JIT
Orb runner 3D dodge and collect
“Orb Runner” — a simple 3D game where you dodge falling obstacles and collect glowing orbs. Smooth animations, collision detection, scoring, and game-over logic included.

I'll help you create "Orb Runner" - a 3D game with dodging obstacles and collecting orbs. Let me start by checking the current directory structure and then build the game.

I'll create a complete 3D "Orb Runner" game using Three.js. Let me build the game with all the requested features.

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Created Orb Runner 3D game
v1
create another game 🚗 4. 3D Car Drift Arena Difficulty: Hard Genre: Racing / Physics ⭐ Features: Drive a car using WASD Smooth drifting physics Obstacles + ramps Tire skid marks Chase camera Simple arena or city map 💡 Uses real physics-based steering simulation
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Created 3D Car Drift Arena
v2
<!doctype html> <html lang="en"> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width,initial-scale=1" /> <title>3D Car Drift Arena — Sparks Added</title> <style> body { margin:0; padding:0; background:#111; overflow:hidden; font-family:Inter,Arial,Helvetica,sans-serif; } canvas { display:block; width:100vw; height:100vh; } #ui { position:absolute; left:16px; top:16px; z-index:30; color:#fff; background:rgba(0,0,0,0.45); padding:8px 12px; border-radius:8px; font-size:14px; } #driftIndicator { position:absolute; right:16px; top:16px; z-index:30; color:#ff9a33; font-weight:800; font-size:18px; display:none; text-shadow:0 2px 6px rgba(0,0,0,0.6); } #speedometer { position:absolute; right:18px; bottom:18px; width:120px; height:120px; border-radius:50%; background:rgba(0,0,0,0.6); display:flex; align-items:center; justify-content:center; color:#fff; z-index:30; border:3px solid #ff6600; } #instructions { position:absolute; left:50%; transform:translateX(-50%); bottom:18px; z-index:30; color:#ddd; background:rgba(0,0,0,0.45); padding:8px 12px; border-radius:8px; font-size:13px; } #screenshotPreview { position:absolute; left:16px; bottom:150px; z-index:30; border-radius:8px; overflow:hidden; width:160px; height:100px; border:2px solid rgba(255,255,255,0.06); background:#000; display:flex; align-items:center; justify-content:center; } #screenshotPreview img { width:100%; height:100%; object-fit:cover; display:block; } .debugHint { opacity:0.75; font-size:12px; margin-top:6px; color:#ccc } </style> </head> <body> <canvas id="gameCanvas"></canvas> <div id="ui"> <div>Speed: <span id="speed">0</span> km/h</div> <div>Drift Angle: <span id="driftAngle">0</span>°</div> <div class="debugHint">WASD / Arrow keys • Space = handbrake</div> </div> <div id="driftIndicator">DRIFT!</div> <div id="speedometer"> <div style="text-align:center;"> <div id="speedDisplay" style="font-size:20px;">0</div> <div style="font-size:11px; opacity:0.85;">km/h</div> </div> </div> <div id="instructions">Drift to produce sparks • Collide to create burst</div> <!-- screenshot preview from uploaded file (local path) --> <div id="screenshotPreview" title="Uploaded screenshot preview"> <img src="/mnt/data/d7f48c40-0c42-42e6-88fc-ac71b9191559.png" alt="uploaded preview"/> </div> <script src="https://cdn.jsdelivr.net/npm/three@0.152.0/build/three.min.js"></script> <script> /************************************************************************* * 3D Car Drift Arena — Steering fixed + Sparks (drift & collision) * Complete single-file example. Copy-paste into index.html and run. * * Spark system: pooled THREE.Points with per-particle position, velocity, life, * color-graded (orange/yellow for drift; white/orange for collisions). * * Steering fix: right arrow turns right (steering sign corrected). *************************************************************************/ (function(){ // Renderer & basic scene const canvas = document.getElementById('gameCanvas'); const renderer = new THREE.WebGLRenderer({ canvas, antialias: true }); renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; const scene = new THREE.Scene(); scene.background = new THREE.Color(0x87CEEB); scene.fog = new THREE.FogExp2(0x87CEEB, 0.002); const camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 1000); camera.position.set(0, 8, 16); // Lights const hemi = new THREE.HemisphereLight(0xffffff, 0x444444, 0.7); scene.add(hemi); const dir = new THREE.DirectionalLight(0xffffff, 1.0); dir.position.set(50, 80, 50); dir.castShadow = true; dir.shadow.mapSize.width = 2048; dir.shadow.mapSize.height = 2048; scene.add(dir); // Ground const ground = new THREE.Mesh(new THREE.PlaneGeometry(200, 200), new THREE.MeshLambertMaterial({ color: 0x222222 })); ground.rotation.x = -Math.PI/2; ground.receiveShadow = true; scene.add(ground); // Grid helper const grid = new THREE.GridHelper(200, 40, 0x101010, 0x080808); grid.material.opacity = 0.06; grid.material.transparent = true; scene.add(grid); // Obstacles container for collision checks const obstacles = []; function createObstacles() { const mats = new THREE.MeshLambertMaterial({ color: 0xff4444 }); const defs = [ { pos: [15, 1, 15], size: [3, 2, 3] }, { pos: [-15, 1, -15], size: [3, 2, 3] }, { pos: [20, 1, -10], size: [2, 3, 2] }, { pos: [-20, 1, 10], size: [2, 3, 2] }, { pos: [0, 1.5, 0], size: [4, 3, 4] } ]; defs.forEach(d => { const m = new THREE.Mesh(new THREE.BoxGeometry(...d.size), mats); m.position.set(...d.pos); m.castShadow = true; m.receiveShadow = true; scene.add(m); obstacles.push({ mesh: m, halfSize: new THREE.Vector3(d.size[0]/2, d.size[1]/2, d.size[2]/2) }); }); } createObstacles(); // Ramps (function createRamps(){ const mat = new THREE.MeshLambertMaterial({ color: 0x666666 }); const ramps = [ { pos: [25, 0, 25], rot: [0, -Math.PI/6, 0], size: [8, 0.5, 10] }, { pos: [-25, 0, -25], rot: [0, Math.PI/6, 0], size: [8, 0.5, 10] } ]; ramps.forEach(r => { const m = new THREE.Mesh(new THREE.BoxGeometry(...r.size), mat); m.position.set(...r.pos); m.rotation.set(...r.rot); m.castShadow = true; m.receiveShadow = true; scene.add(m); }); })(); // Walls (function createWalls(){ const mat = new THREE.MeshLambertMaterial({ color: 0x8B4513 }); const arenaSize = 40, wallHeight = 3, thickness = 1; const def = [ { pos: [0, wallHeight/2, arenaSize], size: [arenaSize*2, wallHeight, thickness] }, { pos: [0, wallHeight/2, -arenaSize], size: [arenaSize*2, wallHeight, thickness] }, { pos: [arenaSize, wallHeight/2, 0], size: [thickness, wallHeight, arenaSize*2] }, { pos: [-arenaSize, wallHeight/2, 0], size: [thickness, wallHeight, arenaSize*2] } ]; def.forEach(w => { const m = new THREE.Mesh(new THREE.BoxGeometry(...w.size), mat); m.position.set(...w.pos); m.castShadow = true; m.receiveShadow = true; scene.add(m); }); })(); // Car model const car = new THREE.Group(); const wheels = []; (function createCar(){ const body = new THREE.Mesh(new THREE.BoxGeometry(2,0.8,4), new THREE.MeshPhongMaterial({ color: 0xff0000 })); body.position.y = 0.6; body.castShadow = true; car.add(body); const roof = new THREE.Mesh(new THREE.BoxGeometry(1.6,0.6,2), new THREE.MeshPhongMaterial({ color: 0xcc0000 })); roof.position.set(0,1.1,-0.5); roof.castShadow = true; car.add(roof); const wheelGeo = new THREE.CylinderGeometry(0.38,0.38,0.35,16); const wheelMat = new THREE.MeshPhongMaterial({ color: 0x111111 }); const positions = [ [-1.15, 0.35, 1.45], [1.15, 0.35, 1.45], [-1.15, 0.35, -1.45], [1.15, 0.35, -1.45] ]; positions.forEach(p => { const w = new THREE.Mesh(wheelGeo, wheelMat); w.rotation.z = Math.PI/2; w.position.set(...p); w.castShadow = true; car.add(w); wheels.push(w); }); car.position.set(0,0,0); scene.add(car); })(); // PHYSICS const physics = { position: new THREE.Vector3(0,0,0), velocity: new THREE.Vector3(0,0,0), rotation: 0, // yaw steering: 0, speed: 0, maxSpeed: 28, acceleration: 12, brakeForce: 18, deceleration: 6, steeringSpeed: 2.6, driftFactor: 0, isDrifting: false, angularVelocity: 0 }; // Input const keys = {}; window.addEventListener('keydown', (e)=>{ keys[e.code]=true; if (e.key) keys[e.key.toLowerCase()] = true; }, {passive:true}); window.addEventListener('keyup', (e)=>{ keys[e.code]=false; if (e.key) keys[e.key.toLowerCase()] = false; }, {passive:true}); // Helper forward/right function forwardVector(yaw){ return new THREE.Vector3(Math.sin(yaw), 0, Math.cos(yaw)); } function rightVector(yaw){ return new THREE.Vector3(Math.cos(yaw), 0, -Math.sin(yaw)); } // ---------------------------- // SPARK PARTICLE SYSTEM (POOL) // ---------------------------- const maxParticles = 700; const positions = new Float32Array(maxParticles * 3); const colors = new Float32Array(maxParticles * 3); const sizes = new Float32Array(maxParticles); const lifes = new Float32Array(maxParticles); const vel = new Array(maxParticles).fill().map(()=> new THREE.Vector3()); const alive = new Array(maxParticles).fill(false); // Create circular texture for points via canvas function createSprite() { const size = 64; const canvas = document.createElement('canvas'); canvas.width = canvas.height = size; const ctx = canvas.getContext('2d'); const grd = ctx.createRadialGradient(size/2, size/2, 0, size/2, size/2, size/2); grd.addColorStop(0, 'rgba(255,255,255,1)'); grd.addColorStop(0.15, 'rgba(255,230,180,1)'); grd.addColorStop(0.35, 'rgba(255,120,30,0.9)'); grd.addColorStop(1, 'rgba(0,0,0,0)'); ctx.fillStyle = grd; ctx.fillRect(0,0,size,size); const texture = new THREE.CanvasTexture(canvas); texture.needsUpdate = true; return texture; } const spriteTex = createSprite(); const particleGeo = new THREE.BufferGeometry(); particleGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3)); particleGeo.setAttribute('color', new THREE.BufferAttribute(colors, 3)); particleGeo.setAttribute('size', new THREE.BufferAttribute(sizes, 1)); const particleMat = new THREE.PointsMaterial({ size: 0.18, map: spriteTex, vertexColors: true, transparent: true, blending: THREE.AdditiveBlending, depthWrite: false }); const particles = new THREE.Points(particleGeo, particleMat); scene.add(particles); function emitParticle(pos, velocity, life, col, size=0.18){ // find a dead particle slot for (let i=0;i<maxParticles;i++){ if (!alive[i]){ alive[i] = true; positions[i*3+0] = pos.x; positions[i*3+1] = pos.y; positions[i*3+2] = pos.z; colors[i*3+0] = col.r; colors[i*3+1] = col.g; colors[i*3+2] = col.b; sizes[i] = size; lifes[i] = life; vel[i].copy(velocity); particleGeo.attributes.position.needsUpdate = true; particleGeo.attributes.color.needsUpdate = true; particleGeo.attributes.size.needsUpdate = true; return; } } } // Drift spark emitters (rear wheel local positions) const rearLeftLocal = new THREE.Vector3(-1.15, 0, -1.45); const rearRightLocal = new THREE.Vector3(1.15, 0, -1.45); function emitDriftSparks(){ // produce a burst from each rear wheel with velocity slightly backward/outward [rearLeftLocal, rearRightLocal].forEach(local => { // Transform to world const world = local.clone(); const cosR = Math.cos(physics.rotation), sinR = Math.sin(physics.rotation); const x = world.x * cosR - world.z * sinR; const z = world.x * sinR + world.z * cosR; world.x = x + physics.position.x; world.z = z + physics.position.z; world.y = 0.3 + Math.random()*0.1; const base = forwardVector(physics.rotation).clone().multiplyScalar(-0.6 - Math.random()*0.6); // backward const jitter = new THREE.Vector3((Math.random()-0.5)*1.2, Math.random()*0.6, (Math.random()-0.5)*1.2); const velocity = base.add(jitter).multiplyScalar(1 + Math.abs(physics.speed)/12); // orange color gradient const color = new THREE.Color(0xffb86b).lerp(new THREE.Color(0xff3300), Math.random()*0.7); const cnt = 3 + Math.floor(Math.random()*4); for (let i=0;i<cnt;i++){ const v = velocity.clone().add(new THREE.Vector3((Math.random()-0.5)*0.8, Math.random()*0.6, (Math.random()-0.5)*0.8)); emitParticle(world, v, 0.45 + Math.random()*0.3, color, 0.12 + Math.random()*0.18); } }); } // Collision burst: big burst at given world position function emitCollisionBurst(worldPos){ const center = worldPos.clone(); const color1 = new THREE.Color(0xffffff); const color2 = new THREE.Color(0xffcf66); const count = 50 + Math.floor(Math.random()*40); for (let i=0;i<count;i++){ const dir = new THREE.Vector3((Math.random()-0.5), Math.random()*0.8, (Math.random()-0.5)).normalize(); const speed = 3 + Math.random()*6; const velocity = dir.multiplyScalar(speed); const color = color1.clone().lerp(color2, Math.random()); emitParticle(center, velocity, 0.6 + Math.random()*0.6, color, 0.18 + Math.random()*0.25); } } // Update particle pool each frame function updateParticles(delta){ let updated = false; for (let i=0;i<maxParticles;i++){ if (!alive[i]) continue; lifes[i] -= delta; if (lifes[i] <= 0){ alive[i] = false; positions[i*3+0] = positions[i*3+1] = positions[i*3+2] = 0; colors[i*3+0] = colors[i*3+1] = colors[i*3+2] = 0; sizes[i] = 0; updated = true; continue; } // integrate with slight air-drag vel[i].y -= 9.8 * delta * 0.3; // gravity effect vel[i].multiplyScalar(1 - Math.min(0.95, delta*2.0)); // drag positions[i*3+0] += vel[i].x * delta; positions[i*3+1] += vel[i].y * delta; positions[i*3+2] += vel[i].z * delta; // fade color and shrink size with life const t = Math.max(0.001, lifes[i]); sizes[i] *= 0.995; // slight color fade (multiply by life ratio not necessary for PointsMaterial but we can dim) colors[i*3+0] *= 0.998; colors[i*3+1] *= 0.998; colors[i*3+2] *= 0.998; updated = true; } if (updated){ particleGeo.attributes.position.needsUpdate = true; particleGeo.attributes.color.needsUpdate = true; particleGeo.attributes.size.needsUpdate = true; } } // --- Collision helpers --- function boxIntersectsPoint(boxCenter, halfSize, point){ // axis-aligned box check; boxCenter is center, halfSize is Vector3 half-dimensions return Math.abs(point.x - boxCenter.x) <= halfSize.x + 0.9 && Math.abs(point.y - boxCenter.y) <= halfSize.y + 0.9 && Math.abs(point.z - boxCenter.z) <= halfSize.z + 0.9; } // UI helper elements const speedEl = document.getElementById('speed'); const speedDisplay = document.getElementById('speedDisplay'); const driftAngleEl = document.getElementById('driftAngle'); const driftIndicatorEl = document.getElementById('driftIndicator'); // Physics update const clock = new THREE.Clock(); function updatePhysics(delta){ // INPUT let steerInput = 0; if (keys['a'] || keys['KeyA'] || keys['ArrowLeft']) steerInput -= 1; if (keys['d'] || keys['KeyD'] || keys['ArrowRight']) steerInput += 1; const steerTarget = steerInput; physics.steering += (steerTarget - physics.steering) * Math.min(1, delta * 10); const throttle = (keys['w'] || keys['KeyW'] || keys['ArrowUp']) ? 1 : 0; const brake = (keys['s'] || keys['KeyS'] || keys['ArrowDown']) ? 1 : 0; const handbrake = (keys['Space'] || keys[' ']) ? 1 : 0; // ACCELERATION / BRAKE / DRAG if (throttle) physics.speed += physics.acceleration * throttle * delta; else if (brake) physics.speed -= physics.brakeForce * delta; else { const drag = physics.deceleration * delta; if (physics.speed > 0) physics.speed = Math.max(0, physics.speed - drag); else physics.speed = Math.min(0, physics.speed + drag); } physics.speed = Math.max(-physics.maxSpeed * 0.5, Math.min(physics.maxSpeed, physics.speed)); // HANDBRAKE / DRIFT if (handbrake){ physics.driftFactor = Math.min(1, physics.driftFactor + delta * 2.5); physics.isDrifting = true; } else { physics.driftFactor = Math.max(0, physics.driftFactor - delta * 1.5); physics.isDrifting = physics.driftFactor > 0.08; } // TURNING — FIXED DIRECTION: RIGHT key should turn right. const speedFactor = Math.abs(physics.speed) / physics.maxSpeed; // *** FIX: invert steering sign so right arrow turns right visually *** const baseTurn = -physics.steering * physics.steeringSpeed * (0.8 + speedFactor * 1.2); if (physics.isDrifting){ physics.angularVelocity += baseTurn * (1 + physics.driftFactor * 2) * delta * 40; physics.angularVelocity *= (1 - Math.min(0.9, 0.8 * delta)); } else { physics.angularVelocity = baseTurn * delta * 60; } // Compose velocity: forward + lateral if drifting const fwd = forwardVector(physics.rotation); const rgt = rightVector(physics.rotation); const forwardVel = fwd.clone().multiplyScalar(physics.speed); let lateralVel = new THREE.Vector3(0,0,0); if (physics.isDrifting){ lateralVel = rgt.clone().multiplyScalar(physics.speed * physics.driftFactor * 0.5 * (physics.speed >= 0 ? 1 : -1)); } physics.velocity.copy(forwardVel).add(lateralVel); // Integrate physics.position.add(physics.velocity.clone().multiplyScalar(delta)); physics.rotation += physics.angularVelocity * delta; // Emit drift sparks occasionally when drifting and moving quickly if (physics.isDrifting && Math.abs(physics.speed) > 6 && Math.random() < Math.min(0.7, Math.abs(physics.speed)/40)) { emitDriftSparks(); } // Boundary collision const boundary = 38; let collidedWithWall = false; if (physics.position.x > boundary) { physics.position.x = boundary; physics.speed *= 0.4; collidedWithWall = true; } else if (physics.position.x < -boundary) { physics.position.x = -boundary; physics.speed *= 0.4; collidedWithWall = true; } if (physics.position.z > boundary) { physics.position.z = boundary; physics.speed *= 0.4; collidedWithWall = true; } else if (physics.position.z < -boundary) { physics.position.z = -boundary; physics.speed *= 0.4; collidedWithWall = true; } if (collidedWithWall && Math.abs(physics.speed) > 4) { // emit collision burst at contact point (approx) const contact = physics.position.clone(); emitCollisionBurst(contact); } // Obstacles collisions (simple AABB / point check) for (let i=0;i<obstacles.length;i++){ const ob = obstacles[i]; const center = ob.mesh.position; const half = ob.halfSize; if (boxIntersectsPoint(center, half, physics.position)){ // simple collision response: push back along forward vector and reduce speed const push = forwardVector(physics.rotation).clone().multiplyScalar(-1.5); physics.position.add(push); physics.speed *= 0.35; // collision spark emitCollisionBurst(physics.position.clone()); } } // Apply car model transforms car.position.copy(physics.position); car.rotation.y = physics.rotation; // Wheel spin + steering visual const wheelSpin = physics.speed * 3 * delta; wheels.forEach((w, idx) => { w.rotation.x += wheelSpin; if (idx === 0 || idx === 1) { // front wheels steering visual const maxSteer = 0.5; const steerVis = physics.steering * maxSteer * (physics.speed >= 0 ? 1 : -1); w.rotation.y += (steerVis - w.rotation.y) * 0.3; } }); } // Camera chase const chase = { offsetZ: 12, offsetY: 7, lookAtY: 1.5 }; function updateCamera(delta){ const fwd = forwardVector(physics.rotation); const desired = physics.position.clone().add(fwd.clone().multiplyScalar(-chase.offsetZ)); desired.y += chase.offsetY; camera.position.lerp(desired, Math.min(1, delta * 4)); const look = physics.position.clone(); look.y += chase.lookAtY; camera.lookAt(look); } // UI update function updateUI(){ const kmh = Math.round(Math.abs(physics.speed) * 3.6); speedEl.textContent = kmh; speedDisplay.textContent = kmh; const lateral = physics.velocity.clone().dot(rightVector(physics.rotation)); const forward = physics.velocity.clone().dot(forwardVector(physics.rotation)); const slipAngle = Math.atan2(Math.abs(lateral), Math.max(0.0001, Math.abs(forward))) * (180 / Math.PI); driftAngleEl.textContent = Math.round(slipAngle); driftIndicatorEl.style.display = physics.isDrifting && slipAngle > 6 ? 'block' : 'none'; } // Resize window.addEventListener('resize', ()=> { renderer.setSize(window.innerWidth, window.innerHeight); camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); }); // Main loop function animate(){ requestAnimationFrame(animate); const delta = Math.min(0.05, clock.getDelta()); updatePhysics(delta); updateCamera(delta); updateParticles(delta); updateUI(); renderer.render(scene, camera); } animate(); // Expose debug handles window.__carPhysics = physics; window.__emitCollisionBurst = emitCollisionBurst; window.__emitDriftSparks = emitDriftSparks; })(); </script> </body> </html> Realistic Physical Style Car follows actual ramp angle Soft, natural takeoff Height depends on speed Gentle landing unless falling from big height add these additional
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Added realistic ramp physics
v3
output is not rendinering correct the code and alos image on the left side is not appearing

I'll fix the rendering issues and the broken image path. Let me create a corrected version with the advanced features and proper image handling.

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Fixed rendering and image issues
v4
<!doctype html> <html lang="en"> <head> <meta charset="utf-8"/> <meta name="viewport" content="width=device-width,initial-scale=1"/> <title>3D Car Drift Arena — Vehicle Select (Images)</title> <style> :root { --ui-bg: rgba(0,0,0,0.35); --accent: #ff6600; } html,body { height:100%; margin:0; background:#111; font-family:Inter,Arial,Helvetica,sans-serif; overflow:hidden; } canvas#gameCanvas { display:block; width:100vw; height:100vh; background:#000; } /* Top UI */ #ui { position:absolute; left:14px; top:14px; z-index:60; color:#fff; background:var(--ui-bg); padding:10px 12px; border-radius:8px; font-size:14px; } #speedDisplayBox { margin-top:6px; font-size:13px; color:#ddd; } #driftIndicator { position:absolute; right:14px; top:14px; z-index:60; color:var(--accent); font-weight:800; font-size:18px; display:none; text-shadow:0 2px 6px rgba(0,0,0,0.6); } /* Bottom UI */ #instructions { position:absolute; left:50%; transform:translateX(-50%); bottom:14px; z-index:60; color:#ddd; background:var(--ui-bg); padding:8px 12px; border-radius:8px; font-size:12px; } /* Minimap hint */ #minimapHint { position:absolute; left:14px; bottom:14px; z-index:60; color:#ddd; font-size:11px; pointer-events:none; } /* Selection overlay */ #menuOverlay { position:absolute; inset:0; z-index:200; display:flex; align-items:center; justify-content:center; background: linear-gradient(180deg, rgba(0,0,0,0.6), rgba(0,0,0,0.3)); backdrop-filter: blur(6px); } #menuCard { width:920px; max-width:95vw; background: linear-gradient(180deg,#121212,#151515); border-radius:12px; padding:18px; box-shadow:0 10px 40px rgba(0,0,0,0.8); color:#fff; display:flex; gap:18px; align-items:stretch; } #vehicleGrid { width:480px; display:grid; grid-template-columns: repeat(2, 1fr); gap:12px; } .vehicleTile { background:#0f0f0f; border-radius:8px; padding:6px; cursor:pointer; border:2px solid transparent; transition:transform .14s ease, border-color .12s ease; display:flex; flex-direction:column; align-items:center; gap:6px; } .vehicleTile img { width:100%; height:160px; object-fit:cover; border-radius:6px; display:block; } .vehicleTile:hover { transform: translateY(-6px); border-color: rgba(255,255,255,0.06); } .vehicleTile.selected { border-color: var(--accent); box-shadow:0 8px 26px rgba(255,102,0,0.08); transform:translateY(-4px); } #vehicleInfo { flex:1; min-width:320px; display:flex; flex-direction:column; gap:12px; } #vehiclePreview { height:220px; background:linear-gradient(180deg,#101010,#0a0a0a); border-radius:8px; display:flex; align-items:center; justify-content:center; } #vehiclePreview canvas { width:100%; height:100%; display:block; } .statRow { display:flex; justify-content:space-between; font-size:14px; color:#ddd; } .statName { color:#aaa; } #startRow { display:flex; justify-content:space-between; align-items:center; gap:12px; } #startBtn { background:linear-gradient(90deg,var(--accent),#ff944d); padding:10px 18px; border-radius:8px; color:#111; font-weight:700; cursor:pointer; border:none; box-shadow:0 6px 22px rgba(255,102,0,0.14); } #cancelBtn { background:transparent; padding:8px 12px; border-radius:8px; color:#ddd; border:1px solid rgba(255,255,255,0.04); cursor:pointer; } /* small label */ .vehicleLabel { font-weight:700; font-size:15px; color:#fff; } /* responsive */ @media (max-width:880px){ #menuCard { flex-direction:column; width:94vw; padding:12px; } #vehicleGrid { width:100%; grid-template-columns:repeat(2,1fr); } #vehiclePreview { height:180px; } } </style> </head> <body> <canvas id="gameCanvas"></canvas> <div id="ui"> <div>Speed: <span id="speed">0</span> km/h</div> <div id="speedDisplayBox">Drift Angle: <span id="driftAngle">0</span>° — Height: <span id="height">0.00</span> m</div> </div> <div id="driftIndicator">DRIFT!</div> <div id="instructions">WASD / Arrow keys • Space = HAND-BRAKE (Arcade)</div> <div id="minimapHint">Minimap: Top-down (bottom-left)</div> <!-- VEHICLE SELECTION MENU --> <div id="menuOverlay"> <div id="menuCard" role="dialog" aria-label="Vehicle Selection"> <div id="vehicleGrid"> <!-- Four tiles: use uploaded image for one tile; others are placeholders (picsum) --> <div class="vehicleTile" data-key="sports" id="tile-sports"> <img src="/mnt/data/74176d45-998a-4e42-897a-07f73c28e168.png" alt="Sports Car"/> <div class="vehicleLabel">Sports Car</div> <div class="vehicleDesc">Fast & light</div> </div> <div class="vehicleTile" data-key="muscle" id="tile-muscle"> <img src="https://picsum.photos/seed/musclecar/640/360" alt="Muscle Car"/> <div class="vehicleLabel">Muscle Car</div> <div class="vehicleDesc">Heavy & torquey</div> </div> <div class="vehicleTile" data-key="rally" id="tile-rally"> <img src="https://picsum.photos/seed/rallycar/640/360" alt="Rally Car"/> <div class="vehicleLabel">Rally Car</div> <div class="vehicleDesc">Balanced handling</div> </div> <div class="vehicleTile" data-key="drift" id="tile-drift"> <img src="https://picsum.photos/seed/driftcar/640/360" alt="Drift Car"/> <div class="vehicleLabel">Drift Car</div> <div class="vehicleDesc">High-angle slides</div> </div> </div> <div id="vehicleInfo"> <div id="vehiclePreview"> <!-- small rotating placeholder 3D preview canvas will be drawn from Three.js (same renderer is used but preview uses an offscreen camera) --> <canvas id="previewCanvas" width="420" height="220"></canvas> </div> <div class="statRow"><div class="statName">Name</div><div id="statName">Sports Car</div></div> <div class="statRow"><div class="statName">Style</div><div id="statStyle">Fast, light</div></div> <div class="statRow"><div class="statName">Top Speed</div><div id="statTop">36 m/s</div></div> <div class="statRow"><div class="statName">Acceleration</div><div id="statAccel">16</div></div> <div class="statRow"><div class="statName">Drift</div><div id="statDrift">High</div></div> <div class="statRow"><div class="statName">Brake Force</div><div id="statBrake">28</div></div> <div id="startRow"> <div> <button id="startBtn">Start Game</button> <button id="cancelBtn">Cancel</button> </div> <div style="font-size:12px;color:#aaa">Select a vehicle and click Start</div> </div> </div> </div> </div> <script src="https://cdn.jsdelivr.net/npm/three@0.152.0/build/three.min.js"></script> <script> (function(){ /* ------------------------- VEHICLE CONFIG / SELECTION ------------------------- */ const vehicles = { sports: { name: 'Sports Car', style: 'Fast, light', color: 0xff2e2e, stats: { maxSpeed: 36, acceleration: 16, deceleration: 8, brakeForce: 28, driftBase: 0.35 } }, muscle: { name: 'Muscle Car', style: 'Heavy, torquey', color: 0xff8c2e, stats: { maxSpeed: 30, acceleration: 12, deceleration: 10, brakeForce: 32, driftBase: 0.22 } }, rally: { name: 'Rally Car', style: 'Balanced', color: 0x2ec0ff, stats: { maxSpeed: 32, acceleration: 14.5, deceleration: 9, brakeForce: 26, driftBase: 0.28 } }, drift: { name: 'Drift Car', style: 'High angle', color: 0xa32eff, stats: { maxSpeed: 30, acceleration: 12.5, deceleration: 7, brakeForce: 24, driftBase: 0.55 } } }; // default selection let selectedKey = 'sports'; // DOM references const tileEls = { sports: document.getElementById('tile-sports'), muscle: document.getElementById('tile-muscle'), rally: document.getElementById('tile-rally'), drift: document.getElementById('tile-drift') }; const statName = document.getElementById('statName'); const statStyle = document.getElementById('statStyle'); const statTop = document.getElementById('statTop'); const statAccel = document.getElementById('statAccel'); const statDrift = document.getElementById('statDrift'); const statBrake = document.getElementById('statBrake'); const startBtn = document.getElementById('startBtn'); const cancelBtn = document.getElementById('cancelBtn'); const menuOverlay = document.getElementById('menuOverlay'); const previewCanvas = document.getElementById('previewCanvas'); // highlight default function updateSelectionUI(){ Object.keys(tileEls).forEach(k => { tileEls[k].classList.toggle('selected', k === selectedKey); }); const v = vehicles[selectedKey]; statName.textContent = v.name; statStyle.textContent = v.style; statTop.textContent = v.stats.maxSpeed + ' m/s'; statAccel.textContent = v.stats.acceleration.toFixed(1); statDrift.textContent = (v.stats.driftBase > 0.45 ? 'Very High' : v.stats.driftBase > 0.3 ? 'High' : 'Medium'); statBrake.textContent = v.stats.brakeForce; } Object.keys(tileEls).forEach(k => { tileEls[k].addEventListener('click', ()=> { selectedKey = k; updateSelectionUI(); }); }); updateSelectionUI(); // Cancel hides menu and starts with default selected car (useful for dev) cancelBtn.addEventListener('click', ()=> { menuOverlay.style.display = 'none'; startGameWith(selectedKey); }); /* ----------------------------------------- PREVIEW: small rotating 3D preview of chosen ----------------------------------------- */ // We'll create a small local THREE renderer for the preview canvas const previewRenderer = new THREE.WebGLRenderer({ canvas: previewCanvas, antialias: true, alpha: true }); previewRenderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)); previewRenderer.setSize(previewCanvas.width, previewCanvas.height, false); const previewScene = new THREE.Scene(); const previewCam = new THREE.PerspectiveCamera(50, previewCanvas.width/previewCanvas.height, 0.1, 1000); previewCam.position.set(0, 3.5, 6); previewCam.lookAt(0,0,0); const pl = new THREE.HemisphereLight(0xffffff, 0x444444, 0.9); previewScene.add(pl); const dl = new THREE.DirectionalLight(0xffffff, 0.7); dl.position.set(5,8,5); previewScene.add(dl); // platform const platform = new THREE.Mesh(new THREE.CylinderGeometry(2.2,2.2,0.15,32), new THREE.MeshPhongMaterial({ color: 0x111111, shininess:10 })); platform.rotation.x = 0; platform.position.y = -0.5; previewScene.add(platform); let previewCarMesh = null; function makePreviewCar(color){ if (previewCarMesh){ previewScene.remove(previewCarMesh); previewCarMesh.traverse(c=> c.dispose && c.dispose()); previewCarMesh = null; } const g = new THREE.Group(); // simple stylized car: body + roof + 4 wheels const body = new THREE.Mesh(new THREE.BoxGeometry(2,0.6,3.4), new THREE.MeshPhongMaterial({ color })); body.position.y = 0.35; g.add(body); const roof = new THREE.Mesh(new THREE.BoxGeometry(1.4,0.5,1.4), new THREE.MeshPhongMaterial({ color: new THREE.Color(color).offsetHSL(0,-0.1,0.06) })); roof.position.set(0,0.85,-0.12); g.add(roof); const wheelMat = new THREE.MeshPhongMaterial({ color:0x111111 }); const wheelGeo = new THREE.CylinderGeometry(0.28,0.28,0.4,16); const positions = [[-0.9,0.18,1.35],[0.9,0.18,1.35],[-0.9,0.18,-1.2],[0.9,0.18,-1.2]]; positions.forEach(p => { const w = new THREE.Mesh(wheelGeo, wheelMat); w.rotation.z = Math.PI/2; w.position.set(...p); g.add(w); }); previewCarMesh = g; previewScene.add(g); } // animate preview let prevTime = performance.now(); function animatePreview(){ const now = performance.now(); const dt = (now - prevTime) / 1000; prevTime = now; const v = vehicles[selectedKey]; if (!previewCarMesh) makePreviewCar(v.color); previewCarMesh.rotation.y += 0.7 * dt; previewRenderer.render(previewScene, previewCam); requestAnimationFrame(animatePreview); } animatePreview(); // when selection changes, update preview color and stats function refreshPreview(){ const v = vehicles[selectedKey]; makePreviewCar(v.color); updateSelectionUI(); } // attach small observer for selection changes Object.keys(tileEls).forEach(k => tileEls[k].addEventListener('click', ()=> setTimeout(refreshPreview, 60))); /* -------------------------- MAIN GAME (Three.js world) -------------------------- */ // main renderer & scene use the single canvas 'gameCanvas' const canvas = document.getElementById('gameCanvas'); const renderer = new THREE.WebGLRenderer({ canvas, antialias: true }); renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; const scene = new THREE.Scene(); scene.background = new THREE.Color(0x87CEEB); scene.fog = new THREE.FogExp2(0x87CEEB, 0.0015); // main camera const camera = new THREE.PerspectiveCamera(62, window.innerWidth/window.innerHeight, 0.1, 1000); camera.position.set(0,8,16); // lights const hemi = new THREE.HemisphereLight(0xffffff, 0x444444, 0.7); scene.add(hemi); const sun = new THREE.DirectionalLight(0xffffff, 1.0); sun.position.set(50,80,50); sun.castShadow = true; scene.add(sun); // ground const ground = new THREE.Mesh(new THREE.PlaneGeometry(400,400), new THREE.MeshLambertMaterial({ color: 0x202020 })); ground.rotation.x = -Math.PI/2; ground.receiveShadow = true; scene.add(ground); // subtle grid const grid = new THREE.GridHelper(200, 40, 0x101010, 0x080808); grid.material.opacity = 0.06; grid.material.transparent = true; scene.add(grid); // obstacles and ramps const obstacles = [], obstacleMeshes = []; (function createObstacles(){ const mat = new THREE.MeshLambertMaterial({ color: 0xff4444 }); const defs = [ { pos:[15,1,15], size:[3,2,3] }, { pos:[-15,1,-15], size:[3,2,3] }, { pos:[20,1,-10], size:[2,3,2] }, { pos:[-20,1,10], size:[2,3,2] }, { pos:[0,1.5,0], size:[4,3,4] } ]; defs.forEach(d => { const m = new THREE.Mesh(new THREE.BoxGeometry(...d.size), mat); m.position.set(...d.pos); m.castShadow = true; m.receiveShadow = true; scene.add(m); obstacles.push({ mesh:m, halfSize: new THREE.Vector3(d.size[0]/2,d.size[1]/2,d.size[2]/2) }); obstacleMeshes.push(m); }); })(); const rampMeshes = [], ramps = []; (function createRamps(){ const mat = new THREE.MeshLambertMaterial({ color: 0x777777 }); const defs = [ { pos:[20,0.05,18], rotX:-Math.PI/10, rotY:-Math.PI/6, size:[8,0.5,10] }, { pos:[-20,0.05,-18], rotX:-Math.PI/10, rotY:Math.PI/6, size:[8,0.5,10] }, { pos:[8,0.05,-22], rotX:-Math.PI/12, rotY:Math.PI/10, size:[6,0.5,8] } ]; defs.forEach(d => { const m = new THREE.Mesh(new THREE.BoxGeometry(...d.size), mat); m.position.set(...d.pos); m.rotation.set(d.rotX, d.rotY, 0); m.castShadow=true; m.receiveShadow=true; scene.add(m); rampMeshes.push(m); ramps.push({ mesh:m, size: new THREE.Vector3(d.size[0], d.size[1], d.size[2]) }); }); })(); // create arena walls (function createWalls(){ const mat = new THREE.MeshLambertMaterial({ color: 0x8B4513 }); const arenaSize = 40, wallHeight = 3, thickness = 1; const def = [ { pos:[0,wallHeight/2,arenaSize], size:[arenaSize*2,wallHeight,thickness] }, { pos:[0,wallHeight/2,-arenaSize], size:[arenaSize*2,wallHeight,thickness] }, { pos:[arenaSize,wallHeight/2,0], size:[thickness,wallHeight,arenaSize*2] }, { pos:[-arenaSize,wallHeight/2,0], size:[thickness,wallHeight,arenaSize*2] } ]; def.forEach(w => { const m = new THREE.Mesh(new THREE.BoxGeometry(...w.size), mat); m.position.set(...w.pos); m.castShadow=true; scene.add(m); }); })(); // Player car visual (will be replaced with a colored stylized model per selection) let playerCar = null; function makePlayerCar(color){ if (playerCar){ scene.remove(playerCar); playerCar = null; } const group = new THREE.Group(); const body = new THREE.Mesh(new THREE.BoxGeometry(2,0.8,4), new THREE.MeshPhongMaterial({ color })); body.position.y = 0.6; body.castShadow = true; group.add(body); const roof = new THREE.Mesh(new THREE.BoxGeometry(1.6,0.6,2), new THREE.MeshPhongMaterial({ color: new THREE.Color(color).offsetHSL(0,-0.08,0.03) })); roof.position.set(0,1.05,-0.4); roof.castShadow = true; group.add(roof); const wheelGeo = new THREE.CylinderGeometry(0.38,0.38,0.35,16); const wheelMat = new THREE.MeshPhongMaterial({ color:0x111111 }); const wheelPos = [[-1.15,0.35,1.45],[1.15,0.35,1.45],[-1.15,0.35,-1.45],[1.15,0.35,-1.45]]; wheelPos.forEach(p => { const w = new THREE.Mesh(wheelGeo, wheelMat); w.rotation.z=Math.PI/2; w.position.set(...p); w.castShadow=true; group.add(w); }); scene.add(group); playerCar = group; } /* ------------------------- PHYSICS / GAME STATE ------------------------- */ const physics = { position: new THREE.Vector3(0,0,0), velocity: new THREE.Vector3(0,0,0), rotation: 0, steering: 0, speed: 0, maxSpeed: 36, acceleration: 16, deceleration: 8, brakeForce: 28, driftFactor: 0, isDrifting: false, angularVelocity: 0, airborne: false, airVelY: 0, pitchVel: 0, rollVel: 0 }; // Input const keys = {}; window.addEventListener('keydown', e => { keys[e.code]=true; if (e.key) keys[e.key.toLowerCase()] = true; }, {passive:true}); window.addEventListener('keyup', e => { keys[e.code]=false; if (e.key) keys[e.key.toLowerCase()] = false; }, {passive:true}); // helpers function forwardVector(yaw){ return new THREE.Vector3(Math.sin(yaw),0,Math.cos(yaw)); } function rightVector(yaw){ return new THREE.Vector3(Math.cos(yaw),0,-Math.sin(yaw)); } // raycaster used for ramp/ground detection const downRay = new THREE.Raycaster(); downRay.far = 6; // particles (sparks) pool const maxParticles = 700; const pp = new Float32Array(maxParticles*3); const pc = new Float32Array(maxParticles*3); const ps = new Float32Array(maxParticles); const pl = new Float32Array(maxParticles); const pv = new Array(maxParticles).fill().map(()=> new THREE.Vector3()); const pal = new Array(maxParticles).fill(false); const pGeo = new THREE.BufferGeometry(); pGeo.setAttribute('position', new THREE.BufferAttribute(pp, 3)); pGeo.setAttribute('color', new THREE.BufferAttribute(pc, 3)); pGeo.setAttribute('size', new THREE.BufferAttribute(ps, 1)); const spriteTex = (function(){ const s=64; const c=document.createElement('canvas'); c.width=c.height=s; const ctx=c.getContext('2d'); const g=ctx.createRadialGradient(s/2,s/2,0,s/2,s/2,s/2); g.addColorStop(0,'rgba(255,255,255,1)'); g.addColorStop(0.15,'rgba(255,230,180,1)'); g.addColorStop(0.35,'rgba(255,120,30,0.9)'); g.addColorStop(1,'rgba(0,0,0,0)'); ctx.fillStyle=g; ctx.fillRect(0,0,s,s); return new THREE.CanvasTexture(c); })(); const pMat = new THREE.PointsMaterial({ size:0.18, map: spriteTex, vertexColors:true, transparent:true, blending:THREE.AdditiveBlending, depthWrite:false }); const particles = new THREE.Points(pGeo, pMat); scene.add(particles); function emitParticle(pos, vel, life, color, size=0.16){ for (let i=0;i<maxParticles;i++){ if (!pal[i]){ pal[i]=true; pp[i*3]=pos.x; pp[i*3+1]=pos.y; pp[i*3+2]=pos.z; pc[i*3]=color.r; pc[i*3+1]=color.g; pc[i*3+2]=color.b; ps[i]=size; pl[i]=life; pv[i].copy(vel); pGeo.attributes.position.needsUpdate=true; pGeo.attributes.color.needsUpdate=true; pGeo.attributes.size.needsUpdate=true; return; } } } function emitDriftSparks(){ const rearLeft = new THREE.Vector3(-1.15,0,-1.45); const rearRight = new THREE.Vector3(1.15,0,-1.45); [rearLeft,rearRight].forEach(local => { const w = local.clone(); const c = Math.cos(physics.rotation), s = Math.sin(physics.rotation); const x = w.x*c - w.z*s, z = w.x*s + w.z*c; w.x = x + physics.position.x; w.z = z + physics.position.z; w.y = 0.25 + Math.random()*0.12; const base = forwardVector(physics.rotation).clone().multiplyScalar(-0.6 - Math.random()*0.6); const jitter = new THREE.Vector3((Math.random()-0.5)*1.2, Math.random()*0.6, (Math.random()-0.5)*1.2); const v = base.add(jitter).multiplyScalar(1 + Math.abs(physics.speed)/16); const col = new THREE.Color(0xffb86b).lerp(new THREE.Color(0xff3300), Math.random()*0.7); const cnt = 4 + Math.floor(Math.random()*5); for (let i=0;i<cnt;i++) emitParticle(w.clone(), v.clone().add(new THREE.Vector3((Math.random()-0.5)*0.8, Math.random()*0.6, (Math.random()-0.5)*0.8)), 0.45 + Math.random()*0.35, col, 0.12 + Math.random()*0.18); }); } function emitCollisionBurst(pos){ const c1=new THREE.Color(0xffffff), c2=new THREE.Color(0xffcf66), n=40+Math.floor(Math.random()*40); for (let i=0;i<n;i++){ const dir=new THREE.Vector3((Math.random()-0.5), Math.random()*0.8, (Math.random()-0.5)).normalize(); const sp=3+Math.random()*6; emitParticle(pos.clone(), dir.multiplyScalar(sp), 0.5+Math.random()*0.6, c1.clone().lerp(c2, Math.random()), 0.16+Math.random()*0.25); } } function emitLandingBurst(pos, intensity=1.0){ const c1=new THREE.Color(0xffa86b), c2=new THREE.Color(0xffffff), n=Math.min(80, Math.floor(10 + intensity*50)); for (let i=0;i<n;i++){ const dir=new THREE.Vector3((Math.random()-0.5), Math.random()*0.9, (Math.random()-0.5)).normalize(); const sp=2 + Math.random()*6*intensity; emitParticle(pos.clone(), dir.multiplyScalar(sp), 0.5 + Math.random()*0.6, c1.clone().lerp(c2, Math.random()), 0.12 + Math.random()*0.2); } } function updateParticles(dt){ let upd=false; for (let i=0;i<maxParticles;i++){ if (!pal[i]) continue; pl[i] -= dt; if (pl[i] <= 0){ pal[i]=false; pp[i*3]=pp[i*3+1]=pp[i*3+2]=0; pc[i*3]=pc[i*3+1]=pc[i*3+2]=0; ps[i]=0; upd=true; continue; } pv[i].y -= 9.8 * dt * 0.3; pv[i].multiplyScalar(1 - Math.min(0.95, dt*2.0)); pp[i*3] += pv[i].x * dt; pp[i*3+1] += pv[i].y * dt; pp[i*3+2] += pv[i].z * dt; ps[i] *= 0.995; pc[i*3] *= 0.998; pc[i*3+1] *= 0.998; pc[i*3+2] *= 0.998; upd=true; } if (upd){ pGeo.attributes.position.needsUpdate=true; pGeo.attributes.color.needsUpdate=true; pGeo.attributes.size.needsUpdate=true; } } // physics helpers function boxIntersectsPoint(center, half, point){ return Math.abs(point.x - center.x) <= half.x + 0.9 && Math.abs(point.y - center.y) <= half.y + 0.9 && Math.abs(point.z - center.z) <= half.z + 0.9; } // ramp launch (hybrid tuning) function attemptRampLaunch(){ const frontOffset = 1.9; const frontWorld = physics.position.clone().add(forwardVector(physics.rotation).multiplyScalar(frontOffset)); const rayOrigin = frontWorld.clone(); rayOrigin.y += 1.2; downRay.set(rayOrigin, new THREE.Vector3(0,-1,0)); const hits = downRay.intersectObjects(rampMeshes, true); if (!hits.length) return; const hit = hits[0]; const rampNormal = hit.face ? hit.face.normal.clone().applyMatrix3(new THREE.Matrix3().getNormalMatrix(hit.object.matrixWorld)).normalize() : new THREE.Vector3(0,1,0); if (rampNormal.y <= 0.25) return; const verticalDist = rayOrigin.y - hit.point.y; const approachDot = forwardVector(physics.rotation).dot(rampNormal.clone().negate()); if (verticalDist < 1.0 && approachDot > 0.12 && Math.abs(physics.speed) > Math.min(8, physics.maxSpeed*0.25)){ const forwardMag = physics.speed; const forwardOnPlane = forwardVector(physics.rotation).clone().projectOnPlane(rampNormal).normalize(); const along = forwardOnPlane.clone().multiplyScalar(forwardMag * 0.75); const steepnessFactor = Math.max(0.0, 1 - rampNormal.y); const normalPush = rampNormal.clone().multiplyScalar(Math.min(10, forwardMag * (0.35 + steepnessFactor * 0.9))); const launchVel = along.clone().add(normalPush.clone().setY(0)); const airVelY = Math.max(2.0, Math.min(10, normalPush.y + Math.abs(physics.speed) * 0.06)); physics.airborne = true; physics.airVelY = airVelY; physics.velocity.copy(launchVel); physics.speed = physics.velocity.length(); physics.position.y = hit.point.y + 0.06; physics.pitchVel = -0.6 * Math.sign(physics.speed) * (0.6 + Math.random()*0.4); physics.rollVel = (Math.random() - 0.5) * 0.5; physics.position.add(forwardVector(physics.rotation).multiplyScalar(0.12)); emitDriftSparks(); } } // HB3: Arcade handbrake let handbrakeHeld = false; function startHandbrake(){ handbrakeHeld = true; physics.driftFactor = Math.min(1.2, physics.driftFactor + 0.9); physics.isDrifting = true; const impulse = 1.8 * Math.sign(physics.steering || 1) * (Math.abs(physics.speed)/Math.max(1, physics.maxSpeed)); physics.angularVelocity += impulse * 0.8; const lateral = rightVector(physics.rotation).clone().multiplyScalar(physics.speed * 0.9 * (Math.random()*0.6 + 0.7)); physics.velocity.add(lateral); emitDriftSparks(); } function endHandbrake(){ handbrakeHeld = false; physics.driftFactor = Math.min(1.0, physics.driftFactor * 0.7); } window.addEventListener('keydown', e => { if (e.code === 'Space' || e.key === ' ') { if (!handbrakeHeld) startHandbrake(); } }, {passive:true}); window.addEventListener('keyup', e => { if (e.code === 'Space' || e.key === ' ') { endHandbrake(); } }, {passive:true}); // camera chase params const chase = { offsetZ: 12, offsetY: 7, lookAtY: 1.5 }; let cameraShake = 0; function applyCameraShake(v){ cameraShake = Math.max(cameraShake, v); } // minimap cam (orthographic top-down) const miniSize = 40; const miniAspect = 240/160; const miniCam = new THREE.OrthographicCamera(-miniSize*miniAspect, miniSize*miniAspect, miniSize, -miniSize, 0.1, 200); miniCam.position.set(0,90,0); miniCam.up.set(0,0,-1); miniCam.lookAt(new THREE.Vector3(0,0,0)); // UI elements const speedEl = document.getElementById('speed'); const driftEl = document.getElementById('driftAngle'); const heightEl = document.getElementById('height'); const driftIndicator = document.getElementById('driftIndicator'); const speedDisplay = document.getElementById('speedDisplayBox'); // window resize window.addEventListener('resize', ()=> { renderer.setSize(window.innerWidth, window.innerHeight); camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); }); /* ------------------------------ game start / vehicle spawn ------------------------------ */ function startGameWith(key){ // load selected vehicle stats into physics const v = vehicles[key]; physics.maxSpeed = v.stats.maxSpeed; physics.acceleration = v.stats.acceleration; physics.deceleration = v.stats.deceleration; physics.brakeForce = v.stats.brakeForce; physics.driftFactor = v.stats.driftBase * 0.0; // start neutral, increases with handbrake physics.isDrifting = false; // create player car with chosen color makePlayerCar(v.color); // hide menu menuOverlay.style.display = 'none'; // set spawn position (center) physics.position.set(0, 0, 0); physics.speed = 0; physics.rotation = Math.PI; // face -Z initially // small camera snap camera.position.set(0, 8, 16); } // connect start button startBtn.addEventListener('click', ()=> { startGameWith(selectedKey); }); /* ------------------------- main loop & update steps ------------------------- */ const clock = new THREE.Clock(); function updatePhysics(dt){ // airborne if (physics.airborne){ const steerEffect = 0.25; const steerInput = ((keys['a']||keys['KeyA']||keys['ArrowLeft'])? -1:0) + ((keys['d']||keys['KeyD']||keys['ArrowRight'])? 1:0); physics.steering += (steerInput - physics.steering) * Math.min(1, dt * 6); physics.angularVelocity += (-physics.steering * physics.steeringSpeed * steerEffect * dt * 1.6); physics.airVelY -= 9.8 * dt; physics.position.y += physics.airVelY * dt; const fwd = forwardVector(physics.rotation); physics.velocity.copy(fwd.clone().multiplyScalar(physics.speed * 0.995)); physics.position.add(physics.velocity.clone().multiplyScalar(dt)); physics.pitchVel *= 0.994; physics.rollVel *= 0.994; if (playerCar){ playerCar.rotation.x += physics.pitchVel * dt; playerCar.rotation.z += physics.rollVel * dt; } // landing detection const rayFrom = physics.position.clone(); rayFrom.y += 1.6; downRay.set(rayFrom, new THREE.Vector3(0,-1,0)); const candidates = [ground, ...rampMeshes, ...obstacleMeshes]; const hits = downRay.intersectObjects(candidates, true); if (hits.length > 0){ const hit = hits[0]; if (physics.position.y - hit.point.y <= 0.28){ const impact = Math.abs(physics.airVelY); physics.position.y = hit.point.y; physics.airborne = false; physics.airVelY = 0; physics.speed *= Math.max(0.5, 1 - impact * 0.08); emitLandingBurst(physics.position.clone(), Math.min(1.6, impact/12)); applyCameraShake(Math.min(1.2, impact/12)); if (playerCar){ playerCar.rotation.x = 0; playerCar.rotation.z = 0; } } } return; } // ground controls let steerInput = 0; if (keys['a'] || keys['KeyA'] || keys['ArrowLeft']) steerInput -= 1; if (keys['d'] || keys['KeyD'] || keys['ArrowRight']) steerInput += 1; physics.steering += (steerInput - physics.steering) * Math.min(1, dt * 10); const throttle = (keys['w'] || keys['KeyW'] || keys['ArrowUp']) ? 1 : 0; const brake = (keys['s'] || keys['KeyS'] || keys['ArrowDown']) ? 1 : 0; if (throttle) physics.speed += physics.acceleration * throttle * dt; else if (brake) physics.speed -= physics.brakeForce * dt; else { const drag = physics.deceleration * dt; if (physics.speed > 0) physics.speed = Math.max(0, physics.speed - drag); else physics.speed = Math.min(0, physics.speed + drag); } physics.speed = Math.max(-physics.maxSpeed*0.5, Math.min(physics.maxSpeed, physics.speed)); if (!handbrakeHeld){ physics.driftFactor = Math.max(0, physics.driftFactor - dt * 1.6); physics.isDrifting = physics.driftFactor > 0.08; } else physics.isDrifting = true; const speedFactor = Math.abs(physics.speed) / physics.maxSpeed; const baseTurn = -physics.steering * physics.steeringSpeed * (0.8 + speedFactor * 1.2); if (physics.isDrifting){ physics.angularVelocity += baseTurn * (1 + physics.driftFactor * 2.4) * dt * 52; physics.angularVelocity *= (1 - Math.min(0.9, 0.7 * dt)); } else { physics.angularVelocity = baseTurn * dt * 60; } const fwd = forwardVector(physics.rotation); const rgt = rightVector(physics.rotation); const forwardVel = fwd.clone().multiplyScalar(physics.speed); let lateralVel = new THREE.Vector3(0,0,0); if (physics.isDrifting){ const lateralStrength = (handbrakeHeld ? 1.2 : 0.6); lateralVel = rgt.clone().multiplyScalar(physics.speed * physics.driftFactor * lateralStrength * (physics.speed >= 0 ? 1 : -1)); } physics.velocity.copy(forwardVel).add(lateralVel); physics.position.add(physics.velocity.clone().multiplyScalar(dt)); physics.rotation += physics.angularVelocity * dt; if (physics.isDrifting && Math.abs(physics.speed) > 8 && Math.random() < 0.5) emitDriftSparks(); attemptRampLaunch(); // boundaries & obstacles const boundary = 38; let hitWall = false; if (physics.position.x > boundary){ physics.position.x = boundary; physics.speed *= 0.35; hitWall = true; } else if (physics.position.x < -boundary){ physics.position.x = -boundary; physics.speed *= 0.35; hitWall = true; } if (physics.position.z > boundary){ physics.position.z = boundary; physics.speed *= 0.35; hitWall = true; } else if (physics.position.z < -boundary){ physics.position.z = -boundary; physics.speed *= 0.35; hitWall = true; } if (hitWall && Math.abs(physics.speed) > 6) emitCollisionBurst(physics.position.clone()); for (let i=0;i<obstacles.length;i++){ const ob = obstacles[i]; if (boxIntersectsPoint(ob.mesh.position, ob.halfSize, physics.position)){ const push = forwardVector(physics.rotation).clone().multiplyScalar(-1.6); physics.position.add(push); physics.speed *= 0.35; emitCollisionBurst(physics.position.clone()); } } // place car y via raycast const rayOrigin = physics.position.clone(); rayOrigin.y += 1.4; downRay.set(rayOrigin, new THREE.Vector3(0,-1,0)); const candidates = [ground, ...rampMeshes, ...obstacleMeshes]; const hits = downRay.intersectObjects(candidates, true); if (hits.length > 0) physics.position.y = hits[0].point.y + 0.01; else physics.position.y = 0; // update model and wheels if (playerCar){ playerCar.position.copy(physics.position); playerCar.rotation.y = physics.rotation; playerCar.rotation.x += (0 - playerCar.rotation.x) * Math.min(1, dt * 4); playerCar.rotation.z += (0 - playerCar.rotation.z) * Math.min(1, dt * 4); // wheels rotation (approx) playerCar.traverse(c => { if (c.geometry && c.geometry.type === 'CylinderGeometry') c.rotation.x += physics.speed * 3 * dt; }); } } function updateCamera(dt){ const fwd = forwardVector(physics.rotation); const desired = physics.position.clone().add(fwd.clone().multiplyScalar(-chase.offsetZ)); desired.y += chase.offsetY; camera.position.lerp(desired, Math.min(1, dt * 4)); if (cameraShake > 0){ const s = cameraShake * 0.6; camera.position.x += (Math.random()*2 - 1) * s; camera.position.y += (Math.random()*2 - 1) * s * 0.4; camera.position.z += (Math.random()*2 - 1) * s * 0.4; cameraShake = Math.max(0, cameraShake - dt * 2.2); } const look = physics.position.clone(); look.y += chase.lookAtY; camera.lookAt(look); } function updateUI(){ const kmh = Math.round(Math.abs(physics.speed) * 3.6); document.getElementById('speed').textContent = kmh; document.getElementById('driftAngle').textContent = Math.round(Math.atan2(Math.abs(physics.velocity.dot(rightVector(physics.rotation))), Math.max(0.0001, Math.abs(physics.velocity.dot(forwardVector(physics.rotation))))) * 180/Math.PI); document.getElementById('height').textContent = physics.position.y.toFixed(2); driftIndicator.style.display = physics.isDrifting && Math.abs(physics.speed) > 6 ? 'block' : 'none'; } // minimap rendering into bottom-left without a frame function renderMiniMap(){ const cssW = 240, cssH = 160; const DPR = Math.max(1, window.devicePixelRatio || 1); const w = Math.floor(cssW * DPR), h = Math.floor(cssH * DPR); const x = Math.floor(8 * DPR), y = Math.floor(8 * DPR); const canvasH = renderer.domElement.height; // miniCam follow miniCam.position.set(physics.position.x, 90, physics.position.z); miniCam.lookAt(new THREE.Vector3(physics.position.x, 0, physics.position.z)); miniCam.up.set(0,0,-1); miniCam.updateProjectionMatrix(); renderer.clearDepth(); renderer.setScissorTest(true); renderer.setViewport(x, canvasH - y - h, w, h); renderer.setScissor(x, canvasH - y - h, w, h); // darken region and render renderer.setClearColor(0x0a0a0a, 0.25); renderer.clearColor(); renderer.render(scene, miniCam); renderer.setScissorTest(false); renderer.setViewport(0, 0, renderer.domElement.width, renderer.domElement.height); renderer.setClearColor(scene.background); } // main loop const mainClock = new THREE.Clock(); function animate(){ requestAnimationFrame(animate); const dt = Math.min(0.05, mainClock.getDelta()); updatePhysics(dt); updateCamera(dt); updateParticles(dt); updateUI(); renderer.render(scene, camera); renderMiniMap(); } // updateParticles wrapper function updateParticles(dt){ updateParticles._impl ? updateParticles._impl(dt) : (updateParticles._impl = (dt) => { let upd=false; for (let i=0;i<maxParticles;i++){ if (!pal[i]) continue; pl[i] -= dt; if (pl[i] <= 0){ pal[i]=false; pp[i*3]=pp[i*3+1]=pp[i*3+2]=0; pc[i*3]=pc[i*3+1]=pc[i*3+2]=0; ps[i]=0; upd=true; continue; } pv[i].y -= 9.8 * dt * 0.3; pv[i].multiplyScalar(1 - Math.min(0.95, dt*2.0)); pp[i*3] += pv[i].x * dt; pp[i*3+1] += pv[i].y * dt; pp[i*3+2] += pv[i].z * dt; ps[i] *= 0.995; pc[i*3] *= 0.998; pc[i*3+1] *= 0.998; pc[i*3+2] *= 0.998; upd=true; } if (upd){ pGeo.attributes.position.needsUpdate=true; pGeo.attributes.color.needsUpdate=true; pGeo.attributes.size.needsUpdate=true; } }, updateParticles._impl(dt)); } // start render loop after user selects and presses Start (menuOverlay hides) // but we also start animation while menu is up so preview is active animate(); // expose for debugging window.__carPhysics = physics; window.__vehicles = vehicles; })(); </script> </body> </html> check the code and the select functionalu is not working and image of the car mentioned doesnt macth the model

I'll fix the vehicle selection functionality and car model/image matching issues.

Write file
where is the code

I can see the complete code you provided. Let me fix the vehicle selection functionality and image/matching issues.