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Aplica al auto jugador la misma lógica de choque que la IA
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Agrega un sistema de fallo para la IA, si está en persecución directa y pasa muy cerca sin pegarle o pasa un tiempo sin pegarle prueba otra estrategia
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Haz que al estar quieto un objetivo la IA asuste entre 1 a 3 veces antes d eatacar
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Cuando el objetivo está quieto nunca hará emboscada
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Modifica el modo variado para que sea como el persecusión directa solo que no busca pegarle, busca asustar
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Haz que el auto al perseguir detecte cuando se queda orbitando sin pegar, al suceder esto se pone en modo libre para buscar un angulo donde pegar directo
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El auto aún se queda orbitando al objetivo haz que detecte cuado sucede esto y busque un ángulo nuevo
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El auto al perseguir directo cuando el objetivo está quieto o muy lento, el momentum hace que se quede orbitado al auto objetivo sin pegarle, haz que se aleje y busque un punto donde pegar directo
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Agrega preferencia de modos. Si el auto va muy rápido tenderá a emboscarlos. Si va muy lento tenderá a directo y no a modo libre
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Mejora la lógica de persecusión ya que hay momentos donde la IA queda dando vueltas al rededor del jugador
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Haz que la IA pueda elegir el modo de ataque según la velocidad del objetivo y posición respecto a el
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Haz que a la hora de seguir al jugador pueda elegir entre, persecución directa, variada o emboscada (determinar su posición futura)
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Haz que a la hora de seguir al jugador pueda elegir entre, persecución directa, variada o emboscada (determinar su posición futura)
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Mejora la IA de movilidad libre, la IA parece demaciado tonta
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Haz que la IA tienda a alejarse de los bordes
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Mejora la lógica a de la IA enemiga agregando lo siguiente: elegir moverse libre o seguir player (haz que cambie a voluntad durante el juego)
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Please fix the bug: 'ReferenceError: totalSpeed is not defined' in or related to this line: 'speedText.setText('Speed: ' + Math.round(totalSpeed));' Line Number: 674
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Haz que la lógica de partículas de movimiento no sea exclusivo de player y sea global
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Please fix the bug: 'Cannot read properties of undefined (reading 'aiVelocityX')' in or related to this line: 'var enemyTotalSpeed = Math.sqrt((enemyCar.aiVelocityX + enemyCar.velocityX) * (enemyCar.aiVelocityX + enemyCar.velocityX) + (enemyCar.aiVelocityY + enemyCar.velocityY) * (enemyCar.aiVelocityY + enemyCar.velocityY));' Line Number: 104
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Agrégale las misma lógica de partículas al enemigo
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Please fix the bug: 'Cannot read properties of undefined (reading 'aiVelocityX')' in or related to this line: 'var enemyTotalSpeed = Math.sqrt((enemyCar.aiVelocityX + enemyCar.velocityX) * (enemyCar.aiVelocityX + enemyCar.velocityX) + (enemyCar.aiVelocityY + enemyCar.velocityY) * (enemyCar.aiVelocityY + enemyCar.velocityY));' Line Number: 109
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Please fix the bug: 'Cannot read properties of undefined (reading 'aiVelocityX')' in or related to this line: 'if (typeof enemyCar.aiVelocityX === "undefined") {' Line Number: 108
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Please fix the bug: 'Cannot read properties of undefined (reading 'aiVelocityX')' in or related to this line: 'var enemyTotalSpeed = Math.sqrt((enemyCar.aiVelocityX + enemyCar.velocityX) * (enemyCar.aiVelocityX + enemyCar.velocityX) + (enemyCar.aiVelocityY + enemyCar.velocityY) * (enemyCar.aiVelocityY + enemyCar.velocityY));' Line Number: 108
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Agrégale partículas al movimiento del auto enemig
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Agrégale IA al auto enemigo con la misma lógica de movimiento que el auto del jugador
/**** * 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 enemy car in gameplay area at random position 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: // 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 gameplayBackground.addChild(enemyCar); // Create UI background - 1/5 of screen height (bottom portion) var uiBackground = game.attachAsset('uiBg', { x: 0, y: 2186, anchorX: 0, anchorY: 0 }); // Create speed display text var speedText = new Text2('Speed: 0', { size: 60, fill: 0x000000 }); speedText.anchor.set(0, 0.5); speedText.x = 50; speedText.y = 2459; // Center vertically in UI area game.addChild(speedText); // Create joystickBG centered in UI background var joystickBG = uiBackground.attachAsset('JoystickBG', { x: 1024, // Center horizontally in UI y: 273, // Center vertically in UI (546/2 = 273) anchorX: 0.5, anchorY: 0.5 }); // Create point object that will follow touch position var point = null; // Create JoystickPoinr that will follow point position smoothly var joystickPoinr = game.attachAsset('JoystickPoinr', { x: 1024, y: 2459, anchorX: 0.5, anchorY: 0.5 }); // Variables for smooth movement var targetX = 1024; var targetY = 2459; var smoothSpeed = 0.2; // Variables for smooth rotation var targetRotation = 0; var baseRotationSpeed = 0.052; // Variables for realistic car physics var currentVelocity = 0; var acceleration = 0.16; var deceleration = 0.44; var maxSpeed = 15.36; // Variables for drift physics var velocityX = 0; var velocityY = 0; var driftFactor = 0.85; // How much momentum is retained (lower = more drift) var gripFactor = 0.3; // How quickly car aligns with direction (lower = more drift) // Player car weight var playerCarWeight = 1.2; // Player car is moderately heavy // 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 }); } } } // Emit particles for player car emitCarParticles(carPlayer, velocityX, velocityY, carPlayer.rotation, maxSpeed, gameplayBackground); // Emit particles for enemy car (use AI velocity + collision velocity) var enemyTotalVX = (typeof enemyCar.aiVelocityX !== "undefined" ? enemyCar.aiVelocityX : 0) + (typeof enemyCar.velocityX !== "undefined" ? enemyCar.velocityX : 0); var enemyTotalVY = (typeof enemyCar.aiVelocityY !== "undefined" ? enemyCar.aiVelocityY : 0) + (typeof enemyCar.velocityY !== "undefined" ? enemyCar.velocityY : 0); emitCarParticles(enemyCar, enemyTotalVX, enemyTotalVY, enemyCar.rotation, maxSpeed, gameplayBackground); // Update and clean up particles for (var i = game.particles.length - 1; i >= 0; i--) { var particle = game.particles[i]; if (particle.age >= particle.lifespan) { particle.destroy(); game.particles.splice(i, 1); } } // Check collision between player car and enemy car using smaller collision boxes if (!carPlayer.lastColliding) carPlayer.lastColliding = false; // Define smaller collision boxes (approximately 60% of actual asset size for more precise collision) 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 // Calculate collision boxes centers var playerLeft = carPlayer.x - playerCollisionWidth / 2; var playerRight = carPlayer.x + playerCollisionWidth / 2; var playerTop = carPlayer.y - playerCollisionHeight / 2; var playerBottom = carPlayer.y + playerCollisionHeight / 2; var enemyLeft = enemyCar.x - enemyCollisionWidth / 2; var enemyRight = enemyCar.x + enemyCollisionWidth / 2; var enemyTop = enemyCar.y - enemyCollisionHeight / 2; var enemyBottom = enemyCar.y + enemyCollisionHeight / 2; // More precise collision detection using smaller bounding boxes var currentColliding = !(playerRight < enemyLeft || playerLeft > enemyRight || playerBottom < enemyTop || playerTop > enemyBottom); if (!carPlayer.lastColliding && currentColliding) { // Collision just started - calculate collision physics with mass var playerSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); var enemySpeed = Math.sqrt(enemyCar.velocityX * enemyCar.velocityX + enemyCar.velocityY * enemyCar.velocityY); // Calculate collision direction (from player car to enemy car) var collisionDeltaX = enemyCar.x - carPlayer.x; var collisionDeltaY = enemyCar.y - carPlayer.y; var collisionDistance = Math.sqrt(collisionDeltaX * collisionDeltaX + collisionDeltaY * collisionDeltaY); // Normalize collision direction if (collisionDistance > 0) { collisionDeltaX /= collisionDistance; collisionDeltaY /= collisionDistance; } // Calculate momentum transfer using conservation of momentum // m1*v1 + m2*v2 = m1*v1' + m2*v2' (simplified elastic collision) var totalMass = playerCarWeight + enemyCar.weight; var massRatio1 = (playerCarWeight - enemyCar.weight) / totalMass; var massRatio2 = 2 * enemyCar.weight / totalMass; var massRatio3 = 2 * playerCarWeight / totalMass; var massRatio4 = (enemyCar.weight - playerCarWeight) / totalMass; // Make energy loss proportional to current speed for more natural and realistic crash // At low speed, little loss; at high speed, much more loss var relativeSpeed = Math.max(playerSpeed, enemySpeed); var minLoss = 0.18; // minimum energy loss at very low speed var maxLoss = 0.65; // maximum energy loss at very high speed var speedNorm = Math.min(1, relativeSpeed / maxSpeed); // 0 to 1 var energyLoss = minLoss + (maxLoss - minLoss) * speedNorm; var restitution = 1 - energyLoss; // Separate cars to prevent overlap (less exaggerated separation) var separationDistance = 70; // Reduced from 110 for more natural push carPlayer.x = enemyCar.x - collisionDeltaX * separationDistance; carPlayer.y = enemyCar.y - collisionDeltaY * separationDistance; // Calculate new velocities based on mass and current motion // Player car velocity change (heavier cars are less affected) var playerImpactX = velocityX * massRatio1 + enemyCar.velocityX * massRatio2; var playerImpactY = velocityY * massRatio1 + enemyCar.velocityY * massRatio2; velocityX = playerImpactX * restitution; velocityY = playerImpactY * restitution; // Enemy car velocity change (lighter cars get pushed more) var enemyImpactX = velocityX * massRatio3 + enemyCar.velocityX * massRatio4; var enemyImpactY = velocityY * massRatio3 + enemyCar.velocityY * massRatio4; enemyCar.velocityX = enemyImpactX * restitution; enemyCar.velocityY = enemyImpactY * restitution; // --- NEW: Launch enemy car away from collision, push effect depends on collision speed --- var launchSpeed = Math.max(playerSpeed, enemySpeed); // Calculate push multiplier: gentle at low speed, exaggerated at high speed // At 0 speed: 0.4x, at maxSpeed: 1.5x (tunable) var minPush = 0.4; var maxPush = 1.5; var pushMultiplier = minPush + (maxPush - minPush) * speedNorm; // Direction from player to enemy (so enemy is launched away from player) var launchDirX = enemyCar.x - carPlayer.x; var launchDirY = enemyCar.y - carPlayer.y; var launchDist = Math.sqrt(launchDirX * launchDirX + launchDirY * launchDirY); // If the direction is too small (almost zero), use the player's movement direction if (launchDist < 0.01) { // Use the normalized velocity of the player (if moving) var playerMoveNorm = Math.sqrt(velocityX * velocityX + velocityY * velocityY); if (playerMoveNorm > 0.01) { launchDirX = velocityX / playerMoveNorm; launchDirY = velocityY / playerMoveNorm; } else { // Default to up if both are zero launchDirX = 0; launchDirY = -1; } } else { launchDirX /= launchDist; launchDirY /= launchDist; } // Add launch velocity proportional to collision speed and pushMultiplier enemyCar.velocityX += launchDirX * launchSpeed * pushMultiplier; enemyCar.velocityY += launchDirY * launchSpeed * pushMultiplier; // --- END NEW --- // Add directional push based on collision angle and relative mass var pushIntensity = (playerSpeed + enemySpeed) * (0.5 + 0.5 * speedNorm); // More push at higher speed, less at low var playerPushRatio = enemyCar.weight / totalMass; // Heavier enemy = more push on player var enemyPushRatio = playerCarWeight / totalMass; // Heavier player = more push on enemy // Apply directional collision forces (less exaggerated, but still speed-dependent) velocityX += -collisionDeltaX * pushIntensity * playerPushRatio * 0.7; velocityY += -collisionDeltaY * pushIntensity * playerPushRatio * 0.7; enemyCar.velocityX += collisionDeltaX * pushIntensity * enemyPushRatio * 0.7; enemyCar.velocityY += collisionDeltaY * pushIntensity * enemyPushRatio * 0.7; // Reset acceleration interpolation so acceleration after crash feels like at driving start, but more severe at high speed var postCrashSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); // If the crash was at high speed, reduce the post-collision velocity more (stronger reset) if (relativeSpeed > maxSpeed * 0.7) { // At very high speed, reduce velocity to 40% of post-collision value currentVelocity = postCrashSpeed * 0.4; } else if (relativeSpeed > maxSpeed * 0.4) { // At medium speed, reduce velocity to 70% of post-collision value currentVelocity = postCrashSpeed * 0.7; } else { // At low speed, keep as before currentVelocity = postCrashSpeed; } // Visual feedback for collision LK.effects.flashObject(carPlayer, 0xff0000, 500); } // Update last collision state carPlayer.lastColliding = currentColliding; // --- Enemy Car AI Movement Logic --- // Enemy car can switch between 'follow player' 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) { // Calculate target speed for mode preference var targetSpeed = Math.sqrt(velocityX * velocityX + velocityY * 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 } // Adaptive strategy selection based on target speed and position enemyCar.followStrategyTimer++; if (enemyCar.followStrategyTimer > enemyCar.followStrategyDuration) { // Calculate target speed and relative position for strategy selection var targetSpeed = Math.sqrt(velocityX * velocityX + velocityY * 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 // Strategy selection with strong speed-based preferences: // DIRECT: Strongly preferred for slow targets (< 30% speed) // VARIED: For medium speeds and tactical situations // AMBUSH: Strongly preferred for fast targets (> 60% speed) if (targetSpeedRatio < 0.3) { // Slow target - strongly prefer direct pursuit (85% chance) if (Math.random() < 0.85) { enemyCar.followStrategy = 0; } else { enemyCar.followStrategy = 1; // Occasional varied approach } } else if (targetSpeedRatio > 0.6) { // Fast target - strongly prefer ambush tactics (80% chance) if (Math.random() < 0.8) { enemyCar.followStrategy = 2; // Ambush for interception } else { enemyCar.followStrategy = 1; // Occasional varied approach } } else if (targetSpeedRatio < 0.05) { // Target is nearly stationary - use intimidation system // Initialize intimidation counter if not set if (typeof enemyCar.intimidationCount === "undefined") { enemyCar.intimidationCount = 0; enemyCar.maxIntimidations = 1 + Math.floor(Math.random() * 3); // 1-3 intimidations } // Check if we've completed enough intimidations if (enemyCar.intimidationCount >= enemyCar.maxIntimidations) { // Switch to direct attack after intimidating enough times enemyCar.followStrategy = 0; // Direct pursuit for attack } else { // Use varied mode for intimidation (doesn't seek collision) enemyCar.followStrategy = 1; // Intimidation approach } } else if (isTargetBehind || relativeDistance < 200) { // Target behind or very close - use varied approach for positioning enemyCar.followStrategy = 1; } else if (isTargetAhead && relativeDistance < 300) { // Target ahead and close - direct pursuit enemyCar.followStrategy = 0; } else { // Medium speed, medium distance - balanced approach favoring strategy based on speed if (targetSpeedRatio > 0.45) { // Lean towards ambush for faster medium speeds enemyCar.followStrategy = Math.random() < 0.6 ? 2 : 1; } else { // Lean towards direct for slower medium speeds enemyCar.followStrategy = Math.random() < 0.6 ? 0 : 1; } } // Adjust duration based on selected strategy switch (enemyCar.followStrategy) { case 0: // Direct - shorter duration for quick decisions enemyCar.followStrategyDuration = 45 + Math.floor(Math.random() * 45); break; case 1: // Varied - medium duration for tactical maneuvering enemyCar.followStrategyDuration = 60 + Math.floor(Math.random() * 60); break; case 2: // Ambush - longer duration for prediction accuracy enemyCar.followStrategyDuration = 90 + Math.floor(Math.random() * 60); break; } enemyCar.followStrategyTimer = 0; } // Calculate base values aiDeltaX = carPlayer.x - enemyCar.x; aiDeltaY = carPlayer.y - enemyCar.y; aiDistance = Math.sqrt(aiDeltaX * aiDeltaX + aiDeltaY * aiDeltaY); // Calculate relative velocity and approach angle for smarter pursuit var relativeVelX = velocityX - (enemyCar.aiVelocityX || 0); var relativeVelY = velocityY - (enemyCar.aiVelocityY || 0); 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 = Math.sqrt(velocityX * velocityX + velocityY * 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; } if (aiDistance < 120 && !enemyCar.circlingDetected) { // Too close - back off slightly at an angle var backoffAngle = approachAngle + Math.PI + (Math.random() - 0.5) * Math.PI * 0.5; aiTargetRotation = backoffAngle; aiPower = 0.3; aiTargetVelocity = maxSpeed * aiPower * 0.6; } else if (aiDistance > 500) { // Far away - direct approach aiTargetRotation = approachAngle; aiPower = Math.min(1, aiDistance / 600); aiTargetVelocity = maxSpeed * aiPower * 0.95; } else { // Medium distance - 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 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 (aiDistance < 180) { // Intimidation range - follow closely but maintain threatening distance // Stay close enough to scare but far enough to avoid collision var intimidationDistance = 150; // Target distance for intimidation var distanceError = aiDistance - intimidationDistance; if (Math.abs(distanceError) < 30) { // Perfect intimidation distance - match player direction but slightly offset var intimidationOffset = Math.sin(LK.ticks * 0.05) * (Math.PI * 0.15); // Subtle weaving ±27 degrees aiTargetRotation = approachAngle + intimidationOffset; aiPower = 0.7; aiTargetVelocity = maxSpeed * aiPower * 0.85; // Check if target is stationary and we're intimidating var currentTargetSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); if (currentTargetSpeed < maxSpeed * 0.05 && typeof enemyCar.intimidationCount !== "undefined") { // Mark intimidation as successful after maintaining perfect distance for a while if (typeof enemyCar.intimidationTimer === "undefined") enemyCar.intimidationTimer = 0; enemyCar.intimidationTimer++; // Complete intimidation after 2 seconds of perfect positioning if (enemyCar.intimidationTimer > 120) { enemyCar.intimidationCount++; enemyCar.intimidationTimer = 0; // Force strategy recalculation enemyCar.followStrategyTimer = enemyCar.followStrategyDuration + 1; } } } else if (distanceError < 0) { // Too close - back off while still facing player aiTargetRotation = approachAngle + Math.PI + (Math.random() - 0.5) * Math.PI * 0.3; aiPower = 0.4; aiTargetVelocity = maxSpeed * aiPower * 0.6; } else { // Too far - approach for intimidation aiTargetRotation = approachAngle; aiPower = 0.8; aiTargetVelocity = maxSpeed * aiPower * 0.9; } } else { // Long range - approach like direct pursuit for intimidation setup aiTargetRotation = approachAngle; aiPower = Math.min(1, aiDistance / 500); aiTargetVelocity = maxSpeed * aiPower * 0.92; } break; case 2: // Ambush - predict player's future position with smarter interception var playerVelX = velocityX; var playerVelY = velocityY; var playerSpeed = Math.sqrt(playerVelX * playerVelX + playerVelY * playerVelY); 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 (aiDistance < 150) { // Close range - position for optimal angle of attack var attackAngle = approachAngle + Math.PI * 0.4 * (angleDiff > 0 ? 1 : -1); aiTargetRotation = attackAngle; aiPower = 0.7; aiTargetVelocity = maxSpeed * aiPower * 0.8; } else { // Long range interception var predictionTime = Math.min(2.5, aiDistance / maxSpeed * 0.9); var interceptX = carPlayer.x + playerVelX * predictionTime; var interceptY = carPlayer.y + playerVelY * 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); // Lead the target slightly based on relative speeds var speedRatio = (enemyCar.aiCurrentVelocity || 0) / Math.max(0.1, playerSpeed); var leadAdjustment = (1 - speedRatio) * 0.3; aiTargetRotation = Math.atan2(interceptDeltaX, -interceptDeltaY); aiPower = Math.min(1, interceptDistance / 700); var speedBoost = Math.min(0.2, playerSpeed / 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 { // 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 player awareness even in free roam - occasionally look towards player var playerDistance = Math.sqrt((carPlayer.x - enemyCar.x) * (carPlayer.x - enemyCar.x) + (carPlayer.y - enemyCar.y) * (carPlayer.y - enemyCar.y)); var playerInfluence = 0; if (playerDistance < 400) { // Within 400 pixels // Closer player = more influence on direction playerInfluence = Math.max(0, (400 - playerDistance) / 400 * 0.3); // Up to 30% influence if (Math.random() < 0.02) { // 2% chance per frame to look at player var playerAngle = Math.atan2(carPlayer.x - enemyCar.x, -(carPlayer.y - enemyCar.y)); // Blend current angle with player angle var currentVecX = Math.sin(enemyCar.freeRoamAngle); var currentVecY = -Math.cos(enemyCar.freeRoamAngle); var playerVecX = Math.sin(playerAngle) * playerInfluence; var playerVecY = -Math.cos(playerAngle) * playerInfluence; var blendedVecX = currentVecX * (1 - playerInfluence) + playerVecX; var blendedVecY = currentVecY * (1 - playerInfluence) + playerVecY; 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; } // Update speed display var totalSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); speedText.setText('Speed: ' + Math.round(totalSpeed)); };
===================================================================
--- original.js
+++ change.js
@@ -372,8 +372,47 @@
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 = [];
}