JIT
Gokarting Game 3 Laps Boosts Items
Make a game: You go gokarting. You have 3 laps, and make a test track with boost pads and item boxes. W to acellerate, arrow keys to turn, I to item, D to drift.

Okay, let's create a basic Go-Kart game framework. This will include the HTML structure, CSS for styling, and JavaScript for the core game logic including movement, a simple track, boost pads, item boxes, and lap counting.

This sets up the basic game. You can drive the red kart around the grey track area using W and Arrow Keys. Driving over cyan pads gives a temporary speed boost. Driving over yellow boxes gives you a 'Boost' item (if you don't have one already), which you can use with the 'I' key for a stronger boost. The 'D' key applies brakes/drift (reduces speed and allows slightly tighter turns). Lap counting is implemented based on crossing the finish line correctly. The game ends visually after 3 laps.

Next Steps/Improvements:

  • Implement proper track boundary collision (preventing driving through the middle or off the edges).
  • Refine drifting mechanics.
  • Add more item types.
  • Improve graphics and add sound effects.
  • Add AI opponents.
  • Create a more interesting track layout.
Updated files
v1
I wanted it 3D.

Okay, converting the game to 3D is a significant step up in complexity! We'll use the Three.js library to handle the 3D rendering. This will involve replacing the 2D canvas drawing with 3D scene setup, object creation, and rendering.

This first version will focus on setting up the 3D environment, a basic kart model, a flat track plane, and adapting the movement controls. Boost pads, item boxes, and lap counting will be added back progressively.

Key Changes:

  1. Three.js Included: Added the Three.js library via import map in index.html.
  2. Module Script: script.js is now a type="module".
  3. 3D Setup: Initialized Three.js Scene, PerspectiveCamera, and WebGLRenderer.
  4. Lighting: Added basic ambient and directional lights for visibility and shadows.
  5. Ground & Track: Created a large flat PlaneGeometry for the ground and a visual ShapeGeometry for the track path (no physics yet).
  6. Kart Model: The kart is now a simple 3D BoxGeometry (kartMesh).
  7. Physics Update:
    • Movement now uses THREE.Vector3 for position and velocity.
    • Rotation uses THREE.Euler (specifically the Y-axis).
    • Acceleration, friction, and speed calculations are adapted for 3D vectors and use deltaTime for frame-rate independence.
  8. Camera: Implemented a basic third-person follow camera that tracks the kart's position and rotation.
  9. Rendering Loop: The animate function now calls renderer.render(scene, camera) each frame.
  10. UI: Added a speed display. UI elements are positioned absolutely over the canvas.
  11. Controls: Kept the same key bindings, but they now affect the 3D kart's rotation and speed calculation.

Now you have a basic 3D scene with a red box representing the kart that you can drive around on a flat plane using the familiar controls. The camera follows the kart. Next steps would involve adding back the boost pads, item boxes (as 3D objects), implementing 3D collision detection, and refining the track and lap logic.*

Updated files
v2
Now add items.

Okay, let's add the item boxes and the item functionality back into the 3D game. We'll create 3D representations for the boxes, implement collision detection, and handle picking up and using the 'boost' item.

Changes Made:

  1. Item Box Setup:
    • Defined constants for item box size, respawn time, and boost effects.
    • Created itemBoxGeometry and two materials (itemBoxMaterialActive, itemBoxMaterialInactive).
    • Created an itemBoxes array to store the mesh and state of each box.
    • The createItemBox function now creates a mesh, sets its position, calculates its bounding box (userData.boundingBox), marks it as active (userData.active), and adds it to the scene and the itemBoxes array. Four boxes are created around the track.
  2. Kart Bounding Box: Defined a local boundingBox within the kart object state.
  3. Collision Detection (handleItemCollisions):
    • Gets the kart's bounding box in world coordinates (kartWorldBox).
    • Iterates through itemBoxes.
    • Checks if an active box's bounding box (box.userData.boundingBox) intersects with the kartWorldBox.
    • If collision:
      • Sets box.userData.active = false.
      • Changes the box material to itemBoxMaterialInactive and makes it invisible (box.visible = false).
      • Assigns 'boost' to kart.currentItem if empty.
      • Sets a setTimeout to respawn the box (set active, change material back, make visible) after ITEM_BOX_RESPAWN_TIME. Stores the timer ID in box.userData.respawnTimer to prevent duplicates if hit again quickly.
  4. Item Use Logic (handleItemUse):
    • Introduced keys.iPressed flag, set only on the initial keydown of 'I'. This prevents using the item multiple times if the key is held down.
    • Checks if keys.iPressed is true and kart.currentItem is 'boost'.
    • If true: applies the boost (adds ITEM_BOOST_SPEED_INCREASE to kart.speed, sets kart.boostEndTime), consumes the item (kart.currentItem = null), and resets keys.iPressed = false.
  5. Boost Effect: The main update loop now checks Date.now() < kart.boostEndTime. If boosting, friction is reduced, and normal acceleration/speed clamping is bypassed.
  6. UI Update: The item display (itemDisplayElement) is updated based on kart.currentItem.
  7. Camera Smoothing: Improved camera lerp factor for potentially smoother following.
  8. Input Handling: Refined 'D' key handling slightly to better distinguish between turning and drifting/braking intent.

You should now see yellow, slightly transparent item boxes on the track. Driving through an active box will make it disappear temporarily, and you'll get a 'Boost' item shown in the UI (if you didn't have one). Pressing 'I' will consume the item and give you a noticeable speed increase for a short duration. The boxes will reappear after a few seconds.*

Updated files
v3
The camera is weird, and there should be no name at the top.

Okay, I'll remove the title and adjust the camera logic for a potentially smoother and more stable follow-cam experience.

Key Changes:

  1. HTML (index.html): Removed the <h1> element entirely.
  2. CSS (style.css):
    • Removed styles associated with h1.
    • Added padding-top to the body to give some space at the top.
    • Adjusted the top and margin-top properties for .game-info and #game-container to account for the removed title.
  3. JavaScript (script.js - updateCamera):
    • Introduced CAMERA_FOLLOW_SPEED and CAMERA_LOOK_AHEAD_FACTOR constants for easier tuning.
    • The idealOffset is calculated relative to the kart's position and rotation.
    • The camera's position now uses lerp with a deltaTime-based factor (lerpFactor = 1.0 - Math.exp(-CAMERA_FOLLOW_SPEED * deltaTime)) for smoother, frame-rate independent interpolation towards the idealOffset.
    • A currentLookAt vector is introduced to store the point the camera is currently looking at.
    • An idealLookAt point is calculated (slightly ahead of the kart).
    • The currentLookAt vector is also smoothly interpolated towards the idealLookAt using the same lerpFactor.
    • camera.lookAt(currentLookAt) is called every frame, using the smoothed target. This prevents the camera from instantly snapping its view when the kart turns quickly.
  4. JavaScript (script.js - init): Adjusted the initial camera position and made it use currentLookAt from the start. Also adjusted the Y position for item box creation slightly.
  5. JavaScript (script.js - animate): Clamped deltaTime to prevent huge jumps if the tab loses focus, which could destabilize the lerping.
  6. JavaScript (script.js - Input Handling): Slightly simplified input handling by combining 'a'/ArrowLeft and 'd'/ArrowRight directly into keys.arrowLeft and keys.arrowRight. The separate keys.keyD is still used specifically for the drift/brake action tied to the 'd' key. Item box collision logic now hides the box immediately (visible = false) instead of just changing material.

The title should now be gone, and the camera movement should feel smoother and less prone to sudden jumps or lagging too far behind.*_

Updated files
v4
Add coins around the track. Collecting them will enahnce your speed. The item box's boost is renamed to mushroom, the kart is too slow, and coins in item boxes give you 2 coins.

Okay, let's add coins around the track that increase your maximum speed when collected, rename the item box reward, make the kart faster, and have item boxes grant coins.

Summary of Changes:

  1. Settings: Increased ACCELERATION, BASE_MAX_SPEED, TURN_SPEED, BRAKE_FORCE. Added constants for coins (COIN_SIZE, COIN_HEIGHT, COIN_SPIN_SPEED, COIN_RESPAWN_TIME, SPEED_INCREASE_PER_COIN).
  2. Kart State: Removed boostEndTime and currentItem. Added currentMaxSpeed initialized to BASE_MAX_SPEED.
  3. HTML/CSS: Added a "Coins" display (#coin-count) to the .game-info div. Changed the speed display to show "Max Speed" (#max-speed-display). Adjusted CSS for layout. Updated controls text.
  4. Coin Creation: Added coinGeometry, coinMaterial, and a coins array. The createCoin function creates spinning coin meshes (cylinders), calculates a bounding sphere (userData.boundingSphere) for collision, and adds them to the scene/array. Coins are placed strategically along the track path in init.
  5. Coin Collision (handleCoinCollisions):
    • Checks if the kart's position (kartPos) is inside an active coin's boundingSphere.
    • On collision: increments coinCount, increases kart.currentMaxSpeed, makes the coin inactive/invisible, and sets a respawn timer.
  6. Item Box Update (handleItemCollisions):
    • No longer assigns an item.
    • Increments coinCount by 2.
    • Increases kart.currentMaxSpeed by SPEED_INCREASE_PER_COIN * 2.
    • Calls displayTemporaryItemText to show "Coins x2!" in the item slot briefly.
  7. Item Use: Removed handleItemUse function and related logic (keys.i, keys.iPressed are now unused).
  8. Physics: Kart speed clamping now uses kart.currentMaxSpeed.
  9. Animation: Added logic to spin active coins in the update loop.
  10. UI Update: Created updateUI function to update coin count and max speed display elements each frame.

You should now see gold coins scattered around the track. Collecting them or hitting an item box increases your coin count and permanently raises your maximum achievable speed, reflected in the UI. The kart should also feel significantly faster overall.*

Updated files
v5
Your kart should be going faster without coins, Coins x2! Will be renamed to coin, and You have a 10 coin limit.

Got it. I'll increase the kart's base performance, change the item box text to "Coin", and implement a 10-coin limit.

Changes:

  1. Game Settings: Increased ACCELERATION and BASE_MAX_SPEED significantly. Adjusted FRICTION, BRAKE_FORCE, SPEED_INCREASE_PER_COIN, CAMERA_FOLLOW_SPEED, and CAMERA_LOOK_AHEAD_FACTOR slightly to compensate and improve feel. Added MAX_COINS = 10.
  2. HTML: Updated the coin display to show the limit: Coins: <span id="coin-count">0</span> / 10.
  3. Coin Collision (handleCoinCollisions): Added a check coinCount < MAX_COINS before processing the collision and incrementing the count/speed. Also added an optional else if to log when a coin is hit but the limit is reached.
  4. Item Box Collision (handleItemCollisions):
    • Calculates coinsToAdd based on the current coinCount and MAX_COINS, ensuring it doesn't exceed the limit.
    • Only increments coinCount and kart.currentMaxSpeed if coinsToAdd > 0.
    • Changed the text passed to displayTemporaryItemText to "Coin".
    • Added logic to display "Full" in the item slot if the coin limit is already reached when hitting a box.
  5. UI Update (updateUI): Modified the coinCountElement update to show the format "X / 10".

The kart should now feel much faster from the start. You can collect coins up to a maximum of 10, and hitting item boxes will only grant coins up to that limit, displaying "Coin" (or "Full" if at the limit) in the item slot.

Updated files
v6
Add in Banana, which you can use I to lay, but use up and I to throw it away. If one hits it, they stop for a moment.

Okay, let's add Bananas as a usable item! Item boxes will now have a chance to give a Banana instead of Coins (if you're not at the coin limit). You can drop it behind with 'I' or throw it forward with 'Up Arrow' + 'I'. Hitting a banana will cause a brief stop.

Key Changes:

  1. Item Logic:
    • Item boxes (handleItemCollisions) now check if the item slot (kart.currentItem) is empty. If empty, there's a ITEM_CHANCE_BANANA (40%) chance to get a 'banana', otherwise it gives coins (if not at the limit).
    • kart.currentItem state added.
  2. Input: Added keys.arrowUp tracking in handleKeyDown/handleKeyUp. Updated controls info text.
  3. Banana Object:
    • Created bananaGeometry (Capsule) and bananaMaterial.
    • createBanana function added to instantiate a banana mesh and store it in the activeBananas array along with velocity (if thrown) and a removeTime. Uses a bounding sphere for collision.
    • updateBananas function added to handle thrown banana movement (basic physics) and remove bananas that exceed BANANA_LIFESPAN.
  4. Item Use (handleItemUse):
    • Checks for keys.iPressed and kart.currentItem === 'banana'.
    • Checks keys.arrowUp state:
      • If true: Throws banana forward with initial velocity (BANANA_THROW_SPEED + kart's current speed).
      • If false: Drops banana behind (BANANA_DROP_OFFSET) with no initial velocity.
    • Calls createBanana with appropriate position/velocity.
    • Consumes the item (kart.currentItem = null).
  5. Banana Collision (handleBananaCollisions):
    • Iterates through activeBananas.
    • Checks if the kart's position is inside the banana's bounding sphere.
    • On collision:
      • Sets kart.speed = 0.
      • Sets kart.stunEndTime to Date.now() + BANANA_STUN_DURATION.
      • Removes the hit banana from the scene and activeBananas array.
  6. Stun Effect:
    • Added kart.stunEndTime state.
    • In the main update loop, check if isStunned. If true, force kart.speed = 0 and prevent acceleration/drifting.
  7. UI: updateUI now displays "Banana" in the item slot if kart.currentItem === 'banana'. displayTemporaryItemText logic adjusted slightly to not overwrite the Banana display.

Now you can get Bananas from item boxes! Use 'I' to drop them or 'Up Arrow' + 'I' to throw them forward. Hitting a banana laid by yourself (or others, if multiplayer were added) will cause your kart to spin out (stop) for a short time.*_

Updated files
v7
You lose 2 coins if you run into a banana. Next, a Green shell, which is shot in front, rebounds, and after a few rebounds, breaks. If it hits one, they stop.

Okay, let's implement the coin loss for banana hits and add the Green Shell item.

Changes Overview:

  1. Coin Loss on Banana Hit: In handleBananaCollisions, added logic to decrease coinCount by BANANA_COIN_LOSS (clamped at 0) and reduce kart.currentMaxSpeed proportionally.
  2. Green Shell Item:
    • Added greenshell as a possible kart.currentItem.
    • Updated handleItemCollisions to include a chance (1.0 - ITEM_CHANCE_COIN - ITEM_CHANCE_BANANA) to give a Green Shell.
    • Created shellGeometry, shellMaterial, and the activeShells array.
    • Added createShell function to spawn a shell with forward velocity.
  3. Item Use: handleItemUse now checks for kart.currentItem === 'greenshell' and calls createShell if true.
  4. Shell Movement & Rebounds:
    • Added updateShells function.
    • Shells move based on velocity.
    • Basic rebound logic added using approximate inner/outer track radii. The velocity vector is reflected using velocity.reflect(normal).
    • reboundCount is tracked, and the shell is removed if it exceeds SHELL_MAX_REBOUNDS.
    • Shells are also removed after SHELL_LIFESPAN.
  5. Shell Collision:
    • Added handleShellCollisions function.
    • Checks for collision between the kart and active shells using bounding spheres.
    • On hit, applies stun (SHELL_STUN_DURATION) and removes the shell.
  6. UI: Updated updateUI to display "G. Shell" when the item is held. Controls info updated slightly.
  7. Constants: Added constants for shell properties (SHELL_SPEED, SHELL_LIFESPAN, SHELL_MAX_REBOUNDS, SHELL_STUN_DURATION) and adjusted item probabilities. Defined approximate track radii for rebound logic.

Now, hitting a banana makes you lose coins, and you can get Green Shells from item boxes. Firing a shell sends it forward, bouncing off the approximate track walls until it hits the player or breaks after several rebounds._

Updated files
v8
The Red shell should home in on others, and breaks in 1 rebound.