This sets up a basic 2-player racing game on an oval track.
How to Play:
W
(accelerate), S
(brake/reverse), A
(turn left), D
(turn right).ArrowUp
(accelerate), ArrowDown
(brake/reverse), ArrowLeft
(turn left), ArrowRight
(turn right).Enter
to start the game from the initial screen.Enter
to return to the start screen.Key Features Implemented:
main.js
, game.js
, car.js
, track.js
, input.js
, ui.js
).Potential Improvements (Beyond Scope of Initial Request):
track.js
. This would significantly increase complexity, especially for collision detection and checkpoint placement.Key Changes:
Track.js
- Random Generation:
generateTrack()
now creates random controlPoints
within the canvas bounds.js/spline.js
containing Catmull-Rom spline functions (generateSplinePoints
) to create a smooth, closed-loop centerLine
based on these control points.generateCheckpoints()
places checkpoints along the generated centerLine
.
normalAngle
(perpendicular) is calculated (tangentAngle + Math.PI / 2
).x
, y
, width
(track width), height
(thickness), and the calculated angle
(the normal angle).i === 0
) is always marked as the isFinishLine
.getStartPosition()
now calculates the start position and the initial car angle based on the position and angle of the finish line checkpoint.draw()
is updated to draw checkpoints rotated according to their angle
.getCheckpointIndex()
now performs a rotated bounding box check. It transforms the car's coordinates into the checkpoint's local (rotated) coordinate system before checking if the point falls within the checkpoint's dimensions.spline.js
(New File):
catmullRomPoint
and generateSplinePoints
to calculate points along a Catmull-Rom spline. This creates smoother, more natural-looking random tracks than just connecting random points with straight lines.getPointOnSpline
(though not currently used) which could be useful for placing objects precisely along the track later.Car.js
:
startAngle
argument.reset()
method updated to also reset the car's angle
.handleTrackCollisionAndLaps()
now passes the midpoint between the previous and current frame's position to track.getCheckpointIndex()
for more reliable detection of crossing the thin checkpoint lines. Added a basic off-track speed penalty.Game.js
:
startInfo
(including position and angle) from track.getStartPosition()
.Enter
pressed on game over screen), it now sets this.needsReset = true
.main.js
checks game.needsReset
and completely recreates the Game
object if true, ensuring a new random track is generated.main.js
:
game.needsReset
and recreate the Game
instance when necessary.Now, each time you finish a race and press Enter, a new, randomly generated track with correctly oriented checkpoints will be created.
Okay, let's increase the complexity of the randomly generated tracks and ensure the checkpoint/finish line visualization is clearly perpendicular (crossing the track width).
It seems there might be a misunderstanding in the request "чтобы они были не вдоль трассы" (so they are not along the track). Checkpoints in racing typically cross the track perpendicularly, they don't run parallel to the direction of travel for a long distance. The previous implementation already aimed for this perpendicular orientation.
I will enhance the track generation to be more complex and double-check the drawing logic to make the perpendicular nature of the checkpoints visually clearer.
Changes:
track.js
:
numControlPoints
in generateTrack
for potentially more turns and complexity.height
) of the checkpoint lines in draw
to make their orientation across the track more apparent.Here are the updated files:
The tracks should now feel a bit more varied and complex due to more control points and slightly higher randomness. The checkpoint lines are thicker, which should help visualize that they are indeed oriented across the track (perpendicular to the direction of travel), fulfilling the standard requirement for racing checkpoints.
You are right! My apologies, the previous drawing logic for checkpoints might have been confusing, and the placement could definitely lead to overlaps on complex tracks.
Let's fix this:
cp.height
) so their orientation across the track is unmistakable.generateCheckpoints
. Instead of placing them at fixed intervals based on control points, we'll iterate along the calculated centerLine
and place checkpoints only when a minimum distance along the track has been covered since the last one. This prevents them from bunching up on tight corners.Here are the updated files, focusing on track.js
:
Now the checkpoints should be visually thicker (making their perpendicular orientation clearer) and spaced out along the track to prevent overlapping, even on complex curves.
Okay, let's start fresh and build the 2-player racing game with random tracks, menus, and simultaneous controls.
This setup provides:
Game
, Car
, Track
, InputHandler
, UI
, spline
).startMenu
, playing
, and gameOver
states.InputHandler
correctly handles multiple key presses.This forms a solid foundation for the game you described.