Dr | Driving Source Code
// Drift friction (The secret sauce) Vector2 forward = transform.up; Vector2 sideways = transform.right; float forwardVel = Vector2.Dot(rb.velocity, forward); float sidewaysVel = Vector2.Dot(rb.velocity, sideways); rb.velocity = (forward * forwardVel) + (sideways * sidewaysVel * driftFactor);
let keys = {}; let penaltyTime = 0; let levelTime = 30; dr driving source code
public class PenaltySystem : MonoBehaviour public float wallPenalty = 5f; public float carPenalty = 10f; private LevelTimer timer; void OnCollisionEnter2D(Collision2D collision) if (collision.gameObject.tag == "Wall") timer.AddPenalty(wallPenalty); // Visual feedback: Screen shake or red flash StartCoroutine(ShakeCamera(0.2f)); else if (collision.gameObject.tag == "AICar") timer.AddPenalty(carPenalty); // AI spin-out logic collision.rigidbody.AddTorque(Random.Range(-500, 500)); // Reset the car's velocity to avoid unrealistic bouncing GetComponent<Rigidbody2D>().velocity = Vector2.zero; // Drift friction (The secret sauce) Vector2 forward
So, launch your IDE, write that CarController class, and embrace the drift. Just remember: every time you hit a cone, add five seconds. Have you successfully rebuilt a DR Driving clone? Share your GitHub repository in the comments below. Share your GitHub repository in the comments below
