User prompt
Haz que se pierda algo de velocidad y aceleración dependiendo de la velocidad a la que se iba al chocar
User prompt
Add continuous collision separation
User prompt
Arregla el error que hace que auto jugador atraviese los autos enemigo
User prompt
Acomoda la lógica de choque actual para ni hacelo exclusivo del auto jugador y aplicarlo también al enemigo
User prompt
Utiliza el mismo sistema de choques de jugador para los choques entre autos enemigos
User prompt
Haz que aparezca entre 3 a 5 enemigos en pantalla
User prompt
Haz se transfiera más el momentum dependiendo de la velocidad
User prompt
Exagera el choque, si se va rápido la fuerza transferida es mayor, si se va lento parece un empuje
User prompt
Haz que parte de la velocidad del auto se transfiera al auto enemigo teniendo en cuenta el peso y la dirección en la que mira el auto chocador (no tweet plugin)
User prompt
Agrega peso a los autos
User prompt
Elimina la desaparición de los autos al llegar al 0 de vida. A su vez desactiva su IA (mantén daño de colisión y empuje)
User prompt
Haz que los autos al llegar a 0 de vida no desaparezcan, desactivan la IA
User prompt
Arregla el error que hace que no se puedan empujar los autos rotos como con los autos normales
User prompt
Agrega un diley para que la pantalla de muerte no sea tan repentina
User prompt
Haz que la pantalla de muerte no sea tan repentina ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que los autos al tener cero de vida no desaparezcan, simplemente dejan de funcionar (no se pueden mover, girar o acelerar)
User prompt
Haz que los autos no desaparezcan al tener 0 de vida
User prompt
Cuando la vida de los enemigos lleguen a 0 se desactivan la velocidad de movimiento, aceleración y rotación
User prompt
Agrega sonido cuando chocan los autos
User prompt
Agrega sonido al chocar los autos
User prompt
Haz que la IA a la hora de perseguir o girar pueda elegir si dar giros bruscos o suaves ya que se quedan dando círculo entre ellos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que la IA a la hora de perseguir o girar pueda elegir si dar giros bruscos o suaves ya que se quedan dando círculo entre ellos
User prompt
Elimina el método de huida de círculo
User prompt
Cambia el asset de carPlayer por car y tiñelo de rojo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reduce el daño que recibe el chocador
/**** * 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; // Mass property for physics calculations self.mass = 800 + Math.random() * 800; // Random mass between 800-1600 kg 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 array to track enemy cars var enemyCars = []; // Create 3-5 enemy cars in gameplay area var numEnemies = 3 + Math.floor(Math.random() * 3); // Random number between 3-5 for (var e = 0; e < numEnemies; e++) { var enemyCar = new EnemyCar(); // Position enemies randomly across the gameplay area enemyCar.x = 200 + Math.random() * 1648; // Keep within bounds (200 to 1848) enemyCar.y = 200 + Math.random() * 1786; // Keep within bounds (200 to 1986) enemyCars.push(enemyCar); 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; // Vehicle mass properties var playerMass = 1200; // Player car mass in kg // 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 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 velocityX = -velocityX * (1 - energyLoss); 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 velocityX = -velocityX * (1 - energyLoss); 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 velocityY = -velocityY * (1 - energyLoss); 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 velocityY = -velocityY * (1 - energyLoss); 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 all enemy cars if (!carPlayer.lastColliding) carPlayer.lastColliding = []; var anyCollision = false; for (var ec = 0; ec < enemyCars.length; ec++) { var enemyCar = enemyCars[ec]; if (!carPlayer.lastColliding[ec]) carPlayer.lastColliding[ec] = false; var currentColliding = carPlayer.intersects(enemyCar); if (!carPlayer.lastColliding[ec] && 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; } // Calculate player car facing direction var playerFacingX = Math.sin(carPlayer.rotation); var playerFacingY = -Math.cos(carPlayer.rotation); // Calculate how much player velocity aligns with their facing direction var velocityMagnitude = Math.sqrt(velocityX * velocityX + velocityY * velocityY); var facingDotVelocity = 0; if (velocityMagnitude > 0) { // Normalize velocity vector var normalizedVelX = velocityX / velocityMagnitude; var normalizedVelY = velocityY / velocityMagnitude; // Calculate dot product to see if moving forward or backward facingDotVelocity = playerFacingX * normalizedVelX + playerFacingY * normalizedVelY; } // Calculate momentum transfer based on player's facing direction, velocity alignment, and speed var baseTransferRatio = 0.6; // Base amount of velocity to transfer var directionBonus = Math.max(0, facingDotVelocity) * 0.4; // Bonus for moving forward var speedBonus = Math.min(velocityMagnitude / maxSpeed, 1) * 0.5; // Speed-based bonus (up to 50% more) var totalTransferRatio = baseTransferRatio + directionBonus + speedBonus; // Calculate mass-based momentum transfer var massRatio = playerMass / (playerMass + enemyCar.mass); var transferMultiplier = totalTransferRatio * massRatio; // Transfer velocity from player to enemy car based on facing direction var transferVelocityX = velocityX * transferMultiplier; var transferVelocityY = velocityY * transferMultiplier; // Apply transferred velocity to enemy car enemyCar.velocityX += transferVelocityX; enemyCar.velocityY += transferVelocityY; // Calculate collision damage based on impact velocity var impactVelocity = Math.sqrt(velocityX * velocityX + velocityY * velocityY); var velocityLossRatio = Math.min(0.4, impactVelocity / maxSpeed * 0.3); // Up to 40% velocity loss var accelerationLossRatio = Math.min(0.3, impactVelocity / maxSpeed * 0.2); // Up to 30% acceleration loss // Reduce player velocity by transferred amount plus collision damage var totalVelocityLoss = 0.8 + velocityLossRatio; velocityX -= transferVelocityX * totalVelocityLoss; velocityY -= transferVelocityY * totalVelocityLoss; // Reduce maximum speed and acceleration temporarily based on impact maxSpeed *= 1 - velocityLossRatio; acceleration *= 1 - accelerationLossRatio; // Add collision bounce based on collision normal var bounceStrength = carSpeed * 0.3; var playerBounceX = -collisionDeltaX * bounceStrength * (enemyCar.mass / (playerMass + enemyCar.mass)); var playerBounceY = -collisionDeltaY * bounceStrength * (enemyCar.mass / (playerMass + enemyCar.mass)); var enemyBounceX = collisionDeltaX * bounceStrength * (playerMass / (playerMass + enemyCar.mass)); var enemyBounceY = collisionDeltaY * bounceStrength * (playerMass / (playerMass + enemyCar.mass)); // Apply bounce velocities velocityX += playerBounceX; velocityY += playerBounceY; enemyCar.velocityX += enemyBounceX; enemyCar.velocityY += enemyBounceY; // Separate cars to prevent overlap var separationDistance = 80; carPlayer.x = enemyCar.x + collisionDeltaX * separationDistance; carPlayer.y = enemyCar.y + collisionDeltaY * separationDistance; // Visual feedback for collision LK.effects.flashObject(carPlayer, 0xff0000, 500); // Play collision sound var collisionSounds = ['SonidoChoque', 'SonidoChoque2', 'SonidoChoque3']; var randomSound = collisionSounds[Math.floor(Math.random() * collisionSounds.length)]; LK.getSound(randomSound).play(); anyCollision = true; } // Continuous separation while still colliding if (currentColliding) { // 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 continuous separation force var separationForce = 2.0; // Strength of separation var separationDistance = 80; // Only separate if cars are too close if (collisionDistance < separationDistance) { var separationAmount = (separationDistance - collisionDistance) * 0.5; // Move both cars apart based on mass ratio var totalMass = playerMass + enemyCar.mass; var playerSeparation = separationAmount * (enemyCar.mass / totalMass); var enemySeparation = separationAmount * (playerMass / totalMass); carPlayer.x += collisionDeltaX * playerSeparation; carPlayer.y += collisionDeltaY * playerSeparation; enemyCar.x -= collisionDeltaX * enemySeparation; enemyCar.y -= collisionDeltaY * enemySeparation; } } // Update last collision state for this enemy carPlayer.lastColliding[ec] = currentColliding; if (currentColliding) anyCollision = true; } // Check enemy-to-enemy collisions if (!game.enemyLastColliding) game.enemyLastColliding = []; for (var ec1 = 0; ec1 < enemyCars.length; ec1++) { if (!game.enemyLastColliding[ec1]) game.enemyLastColliding[ec1] = []; var enemy1 = enemyCars[ec1]; for (var ec2 = ec1 + 1; ec2 < enemyCars.length; ec2++) { if (!game.enemyLastColliding[ec1][ec2]) game.enemyLastColliding[ec1][ec2] = false; var enemy2 = enemyCars[ec2]; var currentColliding = enemy1.intersects(enemy2); if (!game.enemyLastColliding[ec1][ec2] && currentColliding) { // Collision just started - calculate collision physics var enemy1Speed = Math.sqrt(enemy1.velocityX * enemy1.velocityX + enemy1.velocityY * enemy1.velocityY); var enemy2Speed = Math.sqrt(enemy2.velocityX * enemy2.velocityX + enemy2.velocityY * enemy2.velocityY); // Calculate collision direction (from enemy2 to enemy1) var collisionDeltaX = enemy1.x - enemy2.x; var collisionDeltaY = enemy1.y - enemy2.y; var collisionDistance = Math.sqrt(collisionDeltaX * collisionDeltaX + collisionDeltaY * collisionDeltaY); // Normalize collision direction if (collisionDistance > 0) { collisionDeltaX /= collisionDistance; collisionDeltaY /= collisionDistance; } // Calculate momentum transfer based on mass and velocity var totalMass = enemy1.mass + enemy2.mass; var enemy1MomentumX = enemy1.velocityX * enemy1.mass; var enemy1MomentumY = enemy1.velocityY * enemy1.mass; var enemy2MomentumX = enemy2.velocityX * enemy2.mass; var enemy2MomentumY = enemy2.velocityY * enemy2.mass; // Apply conservation of momentum with energy loss var energyLoss = 0.3; // Energy lost in collision var restitution = 1 - energyLoss; // Calculate new velocities after collision var newEnemy1VelX = ((enemy1.mass - enemy2.mass) * enemy1.velocityX + 2 * enemy2.mass * enemy2.velocityX) / totalMass * restitution; var newEnemy1VelY = ((enemy1.mass - enemy2.mass) * enemy1.velocityY + 2 * enemy2.mass * enemy2.velocityY) / totalMass * restitution; var newEnemy2VelX = ((enemy2.mass - enemy1.mass) * enemy2.velocityX + 2 * enemy1.mass * enemy1.velocityX) / totalMass * restitution; var newEnemy2VelY = ((enemy2.mass - enemy1.mass) * enemy2.velocityY + 2 * enemy1.mass * enemy1.velocityY) / totalMass * restitution; // Calculate collision damage for both enemy cars var enemy1ImpactVelocity = Math.sqrt(enemy1.velocityX * enemy1.velocityX + enemy1.velocityY * enemy1.velocityY); var enemy2ImpactVelocity = Math.sqrt(enemy2.velocityX * enemy2.velocityX + enemy2.velocityY * enemy2.velocityY); var enemy1VelocityLoss = Math.min(0.3, enemy1ImpactVelocity / 15 * 0.2); // Enemy cars lose less than player var enemy2VelocityLoss = Math.min(0.3, enemy2ImpactVelocity / 15 * 0.2); // Apply new velocities with collision damage enemy1.velocityX = newEnemy1VelX * (1 - enemy1VelocityLoss); enemy1.velocityY = newEnemy1VelY * (1 - enemy1VelocityLoss); enemy2.velocityX = newEnemy2VelX * (1 - enemy2VelocityLoss); enemy2.velocityY = newEnemy2VelY * (1 - enemy2VelocityLoss); // Separate cars to prevent overlap var separationDistance = 80; enemy1.x = enemy2.x + collisionDeltaX * separationDistance; enemy1.y = enemy2.y + collisionDeltaY * separationDistance; // Visual feedback for collision LK.effects.flashObject(enemy1, 0xffff00, 300); LK.effects.flashObject(enemy2, 0xffff00, 300); // Play collision sound var collisionSounds = ['SonidoChoque', 'SonidoChoque2', 'SonidoChoque3']; var randomSound = collisionSounds[Math.floor(Math.random() * collisionSounds.length)]; LK.getSound(randomSound).play(); } // Continuous separation while still colliding if (currentColliding) { // Calculate collision direction (from enemy2 to enemy1) var collisionDeltaX = enemy1.x - enemy2.x; var collisionDeltaY = enemy1.y - enemy2.y; var collisionDistance = Math.sqrt(collisionDeltaX * collisionDeltaX + collisionDeltaY * collisionDeltaY); // Normalize collision direction if (collisionDistance > 0) { collisionDeltaX /= collisionDistance; collisionDeltaY /= collisionDistance; } // Apply continuous separation force var separationDistance = 80; // Only separate if cars are too close if (collisionDistance < separationDistance) { var separationAmount = (separationDistance - collisionDistance) * 0.5; // Move both cars apart based on mass ratio var totalMass = enemy1.mass + enemy2.mass; var enemy1Separation = separationAmount * (enemy2.mass / totalMass); var enemy2Separation = separationAmount * (enemy1.mass / totalMass); enemy1.x += collisionDeltaX * enemy1Separation; enemy1.y += collisionDeltaY * enemy1Separation; enemy2.x -= collisionDeltaX * enemy2Separation; enemy2.y -= collisionDeltaY * enemy2Separation; } } // Update last collision state for this enemy pair game.enemyLastColliding[ec1][ec2] = currentColliding; } } // Update all enemy cars physics (simple momentum with friction) for (var ec = 0; ec < enemyCars.length; ec++) { var enemyCar = enemyCars[ec]; 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; } } // Gradual recovery of maximum speed and acceleration (damage healing over time) var recoveryRate = 0.005; // 0.5% recovery per frame (about 3 seconds for full recovery at 60fps) if (maxSpeed < 15.36) { maxSpeed = Math.min(15.36, maxSpeed + recoveryRate * 15.36); } if (acceleration < 0.16) { acceleration = Math.min(0.16, acceleration + recoveryRate * 0.16); } // Update speed display speedText.setText('Speed: ' + Math.round(totalSpeed)); };
===================================================================
--- original.js
+++ change.js
@@ -442,11 +442,19 @@
var transferVelocityY = velocityY * transferMultiplier;
// Apply transferred velocity to enemy car
enemyCar.velocityX += transferVelocityX;
enemyCar.velocityY += transferVelocityY;
- // Reduce player velocity by transferred amount
- velocityX -= transferVelocityX * 0.8; // Player loses less velocity to maintain control
- velocityY -= transferVelocityY * 0.8;
+ // Calculate collision damage based on impact velocity
+ var impactVelocity = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
+ var velocityLossRatio = Math.min(0.4, impactVelocity / maxSpeed * 0.3); // Up to 40% velocity loss
+ var accelerationLossRatio = Math.min(0.3, impactVelocity / maxSpeed * 0.2); // Up to 30% acceleration loss
+ // Reduce player velocity by transferred amount plus collision damage
+ var totalVelocityLoss = 0.8 + velocityLossRatio;
+ velocityX -= transferVelocityX * totalVelocityLoss;
+ velocityY -= transferVelocityY * totalVelocityLoss;
+ // Reduce maximum speed and acceleration temporarily based on impact
+ maxSpeed *= 1 - velocityLossRatio;
+ acceleration *= 1 - accelerationLossRatio;
// Add collision bounce based on collision normal
var bounceStrength = carSpeed * 0.3;
var playerBounceX = -collisionDeltaX * bounceStrength * (enemyCar.mass / (playerMass + enemyCar.mass));
var playerBounceY = -collisionDeltaY * bounceStrength * (enemyCar.mass / (playerMass + enemyCar.mass));
@@ -535,13 +543,18 @@
var newEnemy1VelX = ((enemy1.mass - enemy2.mass) * enemy1.velocityX + 2 * enemy2.mass * enemy2.velocityX) / totalMass * restitution;
var newEnemy1VelY = ((enemy1.mass - enemy2.mass) * enemy1.velocityY + 2 * enemy2.mass * enemy2.velocityY) / totalMass * restitution;
var newEnemy2VelX = ((enemy2.mass - enemy1.mass) * enemy2.velocityX + 2 * enemy1.mass * enemy1.velocityX) / totalMass * restitution;
var newEnemy2VelY = ((enemy2.mass - enemy1.mass) * enemy2.velocityY + 2 * enemy1.mass * enemy1.velocityY) / totalMass * restitution;
- // Apply new velocities
- enemy1.velocityX = newEnemy1VelX;
- enemy1.velocityY = newEnemy1VelY;
- enemy2.velocityX = newEnemy2VelX;
- enemy2.velocityY = newEnemy2VelY;
+ // Calculate collision damage for both enemy cars
+ var enemy1ImpactVelocity = Math.sqrt(enemy1.velocityX * enemy1.velocityX + enemy1.velocityY * enemy1.velocityY);
+ var enemy2ImpactVelocity = Math.sqrt(enemy2.velocityX * enemy2.velocityX + enemy2.velocityY * enemy2.velocityY);
+ var enemy1VelocityLoss = Math.min(0.3, enemy1ImpactVelocity / 15 * 0.2); // Enemy cars lose less than player
+ var enemy2VelocityLoss = Math.min(0.3, enemy2ImpactVelocity / 15 * 0.2);
+ // Apply new velocities with collision damage
+ enemy1.velocityX = newEnemy1VelX * (1 - enemy1VelocityLoss);
+ enemy1.velocityY = newEnemy1VelY * (1 - enemy1VelocityLoss);
+ enemy2.velocityX = newEnemy2VelX * (1 - enemy2VelocityLoss);
+ enemy2.velocityY = newEnemy2VelY * (1 - enemy2VelocityLoss);
// Separate cars to prevent overlap
var separationDistance = 80;
enemy1.x = enemy2.x + collisionDeltaX * separationDistance;
enemy1.y = enemy2.y + collisionDeltaY * separationDistance;
@@ -610,7 +623,15 @@
enemyCar.y = 2186 - enemyHalfHeight;
enemyCar.velocityY = -enemyCar.velocityY * 0.6;
}
}
+ // Gradual recovery of maximum speed and acceleration (damage healing over time)
+ var recoveryRate = 0.005; // 0.5% recovery per frame (about 3 seconds for full recovery at 60fps)
+ if (maxSpeed < 15.36) {
+ maxSpeed = Math.min(15.36, maxSpeed + recoveryRate * 15.36);
+ }
+ if (acceleration < 0.16) {
+ acceleration = Math.min(0.16, acceleration + recoveryRate * 0.16);
+ }
// Update speed display
speedText.setText('Speed: ' + Math.round(totalSpeed));
};
\ No newline at end of file