts, ensure bounce can exceed normal limits if (impactVelocity > maxSpeed * 0.8) { // High speed impact - allow velocity to go negative beyond normal limits velocityX = bounceVelocity; } else { // Normal impact - standard bounce physics velocityX = bounceVelocity; } velocityY *= 0.8; // Friction reduces parallel velocity component // Visual feedback for significant impacts if (impactVelocity > impactThreshold) { LK.effects.flashObject(carPlayer, 0xff4444, 200); } } if (carPlayer.x > 2048 - halfCarWidth) { carPlayer.x = 2048 - halfCarWidth; // Calculate impact intensity based on perpendicular velocity component var impactVelocity = Math.abs(velocityX); var energyLoss = 0.4 + impactVelocity / maxSpeed * 0.3; // More energy loss at higher speeds // Realistic bounce with energy conservation - allow negative velocity for high speed impacts var bounceVelocity = -velocityX * (1 - energyLoss); // For high speed impacts, ensure bounce can exceed normal limits if (impactVelocity > maxSpeed * 0.8) { // High speed impact - allow velocity to go negative beyond normal limits velocityX = bounceVelocity; } else { // Normal impact - standard bounce physics velocityX = bounceVelocity; } velocityY *= 0.8; // Friction reduces parallel velocity component // Visual feedback for significant impacts if (impactVelocity > impactThreshold) { LK.effects.flashObject(carPlayer, 0xff4444, 200); } } if (carPlayer.y < halfCarHeight) { carPlayer.y = halfCarHeight; // Calculate impact intensity based on perpendicular velocity component var impactVelocity = Math.abs(velocityY); var energyLoss = 0.4 + impactVelocity / maxSpeed * 0.3; // More energy loss at higher speeds // Realistic bounce with energy conservation - allow negative velocity for high speed impacts var bounceVelocity = -velocityY * (1 - energyLoss); // For high speed impacts, ensure bounce can exceed normal limits if (impactVelocity > maxSpeed * 0.8) { // High speed impact - allow velocity to go negative beyond normal limits velocityY = bounceVelocity; } else { // Normal impact - standard bounce physics velocityY = bounceVelocity; } velocityX *= 0.8; // Friction reduces parallel velocity component // Visual feedback for significant impacts if (impactVelocity > impactThreshold) { LK.effects.flashObject(carPlayer, 0xff4444, 200); } } if (carPlayer.y > 2186 - halfCarHeight) { carPlayer.y = 2186 - halfCarHeight; // Calculate impact intensity based on perpendicular velocity component var impactVelocity = Math.abs(velocityY); var energyLoss = 0.4 + impactVelocity / maxSpeed * 0.3; // More energy loss at higher speeds // Realistic bounce with energy conservation - allow negative velocity for high speed impacts var bounceVelocity = -velocityY * (1 - energyLoss); // For high speed impacts, ensure bounce can exceed normal limits if (impactVelocity > maxSpeed * 0.8) { // High speed impact - allow velocity to go negative beyond normal limits velocityY = bounceVelocity; } else { // Normal impact - standard bounce physics velocityY = bounceVelocity; } velocityX *= 0.8; // Friction reduces parallel velocity component // Visual feedback for significant impacts if (impactVelocity > impactThreshold) { LK.effects.flashObject(carPlayer, 0xff4444, 200); } } // Particle system for car exhaust if (!game.particles) { game.particles = []; } // Generate particles proportional to current velocity (from very little to much) var totalSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); var speedRatio = totalSpeed / maxSpeed; // 0 to 1 ratio of current speed to max speed // Calculate particle generation frequency based on speed (more speed = more frequent particles) var particleFrequency = Math.max(1, Math.floor(8 - speedRatio * 6)); // From every 8 ticks (slow) to every 2 ticks (fast) if (speedRatio > 0.05 && LK.ticks % particleFrequency === 0) { // Only generate particles when moving at least 5% of max speed // Calculate particle spawn position further behind the car (20% closer for smaller car) var particleSpawnX = carPlayer.x - Math.sin(carPlayer.rotation) * 55; var particleSpawnY = carPlayer.y + Math.cos(carPlayer.rotation) * 55; // Create particles based on speed - more speed = more particles var particleCount = Math.max(1, Math.floor(speedRatio * 3)); // 1-3 particles based on speed ratio for (var p = 0; p < particleCount; p++) { // Create new particle var newParticle = new Particle(); newParticle.x = particleSpawnX + (Math.random() - 0.5) * 19.2; // 20% smaller spawn area newParticle.y = particleSpawnY + (Math.random() - 0.5) * 19.2; // Add velocity variation based on car movement (20% reduced for smaller scale) newParticle.velocityX += -velocityX * 0.12 + (Math.random() - 0.5) * 2.4; newParticle.velocityY += -velocityY * 0.12 + (Math.random() - 0.5) * 2.4; game.particles.push(newParticle); gameplayBackground.addChild(newParticle); // Tween particle color for variety var colors = [0xffffff, 0xcccccc, 0x999999, 0x666666]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; tween(newParticle.children[0], { tint: randomColor }, { duration: 100 }); } } // Update and clean up particles for (var i = game.particles.length - 1; i >= 0; i--) { var particle = game.particles[i]; if (particle.age >= particle.lifespan) { particle.destroy(); game.particles.splice(i, 1); } } // Check collision between player car and enemy car if (!carPlayer.lastColliding) carPlayer.lastColliding = false; var currentColliding = carPlayer.intersects(enemyCar); if (!carPlayer.lastColliding && currentColliding) { // Collision just started - calculate collision physics var carSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); // Calculate collision direction (from enemy car to player car) var collisionDeltaX = carPlayer.x - enemyCar.x; var collisionDeltaY = carPlayer.y - enemyCar.y; var collisionDistance = Math.sqrt(collisionDeltaX * collisionDeltaX + collisionDeltaY * collisionDeltaY); // Normalize collision direction if (collisionDistance > 0) { collisionDeltaX /= collisionDistance; collisionDeltaY /= collisionDistance; } // Apply collision forces with energy loss var collisionForce = carSpeed * 0.8; // 80% of current speed transferred var energyLoss = 0.6; // 60% energy loss in collision // Separate cars to prevent overlap var separationDistance = 80; // Distance to separate cars carPlayer.x = enemyCar.x + collisionDeltaX * separationDistance; carPlayer.y = enemyCar.y + collisionDeltaY * separationDistance; // Reduce current velocity significantly due to collision impact currentVelocity *= 0.3; // Lose 70% of current velocity on collision // Apply collision physics to player car velocityX = collisionDeltaX * collisionForce * (1 - energyLoss); velocityY = collisionDeltaY * collisionForce * (1 - energyLoss); // Apply opposite force to enemy car enemyCar.velocityX = -collisionDeltaX * collisionForce * 0.5; enemyCar.velocityY = -collisionDeltaY * collisionForce * 0.5; // Visual feedback for collision LK.effects.flashObject(carPlayer, 0xff0000, 500); } // Update last collision state carPlayer.lastColliding = currentColliding; // Update enemy car physics (simple momentum with friction) enemyCar.x += enemyCar.velocityX; enemyCar.y += enemyCar.velocityY; // Apply friction to enemy car enemyCar.velocityX *= 0.95; enemyCar.velocityY *= 0.95; // Keep enemy car within bounds var enemyHalfWidth = 32; var enemyHalfHeight = 47; if (enemyCar.x < enemyHalfWidth) { enemyCar.x = enemyHalfWidth; enemyCar.velocityX = -enemyCar.velocityX * 0.6; } if (enemyCar.x > 2048 - enemyHalfWidth) { enemyCar.x = 2048 - enemyHalfWidth; enemyCar.velocityX = -enemyCar.velocityX * 0.6; } if (enemyCar.y < enemyHalfHeight) { enemyCar.y = enemyHalfHeight; enemyCar.velocityY = -enemyCar.velocityY * 0.6; } if (enemyCar.y > 2186 - enemyHalfHeight) { enemyCar.y = 2186 - enemyHalfHeight; enemyCar.velocityY = -enemyCar.velocityY * 0.6; } // Update speed display speedText.setText('Speed: ' + Math.round(totalSpeed)); };
===================================================================
--- original.js
+++ change.js
@@ -434,59 +434,28 @@
if (collisionDistance > 0) {
collisionDeltaX /= collisionDistance;
collisionDeltaY /= collisionDistance;
}
- // Calculate how much player velocity is in the collision direction
- var playerVelInCollisionDir = velocityX * collisionDeltaX + velocityY * collisionDeltaY;
- // Only process collision if player is moving toward enemy car
- if (playerVelInCollisionDir > 0) {
- // Separate cars to prevent overlap
- var separationDistance = 80; // Distance to separate cars
- carPlayer.x = enemyCar.x + collisionDeltaX * separationDistance;
- carPlayer.y = enemyCar.y + collisionDeltaY * separationDistance;
- // Calculate collision forces based on player velocity in collision direction
- var collisionForce = Math.abs(playerVelInCollisionDir);
- var velocityLoss = 0.7; // Player loses 70% of velocity in collision direction
- var pushForce = 0.8; // 80% of lost velocity is transferred to enemy car
- // Reduce player velocity significantly in collision direction
- var velocityReduction = collisionForce * velocityLoss;
- velocityX -= collisionDeltaX * velocityReduction;
- velocityY -= collisionDeltaY * velocityReduction;
- // Transfer momentum to enemy car for pushing effect
- var pushVelocity = collisionForce * pushForce;
- enemyCar.velocityX += collisionDeltaX * pushVelocity * 0.6;
- enemyCar.velocityY += collisionDeltaY * pushVelocity * 0.6;
- // Visual feedback for collision
- LK.effects.flashObject(carPlayer, 0xff0000, 500);
- }
+ // Apply collision forces with energy loss
+ var collisionForce = carSpeed * 0.8; // 80% of current speed transferred
+ var energyLoss = 0.6; // 60% energy loss in collision
+ // Separate cars to prevent overlap
+ var separationDistance = 80; // Distance to separate cars
+ carPlayer.x = enemyCar.x + collisionDeltaX * separationDistance;
+ carPlayer.y = enemyCar.y + collisionDeltaY * separationDistance;
+ // Reduce current velocity significantly due to collision impact
+ currentVelocity *= 0.3; // Lose 70% of current velocity on collision
+ // Apply collision physics to player car
+ velocityX = collisionDeltaX * collisionForce * (1 - energyLoss);
+ velocityY = collisionDeltaY * collisionForce * (1 - energyLoss);
+ // Apply opposite force to enemy car
+ enemyCar.velocityX = -collisionDeltaX * collisionForce * 0.5;
+ enemyCar.velocityY = -collisionDeltaY * collisionForce * 0.5;
+ // Visual feedback for collision
+ LK.effects.flashObject(carPlayer, 0xff0000, 500);
}
// Update last collision state
carPlayer.lastColliding = currentColliding;
- // Continue applying push forces while cars are touching
- if (currentColliding) {
- var continuousCarSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
- if (continuousCarSpeed > 0.5) {
- // Calculate collision direction
- var collisionDeltaX = carPlayer.x - enemyCar.x;
- var collisionDeltaY = carPlayer.y - enemyCar.y;
- var collisionDistance = Math.sqrt(collisionDeltaX * collisionDeltaX + collisionDeltaY * collisionDeltaY);
- if (collisionDistance > 0) {
- collisionDeltaX /= collisionDistance;
- collisionDeltaY /= collisionDistance;
- // Calculate player velocity in collision direction
- var playerVelInCollisionDir = velocityX * collisionDeltaX + velocityY * collisionDeltaY;
- if (playerVelInCollisionDir > 0) {
- // Continuous pushing while touching
- var pushForce = playerVelInCollisionDir * 0.3;
- enemyCar.velocityX += collisionDeltaX * pushForce;
- enemyCar.velocityY += collisionDeltaY * pushForce;
- // Reduce player velocity while pushing
- velocityX -= collisionDeltaX * pushForce * 0.5;
- velocityY -= collisionDeltaY * pushForce * 0.5;
- }
- }
- }
- }
// Update enemy car physics (simple momentum with friction)
enemyCar.x += enemyCar.velocityX;
enemyCar.y += enemyCar.velocityY;
// Apply friction to enemy car