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Haz más larga la barra y súbelo hasta arriba de UI con un margen de 20pixeles
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Haz más larga la barra súbelo hasta arriba de UI y agrega por debajo en forma de columna una barra para cada auto con su color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega a la derecha de UI una barra para mostrar la vida del jugador (tiñe la barra del color del auto) sin texto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: healthTexts is not defined' in or related to this line: 'healthTexts[0].setText('Player: ' + playerHealth);' Line Number: 2386
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Agrega a la derecha de Ui una interfaz, en columna, con barras que representa la vida de cada auto (tiñe la barra con el color del auto) el jugador siempre por encima ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega a la izquierda de Ui una interfaz en columna con barra de la vida de cada enemigo (del color auto) el jugador siempre por encima
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Agrega variable de vida para jugador y enemigos (aún sin código) máximo de 100
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Haz que se pueda determinar el auto chocado, el que choca (si se golpean los dos desde frentes ambos se chocan entre si) el auto que choca tiene menos penalización
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var isolIdx = 0; isolIdx < potentialTargets.length; isolIdx++) {' Line Number: 1187
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Agrega ma spreferencias a las IA: agresivo (ataca a todos), evasivo (esperar al momento), individualista (busca objetivos solitarios)
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Agrega preferencia de uida a la IA
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Mejora la IA detectando cuando está siendo perseguido así determinar si elige: uir (buscando velocidad, escapando en zigzag o círculos) o darle la vuelta a la situación persiguiendo el al enemigo
User prompt
Haz que la IA tienda a buscar más aceleración antes de intentar pegar
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Haz que el auto chocado pierda su velocidad y reinicie su aceleración
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Haz que el modo de persecusión sea individual y cada auto tenga sus preferencias de tacticas
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Optimiza el juego, suele haber tirons de fps
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Haz que el auto objetivo no sea el jugador si no cualquiera teniendo en cuenta su posición y velocidad
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Haz que un todo contra todos
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'targetX = enemyCar.targetCar.x;' Line Number: 920
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Haz que cada auto tenga su auto objetivo según su preferencia de velocidad y distancia
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Haz que cada auto tenga sus propias preferencias y modo de ataque
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Agrega colisión entre los autos
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Haz que puedan aparecer entre 3 a 5 autos IA
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Agrega un segundo auto IA
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Haz que la IA sepa cuando puede ir recto sin girar para golpear al objetivo así ir más rapido
/**** * 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 with weight self.velocityX = 0; self.velocityY = 0; self.rotation = 0; self.weight = 1.0 + Math.random() * 1.5; // Random weight between 1.0 and 2.5 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 store multiple enemy cars var enemyCars = []; var numEnemyCars = 3 + Math.floor(Math.random() * 3); // Random between 3-5 cars // Create multiple enemy cars in gameplay area at random positions for (var carIndex = 0; carIndex < numEnemyCars; carIndex++) { var enemyCar = new EnemyCar(); // Generate random position around the edges or inside the gameplay area var spawnSide = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left var centerX = 1024; // Center of gameplay area var centerY = 1093; // Center of gameplay area (2186/2) switch (spawnSide) { case 0: case 0: // Top edge enemyCar.x = Math.random() * 1800 + 124; // Random X between 124-1924 enemyCar.y = Math.random() * 300 + 50; // Random Y between 50-350 break; case 1: // Right edge enemyCar.x = Math.random() * 300 + 1700; // Random X between 1700-2000 enemyCar.y = Math.random() * 1800 + 193; // Random Y between 193-1993 break; case 2: // Bottom edge enemyCar.x = Math.random() * 1800 + 124; // Random X between 124-1924 enemyCar.y = Math.random() * 300 + 1836; // Random Y between 1836-2136 break; case 3: // Left edge enemyCar.x = Math.random() * 300 + 50; // Random X between 50-350 enemyCar.y = Math.random() * 1800 + 193; // Random Y between 193-1993 break; } // Calculate rotation to face the center var deltaX = centerX - enemyCar.x; var deltaY = centerY - enemyCar.y; enemyCar.rotation = Math.atan2(deltaX, -deltaY); // Rotation to face center // Initialize enemy car health enemyCar.health = maxHealth; // Enemy starts with full health // Give each AI car individual tactical preferences and personality enemyCar.tacticalPersonality = { // Primary strategy preference probabilities (0-1) directPreference: 0.2 + Math.random() * 0.6, // 0.2-0.8 preference for direct pursuit ambushPreference: 0.1 + Math.random() * 0.7, // 0.1-0.8 preference for ambush tactics intimidationPreference: 0.1 + Math.random() * 0.5, // 0.1-0.6 preference for intimidation // Speed-based tactical preferences slowTargetStrategy: Math.floor(Math.random() * 3), // 0=direct, 1=intimidate, 2=ambush for slow targets fastTargetStrategy: Math.floor(Math.random() * 3), // 0=direct, 1=intimidate, 2=ambush for fast targets mediumTargetStrategy: Math.floor(Math.random() * 3), // 0=direct, 1=intimidate, 2=ambush for medium targets // Individual behavioral traits aggressiveness: 0.3 + Math.random() * 0.7, // 0.3-1.0 how aggressive this car is patience: 0.2 + Math.random() * 0.8, // 0.2-1.0 how long car sticks to one strategy adaptability: 0.1 + Math.random() * 0.9, // 0.1-1.0 how quickly car changes strategies // Individual strategy duration preferences (in frames) minStrategyDuration: 30 + Math.floor(Math.random() * 60), // 0.5-1.5 seconds minimum maxStrategyDuration: 90 + Math.floor(Math.random() * 180), // 1.5-4.5 seconds maximum // Personal distance preferences preferredAttackDistance: 100 + Math.random() * 200, // 100-300 preferred distance for attacks preferredIntimidationDistance: 120 + Math.random() * 100, // 120-220 preferred intimidation distance personalSpaceRadius: 80 + Math.random() * 120, // 80-200 personal space when maneuvering // Individual flight and evasion preferences flightTendency: 0.2 + Math.random() * 0.6, // 0.2-0.8 how likely to flee when pursued bravery: 0.1 + Math.random() * 0.8, // 0.1-0.9 how brave this car is (opposes flight tendency) panicThreshold: 0.3 + Math.random() * 0.5, // 0.3-0.8 pursuit intensity needed to trigger panic // Preferred evasion tactics (0-1 probability for each) preferSpeedEscape: Math.random(), // 0-1 preference for straight-line speed escapes preferZigzagEscape: Math.random(), // 0-1 preference for zigzag evasion patterns preferCircularEscape: Math.random(), // 0-1 preference for circular evasion patterns // Flight decision factors flightDistance: 150 + Math.random() * 200, // 150-350 distance at which flight is considered maxFlightDuration: 120 + Math.random() * 240, // 2-6 seconds maximum flight time before reconsidering counterAttackChance: 0.2 + Math.random() * 0.5, // 0.2-0.7 base chance to counter-attack instead of fleeing riskTolerance: 0.1 + Math.random() * 0.7 // 0.1-0.8 tolerance for risky situations }; // Add to array and scene enemyCars.push(enemyCar); gameplayBackground.addChild(enemyCar); } // For backward compatibility, keep reference to first enemy car var enemyCar = enemyCars[0]; // Create UI background - 1/5 of screen height (bottom portion) var uiBackground = game.attachAsset('uiBg', { x: 0, y: 2186, anchorX: 0, anchorY: 0 }); // Create player health bar at the top right of UI with 20px margin var healthBarBg = uiBackground.attachAsset('BarBg', { x: 1800, y: 40, anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 0.3 }); var healthBar = uiBackground.attachAsset('Bar', { x: 1800, y: 40, anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 0.3 }); // Tint health bar with player car color (red) healthBar.tint = 0xff0000; // 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) // Player car weight var playerCarWeight = 1.2; // Player car is moderately heavy // Health system variables var playerHealth = 100; // Player starts with full health var maxHealth = 100; // Maximum health for all cars // 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); } } // Apply smooth braking to player car after wall collision for more natural deceleration if (!carPlayer.smoothBraking) carPlayer.smoothBraking = false; if (!carPlayer.brakeFrames) carPlayer.brakeFrames = 0; var currentPlayerSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); // If player car was just launched (high velocity), enable smooth braking if (currentPlayerSpeed > maxSpeed * 0.6 && !carPlayer.smoothBraking) { carPlayer.smoothBraking = true; carPlayer.brakeFrames = 0; } // Smooth braking logic: apply a gentle, progressive friction for a short period after wall collision if (carPlayer.smoothBraking) { // Braking lasts for 18 frames (~0.3s at 60fps) var brakeDuration = 18; var brakeProgress = Math.min(1, carPlayer.brakeFrames / brakeDuration); // Start with gentle friction, increase to normal friction var minFriction = 0.96; var maxFriction = 0.92 - currentPlayerSpeed / maxSpeed * 0.05; var frictionRate = minFriction + (maxFriction - minFriction) * brakeProgress; velocityX *= frictionRate; velocityY *= frictionRate; carPlayer.brakeFrames++; if (carPlayer.brakeFrames >= brakeDuration) { carPlayer.smoothBraking = false; } } else if (currentPlayerSpeed > 0.1) { // Normal progressive friction when not actively controlling if (power <= 0.1) { // Only apply extra friction when not accelerating var frictionRate = 0.92 - currentPlayerSpeed / maxSpeed * 0.05; // More friction at higher speeds velocityX *= frictionRate; velocityY *= frictionRate; } } else { // Stop very slow movement to prevent endless drift if (power <= 0.1) { velocityX = 0; velocityY = 0; } } // Particle system for car exhaust (global, supports all cars) if (!game.particles) { game.particles = []; } // Helper function to emit particles for any car function emitCarParticles(car, vx, vy, rotation, maxSpeed, gameplayBackground) { var totalSpeed = Math.sqrt(vx * vx + vy * vy); var speedRatio = totalSpeed / maxSpeed; var particleFrequency = Math.max(1, Math.floor(8 - speedRatio * 6)); if (speedRatio > 0.05 && LK.ticks % particleFrequency === 0) { // Calculate particle spawn position behind the car var particleSpawnX = car.x - Math.sin(rotation) * 55; var particleSpawnY = car.y + Math.cos(rotation) * 55; var particleCount = Math.max(1, Math.floor(speedRatio * 3)); for (var p = 0; p < particleCount; p++) { var newParticle = new Particle(); newParticle.x = particleSpawnX + (Math.random() - 0.5) * 19.2; newParticle.y = particleSpawnY + (Math.random() - 0.5) * 19.2; newParticle.velocityX += -vx * 0.12 + (Math.random() - 0.5) * 2.4; newParticle.velocityY += -vy * 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 }); } } } // Optimize particle emissions - reduce frequency if (LK.ticks % 2 === 0) { // Only emit particles every other frame // Emit particles for player car emitCarParticles(carPlayer, velocityX, velocityY, carPlayer.rotation, maxSpeed, gameplayBackground); // Emit particles for all enemy cars for (var carIdx = 0; carIdx < enemyCars.length; carIdx++) { var currentEnemyCar = enemyCars[carIdx]; var enemyTotalVX = (currentEnemyCar.aiVelocityX || 0) + (currentEnemyCar.velocityX || 0); var enemyTotalVY = (currentEnemyCar.aiVelocityY || 0) + (currentEnemyCar.velocityY || 0); emitCarParticles(currentEnemyCar, enemyTotalVX, enemyTotalVY, currentEnemyCar.rotation, maxSpeed, gameplayBackground); } } // Update and clean up particles (batch process) var particlesToRemove = []; for (var i = 0; i < game.particles.length; i++) { var particle = game.particles[i]; if (particle.age >= particle.lifespan) { particlesToRemove.push(i); } } // Remove particles in reverse order to maintain indices for (var r = particlesToRemove.length - 1; r >= 0; r--) { var idx = particlesToRemove[r]; game.particles[idx].destroy(); game.particles.splice(idx, 1); } // Check collision between player car and all enemy cars using smaller collision boxes (optimized) if (!carPlayer.lastColliding) carPlayer.lastColliding = []; // Initialize collision tracking array for all cars while (carPlayer.lastColliding.length < enemyCars.length) { carPlayer.lastColliding.push(false); } // Define smaller collision boxes (approximately 60% of actual asset size for more precise collision) - cache constants var playerCollisionWidth = 38; // Reduced from 64px width var playerCollisionHeight = 57; // Reduced from ~95px height var enemyCollisionWidth = 38; // Reduced from 64px width var enemyCollisionHeight = 57; // Reduced from ~94px height var halfPlayerWidth = playerCollisionWidth / 2; var halfPlayerHeight = playerCollisionHeight / 2; var halfEnemyWidth = enemyCollisionWidth / 2; var halfEnemyHeight = enemyCollisionHeight / 2; var playerLeft = carPlayer.x - halfPlayerWidth; var playerRight = carPlayer.x + halfPlayerWidth; var playerTop = carPlayer.y - halfPlayerHeight; var playerBottom = carPlayer.y + halfPlayerHeight; // Check collision with each enemy car for (var enemyIdx = 0; enemyIdx < enemyCars.length; enemyIdx++) { var currentEnemyCar = enemyCars[enemyIdx]; var enemyLeft = currentEnemyCar.x - halfEnemyWidth; var enemyRight = currentEnemyCar.x + halfEnemyWidth; var enemyTop = currentEnemyCar.y - halfEnemyHeight; var enemyBottom = currentEnemyCar.y + halfEnemyHeight; // More precise collision detection using smaller bounding boxes var currentColliding = !(playerRight < enemyLeft || playerLeft > enemyRight || playerBottom < enemyTop || playerTop > enemyBottom); if (!carPlayer.lastColliding[enemyIdx] && currentColliding) { // Collision just started - determine collision responsibility var playerSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); var enemySpeed = Math.sqrt(currentEnemyCar.velocityX * currentEnemyCar.velocityX + currentEnemyCar.velocityY * currentEnemyCar.velocityY); // Calculate collision direction (from player car to enemy car) var collisionDeltaX = currentEnemyCar.x - carPlayer.x; var collisionDeltaY = currentEnemyCar.y - carPlayer.y; var collisionDistance = Math.sqrt(collisionDeltaX * collisionDeltaX + collisionDeltaY * collisionDeltaY); // Normalize collision direction if (collisionDistance > 0) { collisionDeltaX /= collisionDistance; collisionDeltaY /= collisionDistance; } // Determine collision responsibility based on velocity vectors and approach angles var playerCrasher = false; var enemyCrasher = false; var bothCrashed = false; // Calculate approach vectors (movement direction toward collision point) var playerApproachX = 0, playerApproachY = 0; var enemyApproachX = 0, enemyApproachY = 0; if (playerSpeed > 0.1) { // Normalize player velocity to get approach direction playerApproachX = velocityX / playerSpeed; playerApproachY = velocityY / playerSpeed; } if (enemySpeed > 0.1) { // Normalize enemy velocity to get approach direction var enemyTotalVelX = (currentEnemyCar.aiVelocityX || 0) + currentEnemyCar.velocityX; var enemyTotalVelY = (currentEnemyCar.aiVelocityY || 0) + currentEnemyCar.velocityY; var enemyTotalSpeed = Math.sqrt(enemyTotalVelX * enemyTotalVelX + enemyTotalVelY * enemyTotalVelY); if (enemyTotalSpeed > 0.1) { enemyApproachX = enemyTotalVelX / enemyTotalSpeed; enemyApproachY = enemyTotalVelY / enemyTotalSpeed; } } // Calculate how much each car is moving toward the collision var playerTowardCollision = 0; var enemyTowardCollision = 0; if (playerSpeed > 0.1) { // Dot product of player movement with collision direction playerTowardCollision = playerApproachX * collisionDeltaX + playerApproachY * collisionDeltaY; } if (enemySpeed > 0.1) { // Dot product of enemy movement with opposite collision direction (toward player) enemyTowardCollision = enemyApproachX * -collisionDeltaX + enemyApproachY * -collisionDeltaY; } // Speed thresholds for determining crasher responsibility var minCrasherSpeed = maxSpeed * 0.15; // 15% of max speed minimum to be considered crasher var dominantCrasherThreshold = 0.3; // How much more one car must be approaching to be sole crasher // Determine responsibility based on approach analysis if (playerSpeed > minCrasherSpeed && enemySpeed > minCrasherSpeed) { // Both cars moving significantly if (playerTowardCollision > dominantCrasherThreshold && enemyTowardCollision > dominantCrasherThreshold) { // Both approaching collision point - head-on or mutual collision bothCrashed = true; } else if (playerTowardCollision > enemyTowardCollision + dominantCrasherThreshold) { // Player moving much more toward collision playerCrasher = true; } else if (enemyTowardCollision > playerTowardCollision + dominantCrasherThreshold) { // Enemy moving much more toward collision enemyCrasher = true; } else { // Similar approach - treat as mutual collision bothCrashed = true; } } else if (playerSpeed > minCrasherSpeed && enemySpeed <= minCrasherSpeed) { // Only player moving significantly - player is crasher playerCrasher = true; } else if (enemySpeed > minCrasherSpeed && playerSpeed <= minCrasherSpeed) { // Only enemy moving significantly - enemy is crasher enemyCrasher = true; } else { // Both moving very slowly - treat as mutual collision bothCrashed = true; } // Calculate momentum transfer using conservation of momentum var totalMass = playerCarWeight + currentEnemyCar.weight; var massRatio1 = (playerCarWeight - currentEnemyCar.weight) / totalMass; var massRatio2 = 2 * currentEnemyCar.weight / totalMass; var massRatio3 = 2 * playerCarWeight / totalMass; var massRatio4 = (currentEnemyCar.weight - playerCarWeight) / totalMass; // Apply different energy loss based on collision responsibility var relativeSpeed = Math.max(playerSpeed, enemySpeed); var minLoss, maxLoss; var speedNorm = Math.min(1, relativeSpeed / maxSpeed); // 0 to 1 if (bothCrashed) { // Mutual collision - both get significant energy loss minLoss = 0.22; // Higher base energy loss for mutual crashes maxLoss = 0.70; // Higher max energy loss for mutual crashes } else { // Single crasher scenario - crasher gets less penalty minLoss = 0.15; // Lower base energy loss maxLoss = 0.60; // Lower max energy loss } var energyLoss = minLoss + (maxLoss - minLoss) * speedNorm; var restitution = 1 - energyLoss; // Apply different restitution based on responsibility var playerRestitution = restitution; var enemyRestitution = restitution; if (playerCrasher) { // Player is crasher - gets less penalty (keeps more momentum) playerRestitution = restitution * 1.15; // 15% less energy loss enemyRestitution = restitution * 0.85; // 15% more energy loss for crashed car } else if (enemyCrasher) { // Enemy is crasher - gets less penalty enemyRestitution = restitution * 1.15; // 15% less energy loss playerRestitution = restitution * 0.85; // 15% more energy loss for crashed car } // For bothCrashed, both use same restitution // Separate cars to prevent overlap var separationDistance = 70; carPlayer.x = currentEnemyCar.x - collisionDeltaX * separationDistance; carPlayer.y = currentEnemyCar.y - collisionDeltaY * separationDistance; // Calculate new velocities based on mass and current motion var playerImpactX = velocityX * massRatio1 + currentEnemyCar.velocityX * massRatio2; var playerImpactY = velocityY * massRatio1 + currentEnemyCar.velocityY * massRatio2; velocityX = playerImpactX * playerRestitution; velocityY = playerImpactY * playerRestitution; // Enemy car velocity change var enemyImpactX = velocityX * massRatio3 + currentEnemyCar.velocityX * massRatio4; var enemyImpactY = velocityY * massRatio3 + currentEnemyCar.velocityY * massRatio4; currentEnemyCar.velocityX = enemyImpactX * enemyRestitution; currentEnemyCar.velocityY = enemyImpactY * enemyRestitution; // Launch enemy car away from collision var launchSpeed = Math.max(playerSpeed, enemySpeed); var minPush = 0.4; var maxPush = 1.5; var pushMultiplier = minPush + (maxPush - minPush) * speedNorm; var launchDirX = currentEnemyCar.x - carPlayer.x; var launchDirY = currentEnemyCar.y - carPlayer.y; var launchDist = Math.sqrt(launchDirX * launchDirX + launchDirY * launchDirY); if (launchDist < 0.01) { var playerMoveNorm = Math.sqrt(velocityX * velocityX + velocityY * velocityY); if (playerMoveNorm > 0.01) { launchDirX = velocityX / playerMoveNorm; launchDirY = velocityY / playerMoveNorm; } else { launchDirX = 0; launchDirY = -1; } } else { launchDirX /= launchDist; launchDirY /= launchDist; } currentEnemyCar.velocityX += launchDirX * launchSpeed * pushMultiplier; currentEnemyCar.velocityY += launchDirY * launchSpeed * pushMultiplier; // Add directional push based on collision angle and relative mass var pushIntensity = (playerSpeed + enemySpeed) * (0.5 + 0.5 * speedNorm); var playerPushRatio = currentEnemyCar.weight / totalMass; var enemyPushRatio = playerCarWeight / totalMass; velocityX += -collisionDeltaX * pushIntensity * playerPushRatio * 0.7; velocityY += -collisionDeltaY * pushIntensity * playerPushRatio * 0.7; currentEnemyCar.velocityX += collisionDeltaX * pushIntensity * enemyPushRatio * 0.7; currentEnemyCar.velocityY += collisionDeltaY * pushIntensity * enemyPushRatio * 0.7; // Reset acceleration and velocity state based on responsibility if (playerCrasher) { // Player is crasher - smaller penalty to acceleration currentVelocity *= 0.3; // Keep 30% of acceleration state } else { // Player crashed into or mutual - full reset currentVelocity = 0; // Reset player's acceleration state to restart from zero } if (enemyCrasher) { // Enemy is crasher - smaller penalty to acceleration if (typeof currentEnemyCar.aiCurrentVelocity !== "undefined") { currentEnemyCar.aiCurrentVelocity *= 0.3; // Keep 30% of AI acceleration state } } else { // Enemy crashed into or mutual - full reset if (typeof currentEnemyCar.aiCurrentVelocity !== "undefined") { currentEnemyCar.aiCurrentVelocity = 0; // Reset enemy's AI acceleration state } } // Visual feedback based on collision responsibility if (bothCrashed) { // Both crashed - flash both in orange LK.effects.flashObject(carPlayer, 0xff8800, 500); LK.effects.flashObject(currentEnemyCar, 0xff8800, 500); } else if (playerCrasher) { // Player crashed into enemy - flash player red, enemy yellow LK.effects.flashObject(carPlayer, 0xff4400, 400); LK.effects.flashObject(currentEnemyCar, 0xffff00, 600); } else if (enemyCrasher) { // Enemy crashed into player - flash enemy red, player yellow LK.effects.flashObject(currentEnemyCar, 0xff4400, 400); LK.effects.flashObject(carPlayer, 0xffff00, 600); } else { // Default fallback LK.effects.flashObject(carPlayer, 0xff0000, 500); } } // Update last collision state for this enemy carPlayer.lastColliding[enemyIdx] = currentColliding; } // --- Enemy Cars AI Movement Logic (Optimized) --- // Process AI for each enemy car - stagger AI updates to reduce load var aiUpdateOffset = LK.ticks % enemyCars.length; // Stagger AI updates for (var aiCarIdx = 0; aiCarIdx < enemyCars.length; aiCarIdx++) { var enemyCar = enemyCars[aiCarIdx]; // Only update AI for one car per frame (staggered) var shouldUpdateAI = aiCarIdx === aiUpdateOffset; // Dynamic target selection system - choose best target based on position and velocity if (typeof enemyCar.currentTarget === "undefined") enemyCar.currentTarget = null; if (typeof enemyCar.targetSelectionTimer === "undefined") enemyCar.targetSelectionTimer = 0; if (typeof enemyCar.targetSelectionInterval === "undefined") enemyCar.targetSelectionInterval = 60; // Re-evaluate every second // Pursuit detection system - track who is following this AI car if (typeof enemyCar.pursuitDetection === "undefined") { enemyCar.pursuitDetection = { pursuers: [], // List of potential pursuers with tracking data beingPursued: false, pursuitIntensity: 0, // 0-1 scale of how intensely being pursued pursuitDuration: 0, // How long being pursued in frames lastPursuitCheck: 0, evasionMode: false, // Whether currently evading evasionStrategy: 0, // 0=speed, 1=zigzag, 2=circles evasionTimer: 0, evasionDuration: 0, counterAttackMode: false, // Whether to turn and fight counterAttackTarget: null }; } // Re-evaluate target selection periodically (only for the current AI car being updated) if (shouldUpdateAI) { enemyCar.targetSelectionTimer++; // Pursuit detection - analyze if other cars are targeting this one if (LK.ticks % 10 === 0) { // Check every 10 frames for performance enemyCar.pursuitDetection.pursuers = []; // Check all potential pursuers (player + other AI cars) var potentialPursuers = []; // Add player as potential pursuer potentialPursuers.push({ object: carPlayer, velocityX: velocityX, velocityY: velocityY, isPlayer: true }); // Add other enemy cars as potential pursuers for (var pursuerId = 0; pursuerId < enemyCars.length; pursuerId++) { if (pursuerId !== aiCarIdx) { var otherCar = enemyCars[pursuerId]; potentialPursuers.push({ object: otherCar, velocityX: (otherCar.aiVelocityX || 0) + (otherCar.velocityX || 0), velocityY: (otherCar.aiVelocityY || 0) + (otherCar.velocityY || 0), isPlayer: false }); } } // Analyze each potential pursuer for (var pIdx = 0; pIdx < potentialPursuers.length; pIdx++) { var pursuer = potentialPursuers[pIdx]; var pursuerId = pIdx; // Calculate distance and relative positioning var pursuerDist = Math.sqrt((pursuer.object.x - enemyCar.x) * (pursuer.object.x - enemyCar.x) + (pursuer.object.y - enemyCar.y) * (pursuer.object.y - enemyCar.y)); // Only consider pursuers within reasonable range if (pursuerDist < 500 && pursuerDist > 50) { // Calculate if pursuer is moving toward this car var toThisCar = { x: enemyCar.x - pursuer.object.x, y: enemyCar.y - pursuer.object.y }; var toThisCarMag = Math.sqrt(toThisCar.x * toThisCar.x + toThisCar.y * toThisCar.y); if (toThisCarMag > 0) { toThisCar.x /= toThisCarMag; toThisCar.y /= toThisCarMag; // Calculate pursuer's velocity direction var pursuerSpeed = Math.sqrt(pursuer.velocityX * pursuer.velocityX + pursuer.velocityY * pursuer.velocityY); if (pursuerSpeed > 1) { var pursuerDir = { x: pursuer.velocityX / pursuerSpeed, y: pursuer.velocityY / pursuerSpeed }; // Dot product to see if pursuer is moving toward this car var alignment = toThisCar.x * pursuerDir.x + toThisCar.y * pursuerDir.y; // Consider as pursuer if moving toward this car and close enough if (alignment > 0.3) { // 30 degree cone var pursuitScore = alignment * (1 - pursuerDist / 500) * (pursuerSpeed / maxSpeed); // Additional checks for AI pursuers - see if they're targeting this car if (!pursuer.isPlayer && pursuer.object.currentTarget) { if (pursuer.object.currentTarget.object === enemyCar) { pursuitScore += 0.4; // Bonus if we're their target } } if (pursuitScore > 0.3) { enemyCar.pursuitDetection.pursuers.push({ object: pursuer.object, distance: pursuerDist, score: pursuitScore, isPlayer: pursuer.isPlayer }); } } } } } } // Determine if being pursued based on pursuer analysis var totalPursuitScore = 0; var closestPursuerDist = Infinity; var strongestPursuer = null; for (var p = 0; p < enemyCar.pursuitDetection.pursuers.length; p++) { var pursuerData = enemyCar.pursuitDetection.pursuers[p]; totalPursuitScore += pursuerData.score; if (pursuerData.distance < closestPursuerDist) { closestPursuerDist = pursuerData.distance; strongestPursuer = pursuerData; } } // Update pursuit state var wasPursued = enemyCar.pursuitDetection.beingPursued; enemyCar.pursuitDetection.beingPursued = totalPursuitScore > 0.5 && enemyCar.pursuitDetection.pursuers.length > 0; enemyCar.pursuitDetection.pursuitIntensity = Math.min(1, totalPursuitScore); if (enemyCar.pursuitDetection.beingPursued) { enemyCar.pursuitDetection.pursuitDuration++; // Decide on response strategy when first detected or strategy expired if (!wasPursued || enemyCar.pursuitDetection.evasionTimer > enemyCar.pursuitDetection.evasionDuration) { var personality = enemyCar.tacticalPersonality; // Decision factors var currentSpeed = Math.sqrt((enemyCar.aiVelocityX || 0) * (enemyCar.aiVelocityX || 0) + (enemyCar.aiVelocityY || 0) * (enemyCar.aiVelocityY || 0)); var speedRatio = currentSpeed / maxSpeed; var pursuerThreat = enemyCar.pursuitDetection.pursuitIntensity; // Personality-based decision making var fleeChance = 0.6 + personality.patience * 0.2 - personality.aggressiveness * 0.3; var counterAttackChance = 0.4 + personality.aggressiveness * 0.4 - personality.patience * 0.2; // Situational modifiers if (speedRatio > 0.7) fleeChance += 0.2; // Easier to flee when fast if (closestPursuerDist < 150) counterAttackChance += 0.3; // More likely to fight when cornered if (pursuerThreat > 0.8) counterAttackChance += 0.2; // Fight when heavily pursued // Individual flight decision based on personality traits var flightPrefs = enemyCar.tacticalPersonality; var shouldFlee = false; var shouldCounterAttack = false; // Calculate individual flight decision factors var baseFlightChance = flightPrefs.flightTendency; var baseCounterChance = flightPrefs.counterAttackChance; // Modify chances based on individual traits var braveryBonus = flightPrefs.bravery * 0.3; // Brave cars more likely to fight var panicPenalty = pursuerThreat > flightPrefs.panicThreshold ? 0.2 : 0; // Panic reduces counter-attack var riskFactor = (1 - flightPrefs.riskTolerance) * 0.25; // Risk-averse cars flee more // Apply individual modifiers var adjustedFlightChance = baseFlightChance + riskFactor + panicPenalty - braveryBonus * 0.5; var adjustedCounterChance = baseCounterChance + braveryBonus - panicPenalty - riskFactor; // Situational modifiers based on individual thresholds if (speedRatio > 0.7 && speedRatio > flightPrefs.riskTolerance) { adjustedFlightChance += 0.2; // Fast cars with low risk tolerance flee more } if (closestPursuerDist < flightPrefs.flightDistance) { if (flightPrefs.bravery > 0.6) { adjustedCounterChance += 0.3; // Brave cars fight when cornered } else { adjustedFlightChance += 0.2; // Others flee when too close } } if (pursuerThreat > 0.8 && flightPrefs.panicThreshold < 0.5) { adjustedFlightChance += 0.3; // Easy-to-panic cars flee under heavy pursuit } // Make individual decision if (Math.random() < Math.max(0.1, Math.min(0.9, adjustedCounterChance))) { // Turn and fight enemyCar.pursuitDetection.counterAttackMode = true; enemyCar.pursuitDetection.counterAttackTarget = strongestPursuer ? strongestPursuer.object : null; enemyCar.pursuitDetection.evasionMode = false; enemyCar.pursuitDetection.evasionDuration = 120 + Math.floor(Math.random() * 180); // 2-5 seconds } else { // Flee - choose evasion strategy based on individual preferences enemyCar.pursuitDetection.evasionMode = true; enemyCar.pursuitDetection.counterAttackMode = false; // Individual evasion strategy selection based on preferences and situation var strategyScores = [flightPrefs.preferSpeedEscape, flightPrefs.preferZigzagEscape, flightPrefs.preferCircularEscape]; // Situational bonuses based on individual traits if (speedRatio < 0.4) { strategyScores[0] += 0.3; // Speed strategy bonus when slow } else if (speedRatio > 0.7) { strategyScores[1] += 0.2; // Zigzag bonus when fast (harder to predict) strategyScores[2] += 0.15; } if (closestPursuerDist < flightPrefs.flightDistance * 0.7) { strategyScores[1] += 0.25; // Zigzag when close strategyScores[2] += 0.3; // Circles when close } else if (closestPursuerDist > flightPrefs.flightDistance * 1.5) { strategyScores[0] += 0.4; // Speed when far } // Individual trait bonuses if (flightPrefs.adaptability > 0.7) { strategyScores[1] += 0.2; // Adaptive cars prefer zigzag } if (flightPrefs.patience > 0.6) { strategyScores[2] += 0.2; // Patient cars can handle circles } if (flightPrefs.aggressiveness > 0.6) { strategyScores[0] += 0.15; // Aggressive cars prefer speed } // Select strategy with highest score var maxScore = Math.max(strategyScores[0], strategyScores[1], strategyScores[2]); var bestStrategies = []; for (var si = 0; si < 3; si++) { if (strategyScores[si] >= maxScore - 0.1) { bestStrategies.push(si); } } enemyCar.pursuitDetection.evasionStrategy = bestStrategies[Math.floor(Math.random() * bestStrategies.length)]; // Individual evasion duration based on personality var baseDuration = Math.floor(flightPrefs.maxFlightDuration * 0.6); // 60% of max var personalityDuration = Math.floor(flightPrefs.maxFlightDuration * 0.4 * flightPrefs.patience); // Patience affects duration enemyCar.pursuitDetection.evasionDuration = baseDuration + personalityDuration; } enemyCar.pursuitDetection.evasionTimer = 0; } } else { enemyCar.pursuitDetection.pursuitDuration = 0; enemyCar.pursuitDetection.evasionMode = false; enemyCar.pursuitDetection.counterAttackMode = false; } } enemyCar.pursuitDetection.evasionTimer++; } if ((enemyCar.targetSelectionTimer >= enemyCar.targetSelectionInterval || enemyCar.currentTarget === null) && shouldUpdateAI) { enemyCar.targetSelectionTimer = 0; // Create list of all potential targets (player + other enemy cars) var potentialTargets = []; // Add player as potential target potentialTargets.push({ object: carPlayer, velocityX: velocityX, velocityY: velocityY, weight: playerCarWeight, isPlayer: true }); // Add other enemy cars as potential targets for (var targetIdx = 0; targetIdx < enemyCars.length; targetIdx++) { if (targetIdx !== aiCarIdx) { // Don't target self var otherCar = enemyCars[targetIdx]; potentialTargets.push({ object: otherCar, velocityX: (otherCar.aiVelocityX || 0) + (otherCar.velocityX || 0), velocityY: (otherCar.aiVelocityY || 0) + (otherCar.velocityY || 0), weight: otherCar.weight, isPlayer: false }); } } // Evaluate each target and assign scores var bestTarget = null; var bestScore = -1; for (var evalIdx = 0; evalIdx < potentialTargets.length; evalIdx++) { var target = potentialTargets[evalIdx]; var targetSpeed = Math.sqrt(target.velocityX * target.velocityX + target.velocityY * target.velocityY); var targetDistance = Math.sqrt((target.object.x - enemyCar.x) * (target.object.x - enemyCar.x) + (target.object.y - enemyCar.y) * (target.object.y - enemyCar.y)); // Calculate target score based on multiple factors var score = 0; // Distance factor - prefer closer targets (0-40 points) var distanceScore = Math.max(0, 40 - targetDistance / 1000 * 40); score += distanceScore; // Speed factor - prefer faster targets for more exciting gameplay (0-25 points) var speedRatio = targetSpeed / maxSpeed; var speedScore = speedRatio * 25; score += speedScore; // Weight factor - heavier targets are more satisfying to hit (0-15 points) var weightScore = Math.min(15, target.weight * 6); score += weightScore; // Player bonus - slight preference for player to maintain engagement (0-10 points) if (target.isPlayer) { score += 10; } // Velocity alignment factor - prefer targets moving in interesting directions (0-10 points) if (targetSpeed > 1) { var enemySpeed = Math.sqrt((enemyCar.aiVelocityX || 0) * (enemyCar.aiVelocityX || 0) + (enemyCar.aiVelocityY || 0) * (enemyCar.aiVelocityY || 0)); if (enemySpeed > 1) { // Calculate if target and enemy are moving in similar or opposite directions var enemyVelX = enemyCar.aiVelocityX || 0; var enemyVelY = enemyCar.aiVelocityY || 0; var dotProduct = (target.velocityX * enemyVelX + target.velocityY * enemyVelY) / (targetSpeed * enemySpeed); // Prefer head-on collisions (opposite directions) - more exciting var alignmentScore = (1 - dotProduct) * 5; // 0-10 points score += alignmentScore; } } // Avoid recently targeted objects to prevent fixation (penalty) if (enemyCar.currentTarget && target.object === enemyCar.currentTarget.object) { // Apply small penalty to current target to encourage switching score *= 0.9; } // Select best target if (score > bestScore) { bestScore = score; bestTarget = target; } } // Update current target enemyCar.currentTarget = bestTarget; // Vary target selection interval for more dynamic behavior enemyCar.targetSelectionInterval = 45 + Math.floor(Math.random() * 90); // 0.75-2.25 seconds } // Enemy car can switch between 'follow target' and 'free roam' AI modes if (typeof enemyCar.aiMode === "undefined") enemyCar.aiMode = "follow"; if (typeof enemyCar.aiModeTimer === "undefined") enemyCar.aiModeTimer = 0; if (typeof enemyCar.aiModeDuration === "undefined") enemyCar.aiModeDuration = 0; // AI mode switching logic: change mode at intervals with speed-based preferences enemyCar.aiModeTimer++; if (enemyCar.aiModeTimer > enemyCar.aiModeDuration) { // Check if being pursued - this overrides normal mode selection if (enemyCar.pursuitDetection.beingPursued && (enemyCar.pursuitDetection.evasionMode || enemyCar.pursuitDetection.counterAttackMode)) { // Being pursued - use special pursuit response mode if (enemyCar.pursuitDetection.counterAttackMode && enemyCar.pursuitDetection.counterAttackTarget) { // Turn and fight - target the pursuer enemyCar.aiMode = "follow"; // Override current target to pursuer enemyCar.currentTarget = { object: enemyCar.pursuitDetection.counterAttackTarget, velocityX: enemyCar.pursuitDetection.counterAttackTarget === carPlayer ? velocityX : (enemyCar.pursuitDetection.counterAttackTarget.aiVelocityX || 0) + (enemyCar.pursuitDetection.counterAttackTarget.velocityX || 0), velocityY: enemyCar.pursuitDetection.counterAttackTarget === carPlayer ? velocityY : (enemyCar.pursuitDetection.counterAttackTarget.aiVelocityY || 0) + (enemyCar.pursuitDetection.counterAttackTarget.velocityY || 0), weight: enemyCar.pursuitDetection.counterAttackTarget === carPlayer ? playerCarWeight : enemyCar.pursuitDetection.counterAttackTarget.weight, isPlayer: enemyCar.pursuitDetection.counterAttackTarget === carPlayer }; } else if (enemyCar.pursuitDetection.evasionMode) { // Fleeing - use special evasion mode enemyCar.aiMode = "evade"; } } else { // Normal mode selection // Calculate target speed for mode preference based on current target var targetSpeed = 0; if (enemyCar.currentTarget) { targetSpeed = Math.sqrt(enemyCar.currentTarget.velocityX * enemyCar.currentTarget.velocityX + enemyCar.currentTarget.velocityY * enemyCar.currentTarget.velocityY); } var targetSpeedRatio = targetSpeed / maxSpeed; // 0 to 1 var followChance; // Speed-based mode preferences: // Very fast targets (>70% max speed) - 90% follow (for ambush tactics) // Fast targets (40-70% max speed) - 80% follow // Medium targets (20-40% max speed) - 70% follow // Slow targets (<20% max speed) - 85% follow (for direct pursuit) if (targetSpeedRatio > 0.7) { // Very fast - prefer follow mode for ambush tactics followChance = 0.9; } else if (targetSpeedRatio > 0.4) { // Fast to medium - moderate follow preference followChance = 0.8; } else if (targetSpeedRatio > 0.2) { // Medium - balanced but still prefer follow followChance = 0.7; } else { // Slow - prefer follow mode for direct pursuit followChance = 0.85; } // Pick mode based on calculated preference if (Math.random() < followChance) { enemyCar.aiMode = "follow"; } else { enemyCar.aiMode = "free"; } } // Duration: 1.2s to 3.5s (72 to 210 frames) enemyCar.aiModeDuration = 72 + Math.floor(Math.random() * 138); enemyCar.aiModeTimer = 0; } // --- AI movement logic depending on mode --- var aiDeltaX, aiDeltaY, aiDistance, aiTargetRotation, aiPower, aiTargetVelocity; // Edge avoidance logic - calculate repulsion from boundaries var edgeAvoidanceX = 0; var edgeAvoidanceY = 0; var edgeBuffer = 200; // Distance from edge to start avoiding var avoidanceStrength = 0.3; // How strongly to avoid edges // Check distance from each edge and calculate avoidance force if (enemyCar.x < edgeBuffer) { // Too close to left edge, push right var leftForce = (edgeBuffer - enemyCar.x) / edgeBuffer; edgeAvoidanceX += leftForce * avoidanceStrength; } if (enemyCar.x > 2048 - edgeBuffer) { // Too close to right edge, push left var rightForce = (enemyCar.x - (2048 - edgeBuffer)) / edgeBuffer; edgeAvoidanceX -= rightForce * avoidanceStrength; } if (enemyCar.y < edgeBuffer) { // Too close to top edge, push down var topForce = (edgeBuffer - enemyCar.y) / edgeBuffer; edgeAvoidanceY += topForce * avoidanceStrength; } if (enemyCar.y > 2186 - edgeBuffer) { // Too close to bottom edge, push up var bottomForce = (enemyCar.y - (2186 - edgeBuffer)) / edgeBuffer; edgeAvoidanceY -= bottomForce * avoidanceStrength; } if (enemyCar.aiMode === "follow") { // Initialize follow strategy if not set if (typeof enemyCar.followStrategy === "undefined") { enemyCar.followStrategy = 0; enemyCar.followStrategyTimer = 0; enemyCar.followStrategyDuration = 60 + Math.floor(Math.random() * 60); // 1-2 seconds for adaptive strategy } // Individual strategy selection based on each car's unique personality enemyCar.followStrategyTimer++; if (enemyCar.followStrategyTimer > enemyCar.followStrategyDuration) { // Calculate target speed for strategy selection var targetSpeed = 0; if (enemyCar.currentTarget) { targetSpeed = Math.sqrt(enemyCar.currentTarget.velocityX * enemyCar.currentTarget.velocityX + enemyCar.currentTarget.velocityY * enemyCar.currentTarget.velocityY); } var targetSpeedRatio = targetSpeed / maxSpeed; // 0 to 1 var relativeDistance = Math.sqrt(aiDeltaX * aiDeltaX + aiDeltaY * aiDeltaY); var relativeAngle = Math.atan2(aiDeltaX, -aiDeltaY); var enemyAngle = enemyCar.rotation; var angleDifference = Math.abs(relativeAngle - enemyAngle); while (angleDifference > Math.PI) angleDifference = 2 * Math.PI - angleDifference; var isTargetAhead = angleDifference < Math.PI / 3; // Within 60 degrees ahead var isTargetBehind = angleDifference > 2 * Math.PI / 3; // More than 120 degrees behind // Individual strategy selection based on car's tactical personality var personality = enemyCar.tacticalPersonality; var strategyScores = [0, 0, 0]; // [direct, intimidation, ambush] // Base preference scores from personality strategyScores[0] = personality.directPreference; strategyScores[1] = personality.intimidationPreference; strategyScores[2] = personality.ambushPreference; // Modify scores based on target speed and individual preferences if (targetSpeedRatio < 0.3) { // Slow target - use individual slow target strategy preference var preferredStrategy = personality.slowTargetStrategy; strategyScores[preferredStrategy] += 0.4; } else if (targetSpeedRatio > 0.6) { // Fast target - use individual fast target strategy preference var preferredStrategy = personality.fastTargetStrategy; strategyScores[preferredStrategy] += 0.4; } else { // Medium speed target - use individual medium target strategy preference var preferredStrategy = personality.mediumTargetStrategy; strategyScores[preferredStrategy] += 0.3; } // Situational modifiers based on individual traits if (targetSpeedRatio < 0.05) { // Target is nearly stationary - intimidation gets bonus for patient cars if (personality.patience > 0.6) { strategyScores[1] += 0.3; // Patient cars prefer intimidation // Initialize intimidation counter if not set if (typeof enemyCar.intimidationCount === "undefined") { enemyCar.intimidationCount = 0; enemyCar.maxIntimidations = Math.floor(personality.patience * 4) + 1; // 1-4 based on patience } // Check if we've completed enough intimidations if (enemyCar.intimidationCount >= enemyCar.maxIntimidations) { strategyScores[0] += 0.5; // Switch to direct after enough intimidation strategyScores[1] -= 0.3; } } else { strategyScores[0] += 0.4; // Impatient cars go direct } } // Distance-based individual preferences if (relativeDistance < personality.preferredAttackDistance) { // Within preferred attack range - aggressive cars prefer direct strategyScores[0] += personality.aggressiveness * 0.3; } else if (relativeDistance > personality.preferredAttackDistance * 2) { // Far away - adaptive cars prefer ambush strategyScores[2] += personality.adaptability * 0.3; } // Positional modifiers with individual traits if (isTargetBehind || relativeDistance < personality.personalSpaceRadius) { // Target behind or in personal space - use intimidation for positioning strategyScores[1] += 0.2; } else if (isTargetAhead && relativeDistance < personality.preferredAttackDistance * 1.5) { // Target ahead and in preferred range if (personality.aggressiveness > 0.6) { strategyScores[0] += 0.3; // Aggressive cars go direct } else { strategyScores[1] += 0.2; // Less aggressive cars intimidate first } } // Select strategy with highest score (with some randomness based on adaptability) var maxScore = Math.max(strategyScores[0], strategyScores[1], strategyScores[2]); var candidateStrategies = []; for (var s = 0; s < 3; s++) { if (strategyScores[s] >= maxScore - personality.adaptability * 0.2) { candidateStrategies.push(s); } } enemyCar.followStrategy = candidateStrategies[Math.floor(Math.random() * candidateStrategies.length)]; // Individual strategy duration based on personality var baseDuration = personality.minStrategyDuration + (personality.maxStrategyDuration - personality.minStrategyDuration) * personality.patience; var strategyMultiplier = 1.0; switch (enemyCar.followStrategy) { case 0: // Direct - duration affected by aggressiveness (aggressive = shorter bursts) strategyMultiplier = 1.2 - personality.aggressiveness * 0.4; break; case 1: // Intimidation - duration affected by patience (patient = longer intimidation) strategyMultiplier = 0.8 + personality.patience * 0.6; break; case 2: // Ambush - duration affected by adaptability (adaptive = longer planning) strategyMultiplier = 1.0 + personality.adaptability * 0.5; break; } enemyCar.followStrategyDuration = Math.floor(baseDuration * strategyMultiplier); enemyCar.followStrategyTimer = 0; } // Calculate base values using current target instead of always player (optimized) if (enemyCar.currentTarget) { aiDeltaX = enemyCar.currentTarget.object.x - enemyCar.x; aiDeltaY = enemyCar.currentTarget.object.y - enemyCar.y; // Cache distance calculation var aiDeltaXSq = aiDeltaX * aiDeltaX; var aiDeltaYSq = aiDeltaY * aiDeltaY; aiDistance = Math.sqrt(aiDeltaXSq + aiDeltaYSq); // Calculate relative velocity and approach angle for smarter pursuit var aiVelX = enemyCar.aiVelocityX || 0; var aiVelY = enemyCar.aiVelocityY || 0; var relativeVelX = enemyCar.currentTarget.velocityX - aiVelX; var relativeVelY = enemyCar.currentTarget.velocityY - aiVelY; } else { // Fallback to player if no target selected aiDeltaX = carPlayer.x - enemyCar.x; aiDeltaY = carPlayer.y - enemyCar.y; // Cache distance calculation var aiDeltaXSq = aiDeltaX * aiDeltaX; var aiDeltaYSq = aiDeltaY * aiDeltaY; aiDistance = Math.sqrt(aiDeltaXSq + aiDeltaYSq); var aiVelX = enemyCar.aiVelocityX || 0; var aiVelY = enemyCar.aiVelocityY || 0; var relativeVelX = velocityX - aiVelX; var relativeVelY = velocityY - aiVelY; } var approachAngle = Math.atan2(aiDeltaX, -aiDeltaY); var enemyCurrentAngle = enemyCar.rotation; var angleDiff = approachAngle - enemyCurrentAngle; while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI; while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI; // Anti-circling detection: check if we're in a circular pattern if (typeof enemyCar.lastPositions === "undefined") { enemyCar.lastPositions = []; enemyCar.circlingDetected = false; enemyCar.circlingCooldown = 0; } // Store position history for circling detection enemyCar.lastPositions.push({ x: enemyCar.x, y: enemyCar.y, frame: LK.ticks }); if (enemyCar.lastPositions.length > 60) { // Keep 1 second of history enemyCar.lastPositions.shift(); } // Detect circling by checking if we've been in similar positions recently var circlingThreshold = 80; // Distance threshold for considering positions "similar" var circlingCount = 0; for (var i = 0; i < enemyCar.lastPositions.length - 20; i++) { var oldPos = enemyCar.lastPositions[i]; var dist = Math.sqrt((enemyCar.x - oldPos.x) * (enemyCar.x - oldPos.x) + (enemyCar.y - oldPos.y) * (enemyCar.y - oldPos.y)); if (dist < circlingThreshold) { circlingCount++; } } enemyCar.circlingDetected = circlingCount > 3 && aiDistance < 200; // Circling if close to player and repeating positions // Reduce circling cooldown if (enemyCar.circlingCooldown > 0) enemyCar.circlingCooldown--; // Initialize failure detection system for direct pursuit if (typeof enemyCar.directPursuitTimer === "undefined") { enemyCar.directPursuitTimer = 0; enemyCar.lastPlayerDistance = aiDistance; enemyCar.nearMissCount = 0; enemyCar.totalPursuitTime = 0; } // Apply different follow strategies with distance awareness switch (enemyCar.followStrategy) { case 0: // Direct pursuit - straight chase with distance management // Track pursuit effectiveness enemyCar.directPursuitTimer++; enemyCar.totalPursuitTime++; // Detect near misses - when AI gets very close but doesn't hit if (aiDistance < 80 && enemyCar.lastPlayerDistance > 80) { // Just entered close range enemyCar.directPursuitTimer = 0; // Reset timer on new approach } if (enemyCar.lastPlayerDistance < 80 && aiDistance > 120) { // Just left close range without collision - potential near miss enemyCar.nearMissCount++; } // Check for failure conditions in direct pursuit var pursuitFailed = false; if (enemyCar.nearMissCount >= 2) { // Failed after 2 near misses pursuitFailed = true; } else if (enemyCar.totalPursuitTime > 300 && !currentColliding) { // Failed after 5 seconds without collision pursuitFailed = true; } else if (enemyCar.directPursuitTimer > 120 && aiDistance > 200) { // Failed if stuck at medium distance for 2 seconds pursuitFailed = true; } // Switch strategy if direct pursuit failed if (pursuitFailed) { // Reset failure tracking enemyCar.nearMissCount = 0; enemyCar.totalPursuitTime = 0; enemyCar.directPursuitTimer = 0; // Calculate target speed for strategy selection var currentTargetSpeed = 0; if (enemyCar.currentTarget) { currentTargetSpeed = Math.sqrt(enemyCar.currentTarget.velocityX * enemyCar.currentTarget.velocityX + enemyCar.currentTarget.velocityY * enemyCar.currentTarget.velocityY); } var targetSpeedRatio = currentTargetSpeed / maxSpeed; // Choose new strategy based on current situation if (targetSpeedRatio > 0.5 || aiDistance > 300) { // Fast target or far away - try ambush enemyCar.followStrategy = 2; enemyCar.followStrategyDuration = 90 + Math.floor(Math.random() * 60); } else { // Slow target or close - try varied approach enemyCar.followStrategy = 1; enemyCar.followStrategyDuration = 60 + Math.floor(Math.random() * 60); } enemyCar.followStrategyTimer = 0; } // Check current AI speed to prioritize acceleration building var currentAISpeed = Math.sqrt((enemyCar.aiVelocityX || 0) * (enemyCar.aiVelocityX || 0) + (enemyCar.aiVelocityY || 0) * (enemyCar.aiVelocityY || 0)); var aiSpeedRatio = currentAISpeed / maxSpeed; var needsAcceleration = aiSpeedRatio < 0.4; // Less than 40% of max speed // Check if AI can go straight to target for speed optimization var currentEnemyAngle = enemyCar.rotation; var straightLineAngle = Math.atan2(aiDeltaX, -aiDeltaY); var angleToTarget = straightLineAngle - currentEnemyAngle; while (angleToTarget > Math.PI) angleToTarget -= 2 * Math.PI; while (angleToTarget < -Math.PI) angleToTarget += 2 * Math.PI; // AI is considered "aligned" if facing within 15 degrees of target var isAlignedWithTarget = Math.abs(angleToTarget) < Math.PI / 12; // 15 degrees // Prioritize acceleration building when speed is low if (needsAcceleration && aiDistance > 150) { // Focus on building speed when far enough from target if (isAlignedWithTarget) { // Perfect alignment - accelerate in straight line toward target aiTargetRotation = straightLineAngle; aiPower = 1.0; // Maximum acceleration aiTargetVelocity = maxSpeed * aiPower * 1.0; } else if (Math.abs(angleToTarget) < Math.PI / 6) { // Close to aligned (within 30 degrees) - minor correction while accelerating var correctionFactor = Math.abs(angleToTarget) / (Math.PI / 6); // 0 to 1 aiTargetRotation = enemyCar.rotation + angleToTarget * 0.3; // Gentle steering aiPower = 0.9 + correctionFactor * 0.1; // Maintain high acceleration aiTargetVelocity = maxSpeed * aiPower * (0.95 + correctionFactor * 0.05); } else { // Need significant turn - prioritize getting aligned for acceleration aiTargetRotation = straightLineAngle; aiPower = 0.7; // Moderate acceleration while turning aiTargetVelocity = maxSpeed * aiPower * 0.8; } } else if (aiDistance < enemyCar.tacticalPersonality.preferredAttackDistance * 0.6 && !enemyCar.circlingDetected) { // Too close for this car's preferred attack style - back off based on aggressiveness var backoffIntensity = 0.3 + (1 - enemyCar.tacticalPersonality.aggressiveness) * 0.4; // Less aggressive = more backoff var backoffAngle = approachAngle + Math.PI + (Math.random() - 0.5) * Math.PI * backoffIntensity; aiTargetRotation = backoffAngle; aiPower = 0.2 + enemyCar.tacticalPersonality.aggressiveness * 0.2; aiTargetVelocity = maxSpeed * aiPower * 0.6; } else if (aiDistance > enemyCar.tacticalPersonality.preferredAttackDistance * 2) { // Far away - check for straight line opportunity if (isAlignedWithTarget) { // Can go straight - use maximum speed for efficiency aiTargetRotation = straightLineAngle; aiPower = Math.min(1, aiDistance / 600); aiTargetVelocity = maxSpeed * aiPower * 1.0; // Full speed when aligned } else { // Need to turn first - direct approach at normal speed aiTargetRotation = approachAngle; aiPower = Math.min(1, aiDistance / 600); aiTargetVelocity = maxSpeed * aiPower * 0.95; } } else { // Medium distance - check alignment for speed boost, but prioritize acceleration if needed if (needsAcceleration) { // Still building speed - maintain acceleration focus if (isAlignedWithTarget) { aiTargetRotation = straightLineAngle; aiPower = 0.9; aiTargetVelocity = maxSpeed * aiPower * 0.95; } else { // Get aligned while building speed aiTargetRotation = approachAngle; aiPower = 0.8; aiTargetVelocity = maxSpeed * aiPower * 0.9; } } else if (isAlignedWithTarget && aiDistance > 200) { // Aligned and far enough - go straight at higher speed aiTargetRotation = straightLineAngle; aiPower = Math.min(1, aiDistance / 500); aiTargetVelocity = maxSpeed * aiPower * 0.98; // Near full speed when aligned } else { // Not aligned or too close - slight offset to avoid head-on collision var offsetAngle = (Math.random() - 0.5) * Math.PI * 0.2; // ±18 degrees aiTargetRotation = approachAngle + offsetAngle; aiPower = Math.min(1, aiDistance / 500); aiTargetVelocity = maxSpeed * aiPower * 0.92; } } // Update last distance for next frame enemyCar.lastPlayerDistance = aiDistance; break; case 1: // Varied pursuit - intimidation mode: follows like direct but maintains safe distance to scare // Check current AI speed for acceleration prioritization var currentAISpeedIntimidation = Math.sqrt((enemyCar.aiVelocityX || 0) * (enemyCar.aiVelocityX || 0) + (enemyCar.aiVelocityY || 0) * (enemyCar.aiVelocityY || 0)); var aiSpeedRatioIntimidation = currentAISpeedIntimidation / maxSpeed; var needsAccelerationIntimidation = aiSpeedRatioIntimidation < 0.35; // Less than 35% of max speed if (enemyCar.circlingDetected && enemyCar.circlingCooldown <= 0) { // Break out of circling pattern var escapeAngle = approachAngle + Math.PI * 0.75 * (Math.random() < 0.5 ? 1 : -1); aiTargetRotation = escapeAngle; aiPower = 0.8; aiTargetVelocity = maxSpeed * aiPower * 0.85; enemyCar.circlingCooldown = 120; // 2 second cooldown } else if (needsAccelerationIntimidation && aiDistance > 200) { // Build speed before attempting intimidation tactics var intimidationAngle = Math.atan2(aiDeltaX, -aiDeltaY); var currentAngle = enemyCar.rotation; var angleToIntimidationTarget = intimidationAngle - currentAngle; while (angleToIntimidationTarget > Math.PI) angleToIntimidationTarget -= 2 * Math.PI; while (angleToIntimidationTarget < -Math.PI) angleToIntimidationTarget += 2 * Math.PI; if (Math.abs(angleToIntimidationTarget) < Math.PI / 8) { // Well aligned - accelerate directly toward intimidation position aiTargetRotation = intimidationAngle; aiPower = 0.9; aiTargetVelocity = maxSpeed * aiPower * 0.95; } else { // Need to align - gentle steering while building speed aiTargetRotation = currentAngle + angleToIntimidationTarget * 0.4; aiPower = 0.8; aiTargetVelocity = maxSpeed * aiPower * 0.9; } } else if (aiDistance < enemyCar.tacticalPersonality.preferredIntimidationDistance * 1.2) { // Individual intimidation range based on car's personality var intimidationDistance = enemyCar.tacticalPersonality.preferredIntimidationDistance; var distanceError = aiDistance - intimidationDistance; var toleranceRange = 20 + enemyCar.tacticalPersonality.patience * 20; // 20-40 pixel tolerance based on patience if (Math.abs(distanceError) < toleranceRange) { // Perfect intimidation distance - behavior based on individual aggressiveness and speed var aggressiveness = enemyCar.tacticalPersonality.aggressiveness; var weavingIntensity = Math.PI * 0.1 + aggressiveness * Math.PI * 0.1; // More aggressive = more weaving var intimidationOffset = Math.sin(LK.ticks * (0.03 + aggressiveness * 0.04)) * weavingIntensity; aiTargetRotation = approachAngle + intimidationOffset; // Speed-dependent intimidation - more aggressive when faster var speedBonus = Math.min(0.2, aiSpeedRatioIntimidation * 0.3); aiPower = 0.5 + aggressiveness * 0.3 + speedBonus; aiTargetVelocity = maxSpeed * aiPower * (0.8 + aggressiveness * 0.1 + speedBonus); // Check if target is stationary and we're intimidating var currentTargetSpeed = 0; if (enemyCar.currentTarget) { currentTargetSpeed = Math.sqrt(enemyCar.currentTarget.velocityX * enemyCar.currentTarget.velocityX + enemyCar.currentTarget.velocityY * enemyCar.currentTarget.velocityY); } if (currentTargetSpeed < maxSpeed * 0.05 && typeof enemyCar.intimidationCount !== "undefined") { // Mark intimidation as successful - duration based on patience if (typeof enemyCar.intimidationTimer === "undefined") enemyCar.intimidationTimer = 0; enemyCar.intimidationTimer++; // Patient cars intimidate longer, impatient cars intimidate briefly var intimidationDuration = 60 + enemyCar.tacticalPersonality.patience * 120; // 1-3 seconds based on patience if (enemyCar.intimidationTimer > intimidationDuration) { enemyCar.intimidationCount++; enemyCar.intimidationTimer = 0; // Force strategy recalculation enemyCar.followStrategyTimer = enemyCar.followStrategyDuration + 1; } } } else if (distanceError < 0) { // Too close - back off behavior based on aggressiveness var backoffIntensity = 0.2 + (1 - enemyCar.tacticalPersonality.aggressiveness) * 0.2; // Less aggressive = back off more aiTargetRotation = approachAngle + Math.PI + (Math.random() - 0.5) * Math.PI * backoffIntensity; aiPower = 0.3 + enemyCar.tacticalPersonality.aggressiveness * 0.2; aiTargetVelocity = maxSpeed * aiPower * 0.6; } else { // Too far - approach for intimidation with individual aggressiveness aiTargetRotation = approachAngle; aiPower = 0.6 + enemyCar.tacticalPersonality.aggressiveness * 0.3; aiTargetVelocity = maxSpeed * aiPower * (0.85 + enemyCar.tacticalPersonality.aggressiveness * 0.1); } } else { // Long range - approach based on individual preferred attack distance var approachIntensity = Math.min(1, aiDistance / (enemyCar.tacticalPersonality.preferredAttackDistance * 2)); aiTargetRotation = approachAngle; aiPower = approachIntensity * (0.7 + enemyCar.tacticalPersonality.aggressiveness * 0.3); aiTargetVelocity = maxSpeed * aiPower * (0.9 + enemyCar.tacticalPersonality.aggressiveness * 0.05); } break; case 2: // Ambush - predict target's future position with smarter interception var targetVelX = 0; var targetVelY = 0; var targetPosX = enemyCar.x; // fallback position var targetPosY = enemyCar.y; if (enemyCar.currentTarget) { targetVelX = enemyCar.currentTarget.velocityX; targetVelY = enemyCar.currentTarget.velocityY; targetPosX = enemyCar.currentTarget.object.x; targetPosY = enemyCar.currentTarget.object.y; } var targetSpeed = Math.sqrt(targetVelX * targetVelX + targetVelY * targetVelY); // Check current AI speed for acceleration prioritization in ambush var currentAISpeedAmbush = Math.sqrt((enemyCar.aiVelocityX || 0) * (enemyCar.aiVelocityX || 0) + (enemyCar.aiVelocityY || 0) * (enemyCar.aiVelocityY || 0)); var aiSpeedRatioAmbush = currentAISpeedAmbush / maxSpeed; var needsAccelerationAmbush = aiSpeedRatioAmbush < 0.5; // Less than 50% of max speed for ambush if (enemyCar.circlingDetected && enemyCar.circlingCooldown <= 0) { // Break circling with wide flanking maneuver var flankAngle = approachAngle + Math.PI * 0.8 * (Math.random() < 0.5 ? 1 : -1); aiTargetRotation = flankAngle; aiPower = 0.9; aiTargetVelocity = maxSpeed * aiPower * 0.9; enemyCar.circlingCooldown = 180; // 3 second cooldown } else if (needsAccelerationAmbush && aiDistance > 250) { // Build speed before attempting interception - find clear acceleration path var accelerationAngle; // Try to find a path that doesn't lead directly to target (for ambush positioning) if (aiDistance > 400) { // Far from target - accelerate in a flanking direction var flankingOffset = Math.PI * 0.3 * (Math.random() < 0.5 ? 1 : -1); // ±54 degrees accelerationAngle = approachAngle + flankingOffset; } else { // Medium distance - position for future interception while building speed var leadAngle = Math.atan2(targetVelX, -targetVelY); // Target's movement direction var interceptAngle = leadAngle + Math.PI * 0.6 * (Math.random() < 0.5 ? 1 : -1); // Offset for ambush accelerationAngle = interceptAngle; } aiTargetRotation = accelerationAngle; aiPower = 0.95; // High acceleration priority aiTargetVelocity = maxSpeed * aiPower * 0.98; } else if (aiDistance < 150) { // Close range - position for optimal angle of attack, but only if we have good speed if (aiSpeedRatioAmbush > 0.4) { // Have enough speed for attack positioning var attackAngle = approachAngle + Math.PI * 0.4 * (angleDiff > 0 ? 1 : -1); aiTargetRotation = attackAngle; aiPower = 0.7 + aiSpeedRatioAmbush * 0.2; // More power when faster aiTargetVelocity = maxSpeed * aiPower * (0.8 + aiSpeedRatioAmbush * 0.15); } else { // Need more speed - create space while accelerating var retreatAngle = approachAngle + Math.PI + (Math.random() - 0.5) * Math.PI * 0.4; aiTargetRotation = retreatAngle; aiPower = 0.8; aiTargetVelocity = maxSpeed * aiPower * 0.85; } } else { // Long range interception var predictionTime = Math.min(2.5, aiDistance / maxSpeed * 0.9); var interceptX = targetPosX + targetVelX * predictionTime; var interceptY = targetPosY + targetVelY * predictionTime; // Keep predicted position within bounds interceptX = Math.max(80, Math.min(1968, interceptX)); interceptY = Math.max(80, Math.min(2106, interceptY)); // Calculate optimal interception approach var interceptDeltaX = interceptX - enemyCar.x; var interceptDeltaY = interceptY - enemyCar.y; var interceptDistance = Math.sqrt(interceptDeltaX * interceptDeltaX + interceptDeltaY * interceptDeltaY); // Adjust interception based on current speed capabilities var speedRatio = (enemyCar.aiCurrentVelocity || 0) / Math.max(0.1, targetSpeed); var leadAdjustment = (1 - speedRatio) * 0.3; // Speed-dependent interception strategy if (needsAccelerationAmbush) { // Focus on acceleration toward interception point aiTargetRotation = Math.atan2(interceptDeltaX, -interceptDeltaY); aiPower = 0.9; // High acceleration var speedBoost = Math.min(0.25, targetSpeed / maxSpeed * 0.25); aiTargetVelocity = maxSpeed * aiPower * (0.9 + speedBoost); } else { // Have good speed - execute precise interception aiTargetRotation = Math.atan2(interceptDeltaX, -interceptDeltaY); aiPower = Math.min(1, interceptDistance / 700); var speedBoost = Math.min(0.2, targetSpeed / maxSpeed * 0.2); aiTargetVelocity = maxSpeed * aiPower * (0.85 + speedBoost + leadAdjustment); } } break; } // Blend in edge avoidance with follow behavior if (edgeAvoidanceX !== 0 || edgeAvoidanceY !== 0) { // Calculate edge avoidance angle var avoidanceAngle = Math.atan2(edgeAvoidanceX, -edgeAvoidanceY); // Blend the target rotation with avoidance (stronger when closer to edges) var avoidanceWeight = Math.min(0.7, Math.abs(edgeAvoidanceX) + Math.abs(edgeAvoidanceY)); var followWeight = 1 - avoidanceWeight; // Convert angles to vectors for blending var followVecX = Math.sin(aiTargetRotation) * followWeight; var followVecY = -Math.cos(aiTargetRotation) * followWeight; var avoidVecX = Math.sin(avoidanceAngle) * avoidanceWeight; var avoidVecY = -Math.cos(avoidanceAngle) * avoidanceWeight; // Combine and convert back to angle var blendedVecX = followVecX + avoidVecX; var blendedVecY = followVecY + avoidVecY; aiTargetRotation = Math.atan2(blendedVecX, -blendedVecY); } } else if (enemyCar.aiMode === "evade") { // Evasion mode - flee from pursuers with different patterns if (typeof enemyCar.evasionState === "undefined" || enemyCar.aiModeTimer === 0) { // Initialize evasion variables enemyCar.evasionState = { baseAngle: Math.random() * Math.PI * 2, escapeTimer: 0, zigzagDirection: Math.random() < 0.5 ? 1 : -1, circleCenter: { x: enemyCar.x, y: enemyCar.y }, circleRadius: 150 + Math.random() * 100, circleAngle: 0, lastPursuerAngle: 0 }; } enemyCar.evasionState.escapeTimer++; // Calculate average pursuer position for evasion reference var avgPursuerX = 0, avgPursuerY = 0; var pursuerCount = enemyCar.pursuitDetection.pursuers.length; if (pursuerCount > 0) { for (var ep = 0; ep < pursuerCount; ep++) { avgPursuerX += enemyCar.pursuitDetection.pursuers[ep].object.x; avgPursuerY += enemyCar.pursuitDetection.pursuers[ep].object.y; } avgPursuerX /= pursuerCount; avgPursuerY /= pursuerCount; } else { // Fallback if no pursuers detected avgPursuerX = enemyCar.x - 100; avgPursuerY = enemyCar.y - 100; } // Calculate escape direction (away from average pursuer position) var escapeFromX = avgPursuerX - enemyCar.x; var escapeFromY = avgPursuerY - enemyCar.y; var escapeBaseAngle = Math.atan2(-escapeFromX, escapeFromY); // Opposite direction // Apply different evasion strategies with individual preferences var flightPrefs = enemyCar.tacticalPersonality; switch (enemyCar.pursuitDetection.evasionStrategy) { case 0: // Speed focus - straight line escape with individual variations var escapeEfficiency = 0.8 + flightPrefs.aggressiveness * 0.2; // Aggressive cars escape more efficiently aiTargetRotation = escapeBaseAngle; // Look for clear path ahead with individual distance preferences var lookAheadDist = 150 + flightPrefs.riskTolerance * 100; // Risk-tolerant cars look further var pathClearX = enemyCar.x + Math.sin(escapeBaseAngle) * lookAheadDist; var pathClearY = enemyCar.y - Math.cos(escapeBaseAngle) * lookAheadDist; // Individual wall avoidance based on risk tolerance var wallBuffer = 80 + (1 - flightPrefs.riskTolerance) * 60; // Risk-averse cars avoid walls more if (pathClearX < wallBuffer || pathClearX > 2048 - wallBuffer || pathClearY < wallBuffer || pathClearY > 2186 - wallBuffer) { // Escape route selection based on individual preferences if (flightPrefs.adaptability > 0.5) { // Adaptive cars find better escape routes var toCenterX = 1024 - enemyCar.x; var toCenterY = 1093 - enemyCar.y; var toCenterAngle = Math.atan2(toCenterX, -toCenterY); // Blend escape with center direction based on adaptability var blendFactor = flightPrefs.adaptability; var escapeVecX = Math.sin(escapeBaseAngle) * (1 - blendFactor); var escapeVecY = -Math.cos(escapeBaseAngle) * (1 - blendFactor); var centerVecX = Math.sin(toCenterAngle) * blendFactor; var centerVecY = -Math.cos(toCenterAngle) * blendFactor; aiTargetRotation = Math.atan2(escapeVecX + centerVecX, -(escapeVecY + centerVecY)); } else { // Less adaptive cars just turn toward center var toCenterX = 1024 - enemyCar.x; var toCenterY = 1093 - enemyCar.y; aiTargetRotation = Math.atan2(toCenterX, -toCenterY); } } // Individual speed based on aggressiveness and bravery aiPower = 0.9 + flightPrefs.aggressiveness * 0.1; // More aggressive = faster escape var speedMultiplier = escapeEfficiency * (0.95 + flightPrefs.bravery * 0.05); // Brave cars maintain higher speed aiTargetVelocity = maxSpeed * aiPower * speedMultiplier; break; case 1: // Zigzag pattern with individual variations var baseFrequency = 0.08 + flightPrefs.adaptability * 0.08; // Adaptive cars zigzag more frequently var pursuitFrequency = enemyCar.pursuitDetection.pursuitIntensity * 0.06; var zigzagFrequency = baseFrequency + pursuitFrequency; // Individual zigzag amplitude based on risk tolerance var baseAmplitude = Math.PI * (0.3 + flightPrefs.riskTolerance * 0.2); // Risk-tolerant cars make wider turns var panicAmplitude = flightPrefs.panicThreshold < 0.5 ? Math.PI * 0.1 : 0; // Panicky cars add erratic movement var zigzagAmplitude = baseAmplitude + panicAmplitude; var zigzagOffset = Math.sin(enemyCar.evasionState.escapeTimer * zigzagFrequency) * zigzagAmplitude; // Add individual unpredictability if (flightPrefs.adaptability > 0.7 && Math.random() < 0.05) { // Highly adaptive cars occasionally reverse zigzag direction enemyCar.evasionState.zigzagDirection *= -1; } aiTargetRotation = escapeBaseAngle + zigzagOffset * (enemyCar.evasionState.zigzagDirection || 1); // Individual power and speed based on personality var basePower = 0.75 + flightPrefs.aggressiveness * 0.15; var pursuitBonus = enemyCar.pursuitDetection.pursuitIntensity * 0.15; aiPower = basePower + pursuitBonus; var speedMultiplier = 0.85 + flightPrefs.bravery * 0.1; // Brave cars maintain higher speed while evading aiTargetVelocity = maxSpeed * aiPower * speedMultiplier; break; case 2: // Circular escape pattern with individual preferences // Individual circle updating frequency based on adaptability var updateFrequency = flightPrefs.adaptability > 0.6 ? 45 : 75; // Adaptive cars update circle more often if (enemyCar.evasionState.escapeTimer % updateFrequency === 0) { enemyCar.evasionState.circleCenter.x = enemyCar.x; enemyCar.evasionState.circleCenter.y = enemyCar.y; // Individual circle radius based on personality var baseRadius = 120 + flightPrefs.riskTolerance * 80; // Risk-tolerant cars use larger circles var panicRadius = flightPrefs.panicThreshold < 0.4 ? 40 : 0; // Panicky cars use smaller circles enemyCar.evasionState.circleRadius = baseRadius + panicRadius; } // Individual circle speed based on aggressiveness and pursuit intensity var baseCircleSpeed = 0.06 + flightPrefs.aggressiveness * 0.04; var pursuitSpeedBonus = enemyCar.pursuitDetection.pursuitIntensity * 0.04; var circleSpeed = baseCircleSpeed + pursuitSpeedBonus; // Add individual direction changes for unpredictability if (flightPrefs.adaptability > 0.8 && Math.random() < 0.02) { // Highly adaptive cars occasionally reverse circle direction circleSpeed *= -1; } enemyCar.evasionState.circleAngle += circleSpeed; var targetCircleX = enemyCar.evasionState.circleCenter.x + Math.cos(enemyCar.evasionState.circleAngle) * enemyCar.evasionState.circleRadius; var targetCircleY = enemyCar.evasionState.circleCenter.y + Math.sin(enemyCar.evasionState.circleAngle) * enemyCar.evasionState.circleRadius; // Individual boundary handling based on risk tolerance var boundary = 80 + (1 - flightPrefs.riskTolerance) * 40; // Risk-averse cars stay further from edges targetCircleX = Math.max(boundary, Math.min(2048 - boundary, targetCircleX)); targetCircleY = Math.max(boundary, Math.min(2186 - boundary, targetCircleY)); var toCircleX = targetCircleX - enemyCar.x; var toCircleY = targetCircleY - enemyCar.y; aiTargetRotation = Math.atan2(toCircleX, -toCircleY); // Individual power and speed var basePower = 0.65 + flightPrefs.patience * 0.15; // Patient cars better at sustained circular movement var pursuitBonus = enemyCar.pursuitDetection.pursuitIntensity * 0.15; aiPower = basePower + pursuitBonus; var speedMultiplier = 0.8 + flightPrefs.bravery * 0.1; // Brave cars circle at higher speeds aiTargetVelocity = maxSpeed * aiPower * speedMultiplier; break; } // Apply strong edge avoidance during evasion if (edgeAvoidanceX !== 0 || edgeAvoidanceY !== 0) { var avoidanceAngle = Math.atan2(edgeAvoidanceX, -edgeAvoidanceY); var avoidanceWeight = Math.min(0.8, (Math.abs(edgeAvoidanceX) + Math.abs(edgeAvoidanceY)) * 2); var evasionWeight = 1 - avoidanceWeight; var evasionVecX = Math.sin(aiTargetRotation) * evasionWeight; var evasionVecY = -Math.cos(aiTargetRotation) * evasionWeight; var avoidVecX = Math.sin(avoidanceAngle) * avoidanceWeight; var avoidVecY = -Math.cos(avoidanceAngle) * avoidanceWeight; var blendedVecX = evasionVecX + avoidVecX; var blendedVecY = evasionVecY + avoidVecY; aiTargetRotation = Math.atan2(blendedVecX, -blendedVecY); } } else { // Enhanced Free roam logic with dynamic behavior patterns if (typeof enemyCar.freeRoamAngle === "undefined" || enemyCar.aiModeTimer === 0) { // Initialize free roam variables enemyCar.freeRoamAngle = Math.random() * Math.PI * 2; enemyCar.freeRoamSpeed = maxSpeed * (0.4 + Math.random() * 0.4); // 40%-80% of max speed enemyCar.freeRoamTimer = 0; enemyCar.freeRoamDirectionTimer = 0; enemyCar.freeRoamPattern = Math.floor(Math.random() * 3); // 0=wander, 1=circular, 2=aggressive } // Dynamic free roam behavior - change direction periodically for more interesting movement enemyCar.freeRoamTimer++; enemyCar.freeRoamDirectionTimer++; // Change direction every 1-3 seconds based on pattern var directionChangeInterval; switch (enemyCar.freeRoamPattern) { case 0: // Wander pattern - gentle direction changes directionChangeInterval = 90 + Math.floor(Math.random() * 60); // 1.5-2.5 seconds break; case 1: // Circular pattern - more frequent turns directionChangeInterval = 45 + Math.floor(Math.random() * 30); // 0.75-1.25 seconds break; case 2: // Aggressive pattern - quick direction changes directionChangeInterval = 30 + Math.floor(Math.random() * 40); // 0.5-1.17 seconds break; } if (enemyCar.freeRoamDirectionTimer > directionChangeInterval) { enemyCar.freeRoamDirectionTimer = 0; // Different behavior patterns for more variety switch (enemyCar.freeRoamPattern) { case 0: // Wander - small random direction changes var angleChange = (Math.random() - 0.5) * Math.PI * 0.6; // ±54 degrees enemyCar.freeRoamAngle += angleChange; enemyCar.freeRoamSpeed = maxSpeed * (0.3 + Math.random() * 0.4); break; case 1: // Circular - tends to turn in one direction if (typeof enemyCar.circularDirection === "undefined") { enemyCar.circularDirection = Math.random() < 0.5 ? -1 : 1; } var circularTurn = enemyCar.circularDirection * (Math.PI * 0.3 + Math.random() * Math.PI * 0.4); // 54-126 degrees enemyCar.freeRoamAngle += circularTurn; enemyCar.freeRoamSpeed = maxSpeed * (0.5 + Math.random() * 0.3); // Occasionally reverse direction if (Math.random() < 0.15) enemyCar.circularDirection *= -1; break; case 2: // Aggressive - sharp turns and speed changes var aggressiveTurn = (Math.random() - 0.5) * Math.PI * 1.2; // ±108 degrees enemyCar.freeRoamAngle += aggressiveTurn; enemyCar.freeRoamSpeed = maxSpeed * (0.6 + Math.random() * 0.3); break; } } // Add some target awareness even in free roam - occasionally look towards closest target var closestTarget = null; var closestDistance = Infinity; // Check distance to player var playerDistance = Math.sqrt((carPlayer.x - enemyCar.x) * (carPlayer.x - enemyCar.x) + (carPlayer.y - enemyCar.y) * (carPlayer.y - enemyCar.y)); if (playerDistance < closestDistance) { closestDistance = playerDistance; closestTarget = carPlayer; } // Check distance to other enemy cars for (var nearIdx = 0; nearIdx < enemyCars.length; nearIdx++) { if (nearIdx !== aiCarIdx) { var otherCar = enemyCars[nearIdx]; var otherDistance = Math.sqrt((otherCar.x - enemyCar.x) * (otherCar.x - enemyCar.x) + (otherCar.y - enemyCar.y) * (otherCar.y - enemyCar.y)); if (otherDistance < closestDistance) { closestDistance = otherDistance; closestTarget = otherCar; } } } var targetInfluence = 0; if (closestTarget && closestDistance < 400) { // Within 400 pixels // Closer target = more influence on direction targetInfluence = Math.max(0, (400 - closestDistance) / 400 * 0.3); // Up to 30% influence if (Math.random() < 0.02) { // 2% chance per frame to look at closest target var targetAngle = Math.atan2(closestTarget.x - enemyCar.x, -(closestTarget.y - enemyCar.y)); // Blend current angle with target angle var currentVecX = Math.sin(enemyCar.freeRoamAngle); var currentVecY = -Math.cos(enemyCar.freeRoamAngle); var targetVecX = Math.sin(targetAngle) * targetInfluence; var targetVecY = -Math.cos(targetAngle) * targetInfluence; var blendedVecX = currentVecX * (1 - targetInfluence) + targetVecX; var blendedVecY = currentVecY * (1 - targetInfluence) + targetVecY; enemyCar.freeRoamAngle = Math.atan2(blendedVecX, -blendedVecY); } } aiTargetRotation = enemyCar.freeRoamAngle; aiPower = 1; aiTargetVelocity = enemyCar.freeRoamSpeed; // Apply edge avoidance to free roam mode with stronger influence if (edgeAvoidanceX !== 0 || edgeAvoidanceY !== 0) { // Calculate edge avoidance angle var avoidanceAngle = Math.atan2(edgeAvoidanceX, -edgeAvoidanceY); // Much stronger avoidance in free roam mode var avoidanceWeight = Math.min(0.85, (Math.abs(edgeAvoidanceX) + Math.abs(edgeAvoidanceY)) * 1.5); var roamWeight = 1 - avoidanceWeight; // Convert angles to vectors for blending var roamVecX = Math.sin(aiTargetRotation) * roamWeight; var roamVecY = -Math.cos(aiTargetRotation) * roamWeight; var avoidVecX = Math.sin(avoidanceAngle) * avoidanceWeight; var avoidVecY = -Math.cos(avoidanceAngle) * avoidanceWeight; // Combine and convert back to angle var blendedVecX = roamVecX + avoidVecX; var blendedVecY = roamVecY + avoidVecY; aiTargetRotation = Math.atan2(blendedVecX, -blendedVecY); // Update the free roam angle to new direction after avoidance enemyCar.freeRoamAngle = aiTargetRotation; } } // AI: Smoothly rotate enemy car towards target if (typeof enemyCar.aiRotation === "undefined") enemyCar.aiRotation = enemyCar.rotation; var aiRotationDelta = aiTargetRotation - enemyCar.aiRotation; while (aiRotationDelta > Math.PI) aiRotationDelta -= 2 * Math.PI; while (aiRotationDelta < -Math.PI) aiRotationDelta += 2 * Math.PI; var aiRotationSpeed = baseRotationSpeed * 0.7; // Slightly slower turning for AI enemyCar.aiRotation += aiRotationDelta * aiRotationSpeed; enemyCar.rotation = enemyCar.aiRotation; // AI: Velocity logic if (typeof enemyCar.aiCurrentVelocity === "undefined") enemyCar.aiCurrentVelocity = 0; if (aiPower > 0.1) { // Accelerate var aiVelocityDiff = aiTargetVelocity - enemyCar.aiCurrentVelocity; var aiAccelerationRate = 0.003; enemyCar.aiCurrentVelocity += aiVelocityDiff * aiAccelerationRate; } else { // Decelerate var aiDecelerationRate = 0.045; enemyCar.aiCurrentVelocity *= 1 - aiDecelerationRate; if (Math.abs(enemyCar.aiCurrentVelocity) < 0.1) enemyCar.aiCurrentVelocity = 0; } enemyCar.aiCurrentVelocity = Math.min(enemyCar.aiCurrentVelocity, maxSpeed * 0.92); // AI: Intended movement direction var aiIntendedMoveX = Math.sin(enemyCar.aiRotation) * enemyCar.aiCurrentVelocity; var aiIntendedMoveY = -Math.cos(enemyCar.aiRotation) * enemyCar.aiCurrentVelocity; // AI: Drift physics for enemy car if (typeof enemyCar.aiVelocityX === "undefined") enemyCar.aiVelocityX = 0; if (typeof enemyCar.aiVelocityY === "undefined") enemyCar.aiVelocityY = 0; enemyCar.aiVelocityX = enemyCar.aiVelocityX * driftFactor + aiIntendedMoveX * gripFactor; enemyCar.aiVelocityY = enemyCar.aiVelocityY * driftFactor + aiIntendedMoveY * gripFactor; // AI: Apply friction and update position enemyCar.aiVelocityX *= 0.98; enemyCar.aiVelocityY *= 0.98; enemyCar.x += enemyCar.aiVelocityX + enemyCar.velocityX; enemyCar.y += enemyCar.aiVelocityY + enemyCar.velocityY; // --- End Enemy Car AI Movement Logic --- // Apply smooth braking to enemy car after collision for more natural deceleration if (!enemyCar.smoothBraking) enemyCar.smoothBraking = false; if (!enemyCar.brakeFrames) enemyCar.brakeFrames = 0; var currentEnemySpeed = Math.sqrt(enemyCar.velocityX * enemyCar.velocityX + enemyCar.velocityY * enemyCar.velocityY); // If enemy car was just launched (high velocity), enable smooth braking if (currentEnemySpeed > maxSpeed * 0.6 && !enemyCar.smoothBraking) { enemyCar.smoothBraking = true; enemyCar.brakeFrames = 0; } // Smooth braking logic: apply a gentle, progressive friction for a short period after being launched if (enemyCar.smoothBraking) { // Braking lasts for 18 frames (~0.3s at 60fps) var brakeDuration = 18; var brakeProgress = Math.min(1, enemyCar.brakeFrames / brakeDuration); // Start with gentle friction, increase to normal friction var minFriction = 0.96; var maxFriction = 0.92 - currentEnemySpeed / maxSpeed * 0.05; var frictionRate = minFriction + (maxFriction - minFriction) * brakeProgress; enemyCar.velocityX *= frictionRate; enemyCar.velocityY *= frictionRate; enemyCar.brakeFrames++; if (enemyCar.brakeFrames >= brakeDuration) { enemyCar.smoothBraking = false; } } else if (currentEnemySpeed > 0.1) { // Normal progressive friction var frictionRate = 0.92 - currentEnemySpeed / maxSpeed * 0.05; // More friction at higher speeds enemyCar.velocityX *= frictionRate; enemyCar.velocityY *= frictionRate; } else { // Stop very slow movement to prevent endless drift enemyCar.velocityX = 0; enemyCar.velocityY = 0; } // 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; } } // --- End Enemy Cars AI Movement Logic --- // Add collision detection between enemy cars (optimized - only check every 3rd frame) if (LK.ticks % 3 === 0) { for (var carA = 0; carA < enemyCars.length; carA++) { for (var carB = carA + 1; carB < enemyCars.length; carB++) { var enemyCarA = enemyCars[carA]; var enemyCarB = enemyCars[carB]; // Initialize collision tracking if not exists if (!enemyCarA.enemyColliding) enemyCarA.enemyColliding = []; if (!enemyCarB.enemyColliding) enemyCarB.enemyColliding = []; while (enemyCarA.enemyColliding.length <= carB) enemyCarA.enemyColliding.push(false); while (enemyCarB.enemyColliding.length <= carA) enemyCarB.enemyColliding.push(false); // Calculate collision boxes for both cars var carALeft = enemyCarA.x - enemyCollisionWidth / 2; var carARight = enemyCarA.x + enemyCollisionWidth / 2; var carATop = enemyCarA.y - enemyCollisionHeight / 2; var carABottom = enemyCarA.y + enemyCollisionHeight / 2; var carBLeft = enemyCarB.x - enemyCollisionWidth / 2; var carBRight = enemyCarB.x + enemyCollisionWidth / 2; var carBTop = enemyCarB.y - enemyCollisionHeight / 2; var carBBottom = enemyCarB.y + enemyCollisionHeight / 2; // Check for collision var currentColliding = !(carARight < carBLeft || carALeft > carBRight || carABottom < carBTop || carATop > carBBottom); if (!enemyCarA.enemyColliding[carB] && currentColliding) { // Collision just started - determine collision responsibility for enemy cars var carASpeedX = (enemyCarA.aiVelocityX || 0) + (enemyCarA.velocityX || 0); var carASpeedY = (enemyCarA.aiVelocityY || 0) + (enemyCarA.velocityY || 0); var carBSpeedX = (enemyCarB.aiVelocityX || 0) + (enemyCarB.velocityX || 0); var carBSpeedY = (enemyCarB.aiVelocityY || 0) + (enemyCarB.velocityY || 0); var carASpeed = Math.sqrt(carASpeedX * carASpeedX + carASpeedY * carASpeedY); var carBSpeed = Math.sqrt(carBSpeedX * carBSpeedX + carBSpeedY * carBSpeedY); // Calculate collision direction var collisionDeltaX = enemyCarB.x - enemyCarA.x; var collisionDeltaY = enemyCarB.y - enemyCarA.y; var collisionDistance = Math.sqrt(collisionDeltaX * collisionDeltaX + collisionDeltaY * collisionDeltaY); // Normalize collision direction if (collisionDistance > 0) { collisionDeltaX /= collisionDistance; collisionDeltaY /= collisionDistance; } // Determine collision responsibility for enemy cars var carACrasher = false; var carBCrasher = false; var bothEnemiesCrashed = false; // Calculate approach vectors var carAApproachX = 0, carAApproachY = 0; var carBApproachX = 0, carBApproachY = 0; if (carASpeed > 0.1) { carAApproachX = carASpeedX / carASpeed; carAApproachY = carASpeedY / carASpeed; } if (carBSpeed > 0.1) { carBApproachX = carBSpeedX / carBSpeed; carBApproachY = carBSpeedY / carBSpeed; } // Calculate how much each car is moving toward the collision var carATowardCollision = 0; var carBTowardCollision = 0; if (carASpeed > 0.1) { carATowardCollision = carAApproachX * collisionDeltaX + carAApproachY * collisionDeltaY; } if (carBSpeed > 0.1) { carBTowardCollision = carBApproachX * -collisionDeltaX + carBApproachY * -collisionDeltaY; } // Speed thresholds for determining crasher responsibility var minCrasherSpeed = maxSpeed * 0.15; var dominantCrasherThreshold = 0.3; // Determine responsibility if (carASpeed > minCrasherSpeed && carBSpeed > minCrasherSpeed) { if (carATowardCollision > dominantCrasherThreshold && carBTowardCollision > dominantCrasherThreshold) { bothEnemiesCrashed = true; } else if (carATowardCollision > carBTowardCollision + dominantCrasherThreshold) { carACrasher = true; } else if (carBTowardCollision > carATowardCollision + dominantCrasherThreshold) { carBCrasher = true; } else { bothEnemiesCrashed = true; } } else if (carASpeed > minCrasherSpeed && carBSpeed <= minCrasherSpeed) { carACrasher = true; } else if (carBSpeed > minCrasherSpeed && carASpeed <= minCrasherSpeed) { carBCrasher = true; } else { bothEnemiesCrashed = true; } // Calculate momentum transfer using conservation of momentum var totalMass = enemyCarA.weight + enemyCarB.weight; var massRatioA1 = (enemyCarA.weight - enemyCarB.weight) / totalMass; var massRatioA2 = 2 * enemyCarB.weight / totalMass; var massRatioB1 = 2 * enemyCarA.weight / totalMass; var massRatioB2 = (enemyCarB.weight - enemyCarA.weight) / totalMass; // Apply different energy loss based on collision responsibility var relativeSpeed = Math.max(carASpeed, carBSpeed); var minLoss, maxLoss; var speedNorm = Math.min(1, relativeSpeed / maxSpeed); if (bothEnemiesCrashed) { minLoss = 0.18; maxLoss = 0.60; } else { minLoss = 0.12; maxLoss = 0.50; } var energyLoss = minLoss + (maxLoss - minLoss) * speedNorm; var restitution = 1 - energyLoss; // Apply different restitution based on responsibility var carARestitution = restitution; var carBRestitution = restitution; if (carACrasher) { carARestitution = restitution * 1.15; // Car A is crasher - less penalty carBRestitution = restitution * 0.85; // Car B crashed into - more penalty } else if (carBCrasher) { carBRestitution = restitution * 1.15; // Car B is crasher - less penalty carARestitution = restitution * 0.85; // Car A crashed into - more penalty } // Separate cars to prevent overlap var separationDistance = 75; var halfSeparation = separationDistance / 2; enemyCarA.x = enemyCarA.x - collisionDeltaX * halfSeparation; enemyCarA.y = enemyCarA.y - collisionDeltaY * halfSeparation; enemyCarB.x = enemyCarB.x + collisionDeltaX * halfSeparation; enemyCarB.y = enemyCarB.y + collisionDeltaY * halfSeparation; // Calculate new velocities for car A var carAImpactX = carASpeedX * massRatioA1 + carBSpeedX * massRatioA2; var carAImpactY = carASpeedY * massRatioA1 + carBSpeedY * massRatioA2; enemyCarA.velocityX = carAImpactX * carARestitution; enemyCarA.velocityY = carAImpactY * carARestitution; // Calculate new velocities for car B var carBImpactX = carASpeedX * massRatioB1 + carBSpeedX * massRatioB2; var carBImpactY = carASpeedY * massRatioB1 + carBSpeedY * massRatioB2; enemyCarB.velocityX = carBImpactX * carBRestitution; enemyCarB.velocityY = carBImpactY * carBRestitution; // Add directional push based on collision var pushIntensity = (carASpeed + carBSpeed) * (0.4 + 0.4 * speedNorm); var carAPushRatio = enemyCarB.weight / totalMass; var carBPushRatio = enemyCarA.weight / totalMass; enemyCarA.velocityX += -collisionDeltaX * pushIntensity * carAPushRatio * 0.6; enemyCarA.velocityY += -collisionDeltaY * pushIntensity * carAPushRatio * 0.6; enemyCarB.velocityX += collisionDeltaX * pushIntensity * carBPushRatio * 0.6; enemyCarB.velocityY += collisionDeltaY * pushIntensity * carBPushRatio * 0.6; // Reset acceleration state based on responsibility if (carACrasher) { if (typeof enemyCarA.aiCurrentVelocity !== "undefined") { enemyCarA.aiCurrentVelocity *= 0.3; // Car A is crasher - smaller penalty } } else { if (typeof enemyCarA.aiCurrentVelocity !== "undefined") { enemyCarA.aiCurrentVelocity = 0; // Car A crashed into or mutual - full reset } } if (carBCrasher) { if (typeof enemyCarB.aiCurrentVelocity !== "undefined") { enemyCarB.aiCurrentVelocity *= 0.3; // Car B is crasher - smaller penalty } } else { if (typeof enemyCarB.aiCurrentVelocity !== "undefined") { enemyCarB.aiCurrentVelocity = 0; // Car B crashed into or mutual - full reset } } // Visual feedback based on collision responsibility if (bothEnemiesCrashed) { // Both crashed - flash both in orange LK.effects.flashObject(enemyCarA, 0xff8800, 300); LK.effects.flashObject(enemyCarB, 0xff8800, 300); } else if (carACrasher) { // Car A crashed into car B - flash A red, B yellow LK.effects.flashObject(enemyCarA, 0xff6600, 250); LK.effects.flashObject(enemyCarB, 0xffdd00, 350); } else if (carBCrasher) { // Car B crashed into car A - flash B red, A yellow LK.effects.flashObject(enemyCarB, 0xff6600, 250); LK.effects.flashObject(enemyCarA, 0xffdd00, 350); } else { // Default fallback LK.effects.flashObject(enemyCarA, 0xffaa00, 300); LK.effects.flashObject(enemyCarB, 0xffaa00, 300); } } // Update collision tracking enemyCarA.enemyColliding[carB] = currentColliding; enemyCarB.enemyColliding[carA] = currentColliding; } } } // Update player health bar scale var healthPercentage = playerHealth / maxHealth; healthBar.scaleX = 4 * healthPercentage; // Update speed display var totalSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); speedText.setText('Speed: ' + Math.round(totalSpeed)); };
===================================================================
--- original.js
+++ change.js
@@ -212,58 +212,27 @@
y: 2186,
anchorX: 0,
anchorY: 0
});
-// Create player health bar on the right side of UI - longer and at top
+// Create player health bar at the top right of UI with 20px margin
var healthBarBg = uiBackground.attachAsset('BarBg', {
x: 1800,
- y: 50,
+ y: 40,
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2,
- scaleY: 1.5
+ scaleX: 4,
+ scaleY: 0.3
});
var healthBar = uiBackground.attachAsset('Bar', {
x: 1800,
- y: 50,
+ y: 40,
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2,
- scaleY: 1.5
+ scaleX: 4,
+ scaleY: 0.3
});
// Tint health bar with player car color (red)
healthBar.tint = 0xff0000;
-// Create enemy health bars in column below player health bar
-var enemyHealthBars = [];
-var enemyHealthBarBgs = [];
-for (var healthBarIdx = 0; healthBarIdx < enemyCars.length; healthBarIdx++) {
- var yOffset = 120 + healthBarIdx * 60; // Start 70px below player bar, 60px spacing
- // Background for enemy health bar
- var enemyHealthBarBg = uiBackground.attachAsset('BarBg', {
- x: 1800,
- y: yOffset,
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 0.8
- });
- // Foreground health bar for enemy
- var enemyHealthBar = uiBackground.attachAsset('Bar', {
- x: 1800,
- y: yOffset,
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 0.8
- });
- // Tint with enemy car's color
- var enemyCarGraphics = enemyCars[healthBarIdx].children[0];
- if (enemyCarGraphics && enemyCarGraphics.tint) {
- enemyHealthBar.tint = enemyCarGraphics.tint;
- }
- enemyHealthBars.push(enemyHealthBar);
- enemyHealthBarBgs.push(enemyHealthBarBg);
-}
// Create speed display text
var speedText = new Text2('Speed: 0', {
size: 60,
fill: 0x000000
@@ -2267,14 +2236,9 @@
}
}
// Update player health bar scale
var healthPercentage = playerHealth / maxHealth;
- healthBar.scaleX = 2 * healthPercentage;
- // Update enemy health bars scale
- for (var healthIdx = 0; healthIdx < enemyCars.length && healthIdx < enemyHealthBars.length; healthIdx++) {
- var enemyHealthPercentage = enemyCars[healthIdx].health / maxHealth;
- enemyHealthBars[healthIdx].scaleX = 1.5 * enemyHealthPercentage;
- }
+ healthBar.scaleX = 4 * healthPercentage;
// Update speed display
var totalSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
speedText.setText('Speed: ' + Math.round(totalSpeed));
};
\ No newline at end of file