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let cv document createElement canvas cv id c document body appendChild cv document body style overflow hidden document body style margin 0 document body style min height 500px A 3D racing game in 2 Kilobytes The road ends at 1000 draw settings const context c getContext 2d canvas context const drawDistance 800 how far ahead to draw const cameraDepth 1 FOV of camera const segmentLength 100 length of each road segment const roadWidth 500 how wide is road const curbWidth 150 with of warning track const dashLineWidth 9 width of the dashed line const maxPlayerX 2e3 limit player offset const mountainCount 30 how many mountains are there const timeDelta 1 60 inverse frame rate const PI Math PI shorthand for Math PI player settings const height 150 high of player above ground const maxSpeed 300 limit max player speed const playerAccel 1 player forward acceleration const playerBrake 3 player breaking acceleration const turnControl 2 player turning rate const jumpAccel 25 z speed added for jump const springConstant 01 spring players pitch const collisionSlow 1 slow down from collisions const pitchLerp 1 rate camera pitch changes const pitchSpringDamp 9 dampen the pitch spring const elasticity 1 2 bounce elasticity const centrifugal 002 how much turns pull player const forwardDamp 999 dampen player z speed const lateralDamp 7 dampen player x speed const offRoadDamp 98 more damping when off road const gravity 1 gravity to apply in y axis const cameraTurnScale 2 how much to rotate camera const worldRotateScale 00005 how much to rotate world level settings const maxTime 20 time to start const checkPointTime 10 add time at checkpoints const checkPointDistance 1e5 how far between checkpoints const maxDifficultySegment 9e3 how far until max difficulty const roadEnd 1e4 how far until end of road mouse input mouseDown mousePressed mouseUpFrames mouseX 0 onmouseup e mouseDown 0 onmousedown e mousePressed mouseDown 1 mousePressed 1 onmousemove e mouseX e x window innerWidth 2 1 math and helper functions Clamp v a b Math min Math max v a b ClampAngle a a PI 2 PI a PI 0 PI PI Lerp p a b a Clamp p 0 1 b a R a 1 b 0 Lerp Math sin randSeed 1 1e5 1 a b LSHA l s 0 h 0 a 1 hsl h hueShift s l a simple 3d vector class class Vec3 constructor x 0 y 0 z 0 this x x this y y this z z Add v v v 1e5 new Vec3 v v v v new Vec3 this x v x this y v y this z v z Multiply v v v 1e5 new Vec3 v v v v new Vec3 this x v x this y v y this z v z draw a trapazoid shaped poly DrawPoly x1 y1 w1 x2 y2 w2 fillStyle context beginPath context fillStyle fillStyle context lineTo x1 w1 y1 0 context lineTo x1 w1 y1 0 context lineTo x2 w2 y2 0 context lineTo x2 w2 y2 0 context fill draw outlined hud text DrawText text posX scale text so it works in tiny CodePen iframe const size c height 79 context font size em impact set font size context fillStyle LSHA 99 0 0 5 set font color context fillText text posX size 14 fill text context lineWidth size 2 5 line width context strokeText text posX size 14 outline text context font 9em impact set font size context fillStyle LSHA 99 0 0 5 set font color context fillText text posX 129 fill text context lineWidth 3 line width context strokeText text posX 129 outline text build the road with procedural generation roadGenLengthMax end of section roadGenLength distance left roadGenTaper length of taper roadGenFreqX X wave frequency roadGenFreqY Y wave frequency roadGenScaleX X wave amplitude roadGenScaleY 0 Y wave amplitude roadGenWidth roadWidth starting road width startRandSeed randSeed Date now set random seed road clear road generate the road for i 0 i roadEnd 2 i build road past end if roadGenLength roadGenLengthMax is end of section calculate difficulty percent d Math min 1 i maxDifficultySegment randomize road settings roadGenWidth roadWidth R 1 d 7 3 2 d road width roadGenFreqX R Lerp d 01 02 X curves roadGenFreqY R Lerp d 01 03 Y bumps roadGenScaleX i roadEnd 0 R Lerp d 2 6 X scale roadGenScaleY R Lerp d 1e3 2e3 Y scale apply taper and move back roadGenTaper R 99 1e3 0 random taper roadGenLengthMax roadGenTaper R 99 1e3 random length roadGenLength 0 reset length i roadGenTaper subtract taper make a wavy road x Math sin i roadGenFreqX roadGenScaleX y Math sin i roadGenFreqY roadGenScaleY road i road i road i x x y y w roadGenWidth apply taper from last section and lerp values p Clamp roadGenLength roadGenTaper 0 1 road i x Lerp p road i x x road i y Lerp p road i y y road i w i roadEnd 0 Lerp p road i w roadGenWidth calculate road pitch angle road i a road i 1 Math atan2 road i 1 y road i y segmentLength 0 init game reset everything velocity new Vec3 pitchSpring pitchSpringSpeed pitchRoad hueShift 0 position new Vec3 0 height set player start pos nextCheckPoint checkPointDistance init next checkpoint time maxTime set the start time heading randSeed random world heading update and render frame Update get player road segment s position z segmentLength 0 current road segment p position z segmentLength 1 percent along segment get lerped values between last and current road segment roadX Lerp p road s x road s 1 x roadY Lerp p road s y road s 1 y height roadA Lerp p road s a road s 1 a update player velocity lastVelocity velocity Add 0 velocity y gravity velocity x lateralDamp velocity z Math max 0 time forwardDamp velocity z 0 add velocity to position position position Add velocity limit player x position how far off road position x Clamp position x maxPlayerX maxPlayerX check if on ground if position y roadY position y roadY match y to ground plane airFrame 0 reset air frames get the dot product of the ground normal and the velocity dp Math cos roadA velocity y Math sin roadA velocity z bounce velocity against ground normal velocity new Vec3 0 Math cos roadA Math sin roadA Multiply elasticity dp Add velocity apply player brake and accel velocity z mouseDown playerBrake Lerp velocity z maxSpeed mousePressed playerAccel 0 check if off road if Math abs position x road s w velocity z offRoadDamp slow down pitchSpring Math sin position z 99 4 99 rumble update player turning and apply centrifugal force turn Lerp velocity z maxSpeed mouseX turnControl 0 velocity x velocity z turn velocity z 2 centrifugal roadX update jump if airFrame 6 time mouseDown mouseUpFrames mouseUpFrames 9 velocity y jumpAccel apply jump velocity airFrame 9 prevent jumping again mouseUpFrames mouseDown 0 mouseUpFrames 1 pitch down with vertical velocity when in air airPercent position y roadY 99 pitchSpringSpeed Lerp airPercent 0 velocity y 4e4 update player pitch spring pitchSpringSpeed velocity z lastVelocity z 2e3 pitchSpringSpeed pitchSpring springConstant pitchSpringSpeed pitchSpringDamp pitchSpring pitchSpringSpeed pitchRoad Lerp pitchLerp pitchRoad Lerp airPercent roadA 0 playerPitch pitchSpring pitchRoad update heading heading ClampAngle heading velocity z roadX worldRotateScale cameraHeading turn cameraTurnScale was checkpoint crossed if position z nextCheckPoint time checkPointTime add more time nextCheckPoint checkPointDistance set next checkpoint hueShift 36 shift hue draw background sky sun moon mountains and horizon clear the screen and set size c width window innerWidth c height window innerHeight pre calculate projection scale flip y projectScale new Vec3 1 1 1 Multiply c width 2 cameraDepth get horizon offset and light amount horizon c height 2 Math tan playerPitch projectScale y backgroundOffset Math sin cameraHeading 2 light Math cos heading create linear gradient for sky g context createLinearGradient 0 horizon c height 2 0 horizon g addColorStop 0 LSHA 39 light 25 49 light 19 230 light 19 g addColorStop 1 LSHA 5 79 250 light 9 draw sky as full screen poly DrawPoly c width 2 0 c width 2 c width 2 c height c width 2 g draw sun and moon 0 sun 1 moon for i 2 i create radial gradient g context createRadialGradient x c width 5 Lerp heading PI 2 5 i 2 1 4 4 backgroundOffset y horizon c width 5 c width 25 x y i c width 23 c width g addColorStop 0 LSHA i 70 99 g addColorStop 1 LSHA 0 0 0 0 draw full screen poly DrawPoly c width 2 0 c width 2 c width 2 c height c width 2 g set random seed for mountains randSeed startRandSeed draw mountains for i mountainCount i angle ClampAngle heading R 19 light Math cos angle heading DrawPoly x c width 5 Lerp angle PI 2 5 4 4 backgroundOffset y horizon w R 2 8 2 c width 2 x w R 5 5 y R 5 8 w 0 LSHA R 15 25 i 3 light 9 i 2 R 19 R 220 230 draw horizon DrawPoly c width 2 horizon c width 2 c width 2 c height c width 2 LSHA 25 30 95 draw road and objects calculate road x offsets and projections for x w i 0 i drawDistance 1 p new Vec3 x w road s i x sum local road offsets road s i y s i segmentLength road y and z pos Add position Multiply 1 get local camera space apply camera heading p x p x Math cos cameraHeading p z Math sin cameraHeading tilt camera pitch and invert z z 1 p z Math cos playerPitch p y Math sin playerPitch p y p y Math cos playerPitch p z Math sin playerPitch p z z project road segment to canvas space road s i p projected road point p Multiply new Vec3 z z 1 projection Multiply projectScale scale Add new Vec3 c width 2 c height 2 center on canvas draw the road segments let segment2 road s drawDistance store the last segment for i drawDistance i iterate in reverse get projected road points segment1 road s i p1 segment1 p p2 segment2 p random seed and lighting randSeed startRandSeed s i light Math sin segment1 a Math cos heading 99 check near and far clip if p1 z 1e5 p1 z 0 fade in road resolution over distance if i Lerp i drawDistance 1 9 0 0 ground DrawPoly c width 2 p1 y c width 2 c width 2 p2 y c width 2 LSHA 25 light 30 95 curb if wide enough if segment1 w 400 DrawPoly p1 x p1 y p1 z segment1 w curbWidth p2 x p2 y p2 z segment2 w curbWidth LSHA s i 19 9 50 20 light road and checkpoint marker DrawPoly p1 x p1 y p1 z segment1 w p2 x p2 y p2 z segment2 w LSHA s i segmentLength checkPointDistance 300 70 7 light dashed lines if wide and close enough if segment1 w 300 s i 9 0 i drawDistance 3 DrawPoly p1 x p1 y p1 z dashLineWidth p2 x p2 y p2 z dashLineWidth LSHA 70 light save this segment segment2 segment1 random object tree or rock if R 2 s i 29 player object collision check x 2 roadWidth R 10 10 R 9 choose object pos const objectHeight R 2 0 400 choose tree or rock if segment1 h dont hit same object Math abs position x x 200 X Math abs position z s i segmentLength 200 Z position y height segment1 y objectHeight 200 Y slow player and mark object as hit velocity velocity Multiply segment1 h collisionSlow draw road object const alpha Lerp i drawDistance 4 0 fade in object if objectHeight tree trunk DrawPoly x p1 x p1 z x p1 y p1 z 29 x p1 y 99 p1 z p1 z 29 LSHA 5 R 9 50 R 9 29 R 9 alpha tree leaves DrawPoly x p1 y R 50 99 p1 z p1 z R 199 250 x p1 y R 600 800 p1 z 0 LSHA 25 R 9 80 R 9 9 R 29 alpha else rock DrawPoly x p1 x p1 z x p1 y p1 z R 200 250 x p1 z R 99 99 p1 y R 200 250 p1 z p1 z R 99 LSHA 50 R 19 25 R 19 209 R 9 alpha draw and update time if mousePressed time Clamp time timeDelta 0 maxTime update time DrawText Math ceil time 9 show time context textAlign right right alignment DrawText 0 position z 1e3 c width 9 show distance else context textAlign center center alignment DrawText JS Racer c width 2 draw title text requestAnimationFrame Update kick off next frame Update kick off update loop

check if on ground if position y roadY position y roadY match y to ground plane airFrame 0 reset air frames get the dot product of the ground normal and the velocity dp Math cos roadA velocity y Math sin roadA velocity z bounce velocity against ground normal velocity new Vec3 0 Math cos roadA Math sin roadA Multiply elasticity dp Add velocity apply player brake and accel velocity z mouseDown playerBrake Lerp velocity z maxSpeed mousePressed playerAccel 0 check if off road if Math abs position x road s w velocity z offRoadDamp slow down pitchSpring Math sin position z 99 4 99 rumble update player turning and apply centrifugal force turn Lerp velocity z maxSpeed mouseX turnControl 0 velocity x velocity z turn velocity z 2 centrifugal roadX update jump if airFrame 6 time mouseDown mouseUpFrames mouseUpFrames 9 velocity y jumpAccel apply jump velocity airFrame 9 prevent jumping again mouseUpFrames mouseDown 0 mouseUpFrames 1 pitch down with vertical velocity when in air airPercent position y roadY 99 pitchSpringSpeed Lerp airPercent 0 velocity y 4e4 update player pitch spring pitchSpringSpeed velocity z lastVelocity z 2e3 pitchSpringSpeed pitchSpring springConstant pitchSpringSpeed pitchSpringDamp pitchSpring pitchSpringSpeed pitchRoad Lerp pitchLerp pitchRoad Lerp airPercent roadA 0 playerPitch pitchSpring pitchRoad update heading heading ClampAngle heading velocity z roadX worldRotateScale cameraHeading turn cameraTurnScale was checkpoint crossed if position z nextCheckPoint time checkPointTime add more time nextCheckPoint checkPointDistance set next checkpoint hueShift 36 shift hue draw background sky sun moon mountains and horizon clear the screen and set size c width window innerWidth c height window innerHeight pre calculate projection scale flip y projectScale new Vec3 1 1 1 Multiply c width 2 cameraDepth get horizon offset and light amount horizon c height 2 Math tan playerPitch projectScale y backgroundOffset Math sin cameraHeading 2 light Math cos heading create linear gradient for sky g context createLinearGradient 0 horizon c height 2 0 horizon g addColorStop 0 LSHA 39 light 25 49 light 19 230 light 19 g addColorStop 1 LSHA 5 79 250 light 9 draw sky as full screen poly DrawPoly c width 2 0 c width 2 c width 2 c height c width 2 g draw sun and moon 0 sun 1 moon for i 2 i create radial gradient g context createRadialGradient x c width 5 Lerp heading PI 2 5 i 2 1 4 4 backgroundOffset y horizon c width 5 c width 25 x y i c width 23 c width g addColorStop 0 LSHA i 70 99 g addColorStop 1 LSHA 0 0 0 0 draw full screen poly DrawPoly c width 2 0 c width 2 c width 2 c height c width 2 g set random seed for mountains randSeed startRandSeed draw mountains for i mountainCount i angle ClampAngle heading R 19 light Math cos angle heading DrawPoly x c width 5 Lerp angle PI 2 5 4 4 backgroundOffset y horizon w R 2 8 2 c width 2 x w R 5 5 y R 5 8 w 0 LSHA R 15 25 i 3 light 9 i 2 R 19 R 220 230 draw horizon DrawPoly c width 2 horizon c width 2 c width 2 c height c width 2 LSHA 25 30 95 draw road and objects calculate road x offsets and projections for x w i 0 i drawDistance 1 p new Vec3 x w road s i x sum local road offsets road s i y s i segmentLength road y and z pos Add position Multiply 1 get local camera space apply camera heading p x p x Math cos cameraHeading p z Math sin cameraHeading tilt camera pitch and invert z z 1 p z Math cos playerPitch p y Math sin playerPitch p y p y Math cos playerPitch p z Math sin playerPitch p z z project road segment to canvas space road s i p projected road point p Multiply new Vec3 z z 1 projection Multiply projectScale scale Add new Vec3 c width 2 c height 2 center on canvas draw the road segments let segment2 road s drawDistance store the last segment for i drawDistance i iterate in reverse get projected road points segment1 road s i p1 segment1 p p2 segment2 p random seed and lighting randSeed startRandSeed s i light Math sin segment1 a Math cos heading 99 check near and far clip if p1 z 1e5 p1 z 0 fade in road resolution over distance if i Lerp i drawDistance 1 9 0 0 ground DrawPoly c width 2 p1 y c width 2 c width 2 p2 y c width 2 LSHA 25 light 30 95 curb if wide enough if segment1 w 400 DrawPoly p1 x p1 y p1 z segment1 w curbWidth p2 x p2 y p2 z segment2 w curbWidth LSHA s i 19 9 50 20 light road and checkpoint marker DrawPoly p1 x p1 y p1 z segment1 w p2 x p2 y p2 z segment2 w LSHA s i segmentLength checkPointDistance 300 70 7 light dashed lines if wide and close enough if segment1 w 300 s i 9 0 i drawDistance 3 DrawPoly p1 x p1 y p1 z dashLineWidth p2 x p2 y p2 z dashLineWidth LSHA 70 light save this segment segment2 segment1 random object tree or rock if R 2 s i 29 player object collision check x 2 roadWidth R 10 10 R 9 choose object pos const objectHeight R 2 0 400 choose tree or rock if segment1 h dont hit same object Math abs position x x 200 X Math abs position z s i segmentLength 200 Z position y height segment1 y objectHeight 200 Y slow player and mark object as hit velocity velocity Multiply segment1 h collisionSlow draw road object const alpha Lerp i drawDistance 4 0 fade in object if objectHeight tree trunk DrawPoly x p1 x p1 z x p1 y p1 z 29 x p1 y 99 p1 z p1 z 29 LSHA 5 R 9 50 R 9 29 R 9 alpha tree leaves DrawPoly x p1 y R 50 99 p1 z p1 z R 199 250 x p1 y R 600 800 p1 z 0 LSHA 25 R 9 80 R 9 9 R 29 alpha else rock DrawPoly x p1 x p1 z x p1 y p1 z R 200 250 x p1 z R 99 99 p1 y R 200 250 p1 z p1 z R 99 LSHA 50 R 19 25 R 19 209 R 9 alpha draw and update time if mousePressed time Clamp time timeDelta 0 maxTime update time DrawText Math ceil time 9 show time context textAlign right right alignment DrawText 0 position z 1e3 c width 9 show distance else context textAlign center center alignment DrawText JS Racer c width 2 draw title text requestAnimationFrame Update kick off next frame Update kick off update loop

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