anycoder-f79c986c / index.html
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<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>Neon Drift: Overdrive</title>
<!-- Import FontAwesome for Icons -->
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
<style>
:root {
--primary-color: #00f3ff;
--secondary-color: #ff00ff;
--accent-color: #ffe600;
--danger-color: #ff2a2a;
--bg-dark: #050510;
--glass-bg: rgba(10, 10, 25, 0.65);
--glass-border: rgba(255, 255, 255, 0.15);
--text-color: #ffffff;
--font-main: 'Orbitron', 'Segoe UI', Roboto, sans-serif;
}
/* Import Google Font for Sci-Fi look */
@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@400;700;900&display=swap');
* {
box-sizing: border-box;
user-select: none;
-webkit-user-select: none;
touch-action: none;
}
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: var(--bg-dark);
font-family: var(--font-main);
color: var(--text-color);
}
/* --- Canvas Container --- */
#game-container {
position: absolute;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
z-index: 1;
}
/* --- UI Overlay Layer --- */
#ui-layer {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 10;
pointer-events: none;
display: flex;
flex-direction: column;
justify-content: space-between;
}
/* --- Header / Top Bar --- */
.top-bar {
display: flex;
justify-content: space-between;
align-items: center;
padding: 15px 25px;
background: linear-gradient(to bottom, rgba(0, 0, 0, 0.8), transparent);
pointer-events: auto;
}
.brand {
font-size: 1.2rem;
font-weight: 900;
text-transform: uppercase;
letter-spacing: 2px;
text-shadow: 0 0 10px var(--primary-color);
display: flex;
align-items: center;
gap: 10px;
}
.brand a {
color: var(--primary-color);
text-decoration: none;
transition: color 0.3s;
font-size: 0.8em;
opacity: 0.8;
}
.brand a:hover {
color: var(--secondary-color);
opacity: 1;
}
/* --- HUD Stats --- */
.hud-stats {
display: flex;
gap: 20px;
}
.stat-box {
background: var(--glass-bg);
border: 1px solid var(--glass-border);
padding: 8px 20px;
border-radius: 4px;
backdrop-filter: blur(8px);
box-shadow: 0 0 15px rgba(0, 243, 255, 0.1);
position: relative;
overflow: hidden;
}
.stat-box::after {
content: '';
position: absolute;
top: 0;
left: 0;
width: 2px;
height: 100%;
background: var(--primary-color);
}
.stat-box.score-box::after { background: var(--accent-color); }
.stat-label {
font-size: 0.6rem;
color: #aaa;
display: block;
letter-spacing: 1px;
}
.stat-value {
font-size: 1.4rem;
font-weight: 700;
color: var(--text-color);
text-shadow: 0 0 5px rgba(255,255,255,0.5);
}
/* --- Nitro Bar --- */
.nitro-container {
position: absolute;
bottom: 30px;
right: 30px;
width: 200px;
pointer-events: none;
}
.nitro-label {
font-size: 0.7rem;
margin-bottom: 5px;
color: var(--secondary-color);
text-transform: uppercase;
text-align: right;
text-shadow: 0 0 5px var(--secondary-color);
}
.nitro-bar-bg {
width: 100%;
height: 10px;
background: rgba(0,0,0,0.5);
border: 1px solid var(--secondary-color);
transform: skewX(-20deg);
overflow: hidden;
}
.nitro-bar-fill {
height: 100%;
width: 100%;
background: linear-gradient(90deg, var(--secondary-color), #ff66aa);
box-shadow: 0 0 10px var(--secondary-color);
transform-origin: left;
transition: transform 0.1s linear;
}
/* --- Main Menu (Start Screen) --- */
#start-screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: radial-gradient(circle at center, rgba(20, 20, 40, 0.9), #000000);
backdrop-filter: blur(15px);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 20;
pointer-events: auto;
transition: opacity 0.6s ease;
}
#start-screen.hidden {
opacity: 0;
pointer-events: none;
}
h1 {
font-size: 4.5rem;
margin-bottom: 0.5rem;
font-weight: 900;
font-style: italic;
background: linear-gradient(180deg, #fff, var(--primary-color));
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
text-shadow: 0 0 30px var(--primary-color);
text-align: center;
letter-spacing: -2px;
}
p.subtitle {
font-size: 1.1rem;
color: #ccc;
margin-bottom: 3rem;
text-align: center;
max-width: 500px;
line-height: 1.6;
text-transform: uppercase;
letter-spacing: 2px;
}
.btn {
background: transparent;
border: 2px solid var(--primary-color);
padding: 15px 50px;
color: var(--primary-color);
font-size: 1.2rem;
font-weight: bold;
font-family: var(--font-main);
border-radius: 2px;
cursor: pointer;
transition: all 0.3s;
text-transform: uppercase;
letter-spacing: 3px;
position: relative;
overflow: hidden;
box-shadow: 0 0 15px rgba(0, 243, 255, 0.2);
}
.btn::before {
content: '';
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: var(--primary-color);
transition: left 0.3s ease;
z-index: -1;
}
.btn:hover {
color: #000;
box-shadow: 0 0 30px var(--primary-color);
}
.btn:hover::before {
left: 0;
}
.controls-info {
margin-top: 50px;
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 30px;
text-align: center;
}
.control-item {
display: flex;
flex-direction: column;
align-items: center;
color: #888;
transition: transform 0.3s;
}
.control-item:hover {
transform: translateY(-5px);
color: #fff;
}
.control-item i {
font-size: 1.8rem;
margin-bottom: 10px;
color: var(--primary-color);
text-shadow: 0 0 10px var(--primary-color);
}
/* --- Mobile Controls --- */
#mobile-controls {
display: none;
width: 100%;
height: 100%;
position: absolute;
top: 0;
left: 0;
pointer-events: none;
padding: 20px;
}
.touch-zone {
pointer-events: auto;
position: absolute;
bottom: 30px;
display: flex;
gap: 15px;
}
.d-pad {
left: 20px;
display: flex;
flex-direction: column;
align-items: center;
gap: 15px;
}
.pedals {
right: 20px;
display: flex;
flex-direction: row-reverse;
gap: 15px;
align-items: flex-end;
}
.touch-btn {
width: 70px;
height: 70px;
background: rgba(255, 255, 255, 0.05);
border: 2px solid rgba(255, 255, 255, 0.2);
border-radius: 50%;
color: white;
font-size: 1.5rem;
display: flex;
justify-content: center;
align-items: center;
backdrop-filter: blur(4px);
transition: all 0.1s;
}
.touch-btn:active,
.touch-btn.active {
background: rgba(0, 243, 255, 0.3);
transform: scale(0.9);
border-color: var(--primary-color);
box-shadow: 0 0 15px var(--primary-color);
}
.touch-btn.brake:active,
.touch-btn.brake.active {
background: rgba(255, 0, 100, 0.3);
border-color: var(--secondary-color);
box-shadow: 0 0 15px var(--secondary-color);
}
.touch-btn.boost {
border-color: var(--accent-color);
color: var(--accent-color);
}
.touch-btn.boost:active,
.touch-btn.boost.active {
background: rgba(255, 230, 0, 0.3);
border-color: var(--accent-color);
box-shadow: 0 0 15px var(--accent-color);
}
/* --- Reset Button --- */
#reset-btn {
position: absolute;
bottom: 30px;
left: 50%;
transform: translateX(-50%);
background: rgba(0, 0, 0, 0.6);
border: 1px solid rgba(255,255,255,0.3);
color: #ccc;
padding: 10px 25px;
border-radius: 30px;
pointer-events: auto;
cursor: pointer;
font-size: 0.8rem;
text-transform: uppercase;
letter-spacing: 1px;
backdrop-filter: blur(5px);
display: none;
}
#reset-btn:hover {
background: var(--secondary-color);
border-color: var(--secondary-color);
color: white;
}
/* --- Media Queries --- */
@media (max-width: 768px) {
h1 { font-size: 2.8rem; }
.controls-info { display: none; }
#mobile-controls { display: block; }
#reset-btn { display: block; }
.nitro-container {
bottom: 100px; /* Move up to avoid finger overlap */
right: 20px;
width: 150px;
}
}
</style>
<!-- Three.js & Cannon-es via Import Map -->
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.160.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/",
"cannon-es": "https://unpkg.com/cannon-es@0.20.0/dist/cannon-es.js"
}
}
</script>
</head>
<body>
<!-- Game Canvas -->
<div id="game-container"></div>
<!-- UI Overlay -->
<div id="ui-layer">
<div class="top-bar">
<div class="brand">
<i class="fa-solid fa-bolt"></i> NEON DRIFT
<span style="font-size: 0.6em; margin-left: 15px; opacity: 0.6; font-weight: 400;">
Built with <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank">anycoder</a>
</span>
</div>
<div class="hud-stats">
<div class="stat-box score-box">
<span class="stat-label">SCORE</span>
<span class="stat-value" id="score-display">0</span>
</div>
<div class="stat-box">
<span class="stat-label">SPEED</span>
<span class="stat-value" id="speed-display">0 <small style="font-size:0.6em">km/h</small></span>
</div>
</div>
</div>
<!-- Nitro Bar -->
<div class="nitro-container">
<div class="nitro-label">Nitro System</div>
<div class="nitro-bar-bg">
<div class="nitro-bar-fill" id="nitro-fill"></div>
</div>
</div>
<div id="reset-btn" onclick="resetCar()">
<i class="fa-solid fa-rotate-right"></i> Flip Car
</div>
<!-- Mobile Controls -->
<div id="mobile-controls">
<div class="touch-zone d-pad">
<div class="touch-btn" id="btn-left"><i class="fa-solid fa-arrow-left"></i></div>
<div class="touch-btn" id="btn-right"><i class="fa-solid fa-arrow-right"></i></div>
</div>
<div class="touch-zone pedals">
<div class="touch-btn boost" id="btn-boost"><i class="fa-solid fa-fire"></i></div>
<div class="touch-btn brake" id="btn-brake" style="margin-right: 10px;"><i class="fa-solid fa-stop"></i></div>
<div class="touch-btn" id="btn-gas"><i class="fa-solid fa-gas-pump"></i></div>
</div>
</div>
</div>
<!-- Start Screen -->
<div id="start-screen">
<h1>NEON DRIFT<br><span style="font-size: 0.5em; color: var(--accent-color); text-shadow: 0 0 20px var(--accent-color);">OVERDRIVE</span></h1>
<p class="subtitle">Sammle Energiekerne. Nutze Nitro. Überlebe die Unendlichkeit.</p>
<button class="btn" id="start-btn">Start Engine</button>
<div class="controls-info">
<div class="control-item">
<i class="fa-solid fa-keyboard"></i>
<span>WASD / Shift</span>
</div>
<div class="control-item">
<i class="fa-solid fa-gamepad"></i>
<span>Controller</span>
</div>
<div class="control-item">
<i class="fa-solid fa-mobile-screen"></i>
<span>Touch</span>
</div>
</div>
</div>
<script type="module">
import * as THREE from 'three';
import * as CANNON from 'cannon-es';
// Post Processing Imports
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
// --- Configuration ---
const CONFIG = {
shadows: true,
maxSteerVal: 0.5,
maxForce: 1200,
boostForce: 2500,
brakeForce: 30,
nitroMax: 100,
nitroDepletion: 0.5, // per frame
nitroRegen: 0.1, // per frame
colors: {
bg: 0x050510,
grid: 0x00f3ff,
car: 0x111111,
neon: 0xff00ff,
coin: 0xffaa00
}
};
// --- Globals ---
let scene, camera, renderer, composer;
let world, vehicle, chassisBody, wheelBodies = [];
let particles = [];
let collectibles = [];
let lastTime;
let isGameActive = false;
// Game State
let score = 0;
let nitro = 100;
let isBoosting = false;
// Input State
const input = {
forward: false,
backward: false,
left: false,
right: false,
brake: false,
boost: false
};
// --- Initialization ---
function init() {
// 1. Setup Three.js Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(CONFIG.colors.bg);
scene.fog = new THREE.FogExp2(CONFIG.colors.bg, 0.006);
// 2. Camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
// 3. Renderer
renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: "high-performance" });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ReinhardToneMapping;
document.getElementById('game-container').appendChild(renderer.domElement);
// 4. Post-Processing (BLOOM)
const renderScene = new RenderPass(scene, camera);
const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);
bloomPass.threshold = 0.2;
bloomPass.strength = 1.2; // Intensity of glow
bloomPass.radius = 0.5;
composer = new EffectComposer(renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
// 5. Lights
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
dirLight.position.set(50, 100, 50);
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 500;
dirLight.shadow.camera.left = -100;
dirLight.shadow.camera.right = 100;
dirLight.shadow.camera.top = 100;
dirLight.shadow.camera.bottom = -100;
scene.add(dirLight);
// 6. Physics World
world = new CANNON.World();
world.gravity.set(0, -9.82, 0);
world.broadphase = new CANNON.SAPBroadphase(world);
// Materials
const groundMat = new CANNON.Material();
const wheelMat = new CANNON.Material();
const wheelGroundContact = new CANNON.ContactMaterial(wheelMat, groundMat, {
friction: 0.3,
restitution: 0,
contactEquationStiffness: 1000
});
world.addContactMaterial(wheelGroundContact);
// 7. Create Environment
createEnvironment(groundMat);
// 8. Create Car
createCar(wheelMat);
// 9. Event Listeners
window.addEventListener('resize', onWindowResize);
setupInputs();
// Start Loop
lastTime = performance.now();
requestAnimationFrame(animate);
}
// --- Environment Generation ---
function createEnvironment(material) {
// Floor
const groundGeo = new THREE.PlaneGeometry(1000, 1000);
const groundTex = createGridTexture();
groundTex.wrapS = THREE.RepeatWrapping;
groundTex.wrapT = THREE.RepeatWrapping;
groundTex.repeat.set(200, 200);
const groundMesh = new THREE.Mesh(
groundGeo,
new THREE.MeshStandardMaterial({
map: groundTex,
roughness: 0.4,
metalness: 0.6,
emissive: 0x001133,
emissiveIntensity: 0.2
})
);
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.receiveShadow = true;
scene.add(groundMesh);
// Physics Ground
const groundBody = new CANNON.Body({
mass: 0,
shape: new CANNON.Plane(),
material: material
});
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
world.addBody(groundBody);
// Sun (Background)
createSun();
// Mountains (Wireframe)
createMountains();
// Obstacles
createObstacle(10, 2, 10, -20, 1, -30);
createRamp(10, 1, 15, 20, 0.5, -20);
// Initial Collectibles
for(let i=0; i<20; i++) {
spawnCollectible();
}
}
function createSun() {
const sunGeo = new THREE.CircleGeometry(40, 64);
const sunMat = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color1: { value: new THREE.Color(0xff00cc) },
color2: { value: new THREE.Color(0x3300cc) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
uniform vec3 color1;
uniform vec3 color2;
varying vec2 vUv;
void main() {
// Create gradient stripes
float stripes = sin(vUv.y * 40.0 + time * 0.5);
float gradient = smoothstep(0.4, 0.6, vUv.y);
vec3 color = mix(color1, color2, vUv.y + stripes * 0.05);
float alpha = smoothstep(0.0, 0.5, vUv.y) * (1.0 - smoothstep(0.5, 1.0, vUv.y));
gl_FragColor = vec4(color, alpha * 0.8);
}
`,
transparent: true,
side: THREE.DoubleSide
});
const sun = new THREE.Mesh(sunGeo, sunMat);
sun.position.set(0, 20, -300);
scene.add(sun);
// Sun Glow (Behind)
const glowGeo = new THREE.CircleGeometry(60, 32);
const glowMat = new THREE.MeshBasicMaterial({ color: 0xff00aa, transparent: true, opacity: 0.3 });
const glow = new THREE.Mesh(glowGeo, glowMat);
glow.position.set(0, 20, -310);
scene.add(glow);
// Update shader time
sun.userData.update = (t) => { sunMat.uniforms.time.value = t * 0.001; };
scene.userData.sun = sun;
}
function createMountains() {
const mountainGeo = new THREE.ConeGeometry(1, 1, 4);
const mountainMat = new THREE.MeshBasicMaterial({
color: 0xaa00ff,
wireframe: true,
transparent: true,
opacity: 0.3
});
const group = new THREE.Group();
for(let i=0; i<60; i++) {
const mesh = new THREE.Mesh(mountainGeo, mountainMat);
const scaleY = 20 + Math.random() * 60;
const scaleXZ = 30 + Math.random() * 50;
mesh.scale.set(scaleXZ, scaleY, scaleXZ);
mesh.position.set(
(Math.random() - 0.5) * 800,
scaleY / 2 - 10,
-200 - Math.random() * 400
);
mesh.rotation.y = Math.random() * Math.PI;
group.add(mesh);
}
scene.add(group);
}
function createGridTexture() {
const canvas = document.createElement('canvas');
canvas.width = 512;
canvas.height = 512;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#050510';
ctx.fillRect(0, 0, 512, 512);
ctx.strokeStyle = '#00f3ff';
ctx.lineWidth = 2;
ctx.shadowBlur = 4;
ctx.shadowColor = '#00f3ff';
ctx.beginPath();
for(let i=0; i<=512; i+=64) {
ctx.moveTo(i, 0);
ctx.lineTo(i, 512);
ctx.moveTo(0, i);
ctx.lineTo(512, i);
}
ctx.stroke();
const tex = new THREE.CanvasTexture(canvas);
tex.anisotropy = 16;
return tex;
}
function createObstacle(w, h, d, x, y, z) {
const geo = new THREE.BoxGeometry(w, h, d);
const mat = new THREE.MeshStandardMaterial({ color: 0x222222, roughness: 0.1, metalness: 0.8 });
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(x, y, z);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
const edges = new THREE.EdgesGeometry(geo);
const line = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({ color: 0xff00ff }));
mesh.add(line);
const shape = new CANNON.Box(new CANNON.Vec3(w/2, h/2, d/2));
const body = new CANNON.Body({ mass: 0 });
body.addShape(shape);
body.position.set(x, y, z);
world.addBody(body);
}
function createRamp(w, h, d, x, y, z) {
const geo = new THREE.BoxGeometry(w, h, d);
const mat = new THREE.MeshStandardMaterial({ color: 0x222222, metalness: 0.5 });
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(x, y, z);
mesh.rotation.x = -0.3;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
const edges = new THREE.EdgesGeometry(geo);
const line = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({ color: 0x00f3ff }));
mesh.add(line);
const shape = new CANNON.Box(new CANNON.Vec3(w/2, h/2, d/2));
const body = new CANNON.Body({ mass: 0 });
body.addShape(shape);
body.position.set(x, y, z);
body.quaternion.setFromEuler(-0.3, 0, 0);
world.addBody(body);
}
function spawnCollectible() {
const geo = new THREE.OctahedronGeometry(0.8);
const mat = new THREE.MeshBasicMaterial({ color: CONFIG.colors.coin });
const mesh = new THREE.Mesh(geo, mat);
// Random position around center
const x = (Math.random() - 0.5) * 150;
const z = (Math.random() - 0.5) * 150;
const y = 2 + Math.random() * 3;
mesh.position.set(x, y, z);
// Add PointLight
const light = new THREE.PointLight(CONFIG.colors.coin, 2, 10);
mesh.add(light);
scene.add(mesh);
collectibles.push({ mesh: mesh, active: true });
}
// --- Car Creation ---
function createCar(material) {
const chassisWidth = 1.8;
const chassisHeight = 0.8;
const chassisDepth = 4;
const mass = 150;
// Visual Chassis
const chassisGeo = new THREE.BoxGeometry(chassisWidth, chassisHeight, chassisDepth);
const chassisMat = new THREE.MeshStandardMaterial({ color: CONFIG.colors.car, roughness: 0.2, metalness: 0.8 });
const chassisMesh = new THREE.Mesh(chassisGeo, chassisMat);
chassisMesh.castShadow = true;
// Neon Strips
const stripGeo = new THREE.BoxGeometry(1.82, 0.1, 4.02);
const stripMat = new THREE.MeshBasicMaterial({ color: CONFIG.colors.neon });
const strip = new THREE.Mesh(stripGeo, stripMat);
strip.position.y = -0.3;
chassisMesh.add(strip);
// Cabin
const cabinGeo = new THREE.BoxGeometry(1.4, 0.6, 2);
const cabinMat = new THREE.MeshStandardMaterial({ color: 0x111111, roughness: 0.0, metalness: 1.0 });
const cabinMesh = new THREE.Mesh(cabinGeo, cabinMat);
cabinMesh.position.y = 0.5;
cabinMesh.position.z = -0.2;
chassisMesh.add(cabinMesh);
// Engine Glow (Rear)
const engineGeo = new THREE.BoxGeometry(1.2, 0.2, 0.1);
const engineMat = new THREE.MeshBasicMaterial({ color: 0x00ffff });
const engine = new THREE.Mesh(engineGeo, engineMat);
engine.position.set(0, 0, 2.05);
chassisMesh.add(engine);
// Headlights
const spotLightL = new THREE.SpotLight(0xffffff, 10);
spotLightL.position.set(-0.6, 0, -1.8);
spotLightL.target.position.set(-0.6, -1, -10);
spotLightL.angle = 0.5;
spotLightL.penumbra = 0.5;
spotLightL.castShadow = true;
chassisMesh.add(spotLightL);
chassisMesh.add(spotLightL.target);
const spotLightR = spotLightL.clone();
spotLightR.position.set(0.6, 0, -1.8);
spotLightR.target.position.set(0.6, -1, -10);
chassisMesh.add(spotLightR);
chassisMesh.add(spotLightR.target);
scene.add(chassisMesh);
// Physics Chassis
const chassisShape = new CANNON.Box(new CANNON.Vec3(chassisWidth/2, chassisHeight/2, chassisDepth/2));
chassisBody = new CANNON.Body({ mass: mass, material: material });
chassisBody.addShape(chassisShape);
chassisBody.position.set(0, 4, 0);
chassisBody.angularDamping = 0.5;
world.addBody(chassisBody);
// Vehicle Setup
vehicle = new CANNON.RaycastVehicle({ chassisBody: chassisBody });
const wheelOptions = {
radius: 0.5,
directionLocal: new CANNON.Vec3(0, -1, 0),
suspensionStiffness: 30,
suspensionRestLength: 0.3,
frictionSlip: 2.0, // More