NEON CITY β€’ NIGHTRUN DISTRICT
Bank Cash: $150
DRIFT x1
STEER
/* ============================================================ FELIX'S DRIFTING GAME β€” MEGA FEATURE PACK ------------------------------------------------------------ Keeps the ORIGINAL drift physics untouched. Adds: β€’ Original Drift / Advanced Drift toggle β€’ Drift score β€’ Drift angle meter β€’ Drift combos β€’ Tire smoke β€’ Nitro β€’ Day/night cycle β€’ Rain β€’ Wet-road effect β€’ Police roadblocks β€’ Spike strips β€’ Police pursuit events β€’ Named city zones β€’ Drift zones β€’ Time attack β€’ Drift attack β€’ Police escape β€’ Delivery mode β€’ Extra garage tuning β€’ Visual customization β€’ Mini-map β€’ Speedometer β€’ RPM β€’ Gear display β€’ Launch control β€’ Burnouts β€’ Near misses β€’ Wall taps β€’ 180 / 360 bonuses β€’ Local leaderboard ============================================================ */ (function(){ "use strict"; /* ============================================================ FEATURE STATE ============================================================ */ const FD = { advancedDrift:false, driftScore:0, driftCombo:1, driftTime:0, driftAngle:0, lastDriftTime:0, nitro:100, nitroActive:false, rpm:800, gear:1, weather:"clear", rain:false, wetRoad:false, timeOfDay:0, launchCharge:0, launching:false, mode:"career", currentZone:"NEON DISTRICT", nearMisses:0, wallTaps:0, spins180:0, spins360:0, roadblocks:[], spikes:[], driftZones:[], leaderboard:JSON.parse( localStorage.getItem( "felix_drift_leaderboard" ) || "[]" ), settings:{ driftAssist:false, rain:false, dayNight:true, policeEvents:true, tireSmoke:true } }; /* ============================================================ UI ============================================================ */ const featureStyle=document.createElement("style"); featureStyle.textContent=` #fd-panel{ position:absolute; left:15px; bottom:15px; z-index:70; background:rgba(5,10,18,.92); border:1px solid #293548; border-radius:8px; padding:10px; width:245px; font-family:Arial,sans-serif; box-shadow:0 0 25px rgba(0,243,255,.12); backdrop-filter:blur(10px); } #fd-panel h3{ margin:0 0 8px; color:#00d9ff; font-size:13px; letter-spacing:2px; } .fd-row{ display:flex; justify-content:space-between; align-items:center; margin:5px 0; font-size:11px; color:#9ca3af; } .fd-value{ color:white; font-weight:bold; } .fd-toggle{ background:#111827; border:1px solid #374151; color:#9ca3af; border-radius:4px; padding:4px 8px; cursor:pointer; font-size:10px; } .fd-toggle.on{ color:#031018; background:#00d9ff; border-color:#00d9ff; } #fd-drift-meter{ position:absolute; left:50%; bottom:75px; transform:translateX(-50%); z-index:65; width:300px; pointer-events:none; text-align:center; display:none; } #fd-drift-title{ font-size:14px; font-weight:bold; color:#00d9ff; letter-spacing:2px; } #fd-drift-score{ font-size:26px; font-weight:bold; color:white; } #fd-angle{ font-size:13px; color:#fbbf24; } #fd-drift-bar{ height:7px; background:#1f2937; border-radius:5px; overflow:hidden; margin-top:5px; } #fd-drift-fill{ width:0%; height:100%; background:#00d9ff; } #fd-speedometer{ position:absolute; right:15px; bottom:15px; z-index:65; width:145px; padding:10px; background:rgba(5,10,18,.9); border:1px solid #293548; border-radius:8px; text-align:center; } #fd-speed{ font-size:27px; font-weight:bold; color:white; } #fd-speed-label{ color:#9ca3af; font-size:9px; letter-spacing:2px; } #fd-gear{ color:#00d9ff; font-size:12px; margin-top:3px; } #fd-nitro{ margin-top:7px; height:7px; background:#1f2937; border-radius:5px; overflow:hidden; } #fd-nitro-fill{ width:100%; height:100%; background:#a855f7; } #fd-zone{ position:absolute; top:75px; left:50%; transform:translateX(-50%); z-index:64; color:#00d9ff; font-size:12px; letter-spacing:3px; text-shadow:0 0 12px #00d9ff; pointer-events:none; } #fd-weather{ position:absolute; top:95px; right:15px; z-index:64; color:#9ca3af; font-size:10px; pointer-events:none; } .fd-menu-grid{ display:grid; grid-template-columns:1fr 1fr; gap:5px; margin-top:7px; } .fd-menu-btn{ background:#111827; border:1px solid #293548; color:#dbe5f0; padding:6px; border-radius:4px; font-size:9px; cursor:pointer; } .fd-menu-btn:hover{ border-color:#00d9ff; } #fd-minimap{ position:absolute; right:15px; top:145px; z-index:63; width:120px; height:120px; border:1px solid #293548; background:rgba(5,8,15,.82); border-radius:6px; } .fd-notice{ position:absolute; top:150px; left:50%; transform:translateX(-50%); z-index:90; padding:9px 15px; background:rgba(5,8,15,.95); border:1px solid #00d9ff; color:white; border-radius:5px; font-size:12px; display:none; } `; document.head.appendChild(featureStyle); /* ============================================================ CREATE UI ============================================================ */ const panel=document.createElement("div"); panel.id="fd-panel"; panel.innerHTML=`

DRIFT CONTROL

Advanced Drift
Rain
Day / Night
Tire Smoke
Police Events
`; document.getElementById("game-container") .appendChild(panel); /* ============================================================ DRIFT METER ============================================================ */ const driftMeter=document.createElement("div"); driftMeter.id="fd-drift-meter"; driftMeter.innerHTML=`
DRIFT
0
0Β° ANGLE
`; document.getElementById("game-container") .appendChild(driftMeter); /* ============================================================ SPEEDOMETER ============================================================ */ const speedometer=document.createElement("div"); speedometer.id="fd-speedometer"; speedometer.innerHTML=`
0
KM/H
GEAR 1
NITRO [SHIFT]
`; document.getElementById("game-container") .appendChild(speedometer); /* ============================================================ ZONE ============================================================ */ const zone=document.createElement("div"); zone.id="fd-zone"; document.getElementById("game-container") .appendChild(zone); /* ============================================================ WEATHER ============================================================ */ const weather=document.createElement("div"); weather.id="fd-weather"; weather.innerText="CLEAR"; document.getElementById("game-container") .appendChild(weather); /* ============================================================ NOTICE ============================================================ */ const notice=document.createElement("div"); notice.className="fd-notice"; document.getElementById("game-container") .appendChild(notice); function fdNotice(text){ notice.innerText=text; notice.style.display="block"; clearTimeout(notice._timer); notice._timer=setTimeout(()=>{ notice.style.display="none"; },1800); } /* ============================================================ TOGGLE HELPERS ============================================================ */ function toggleButton(id,state){ const b=document.getElementById(id); if(!b)return; b.innerText=state?"ON":"OFF"; b.classList.toggle( "on", state ); } /* ============================================================ ORIGINAL DRIFT / ADVANCED DRIFT ============================================================ */ /* IMPORTANT: Your ORIGINAL drift physics are NOT modified. OFF = your original drifting. ON = additional assistance / stability layer. */ document.getElementById( "fd-drift-toggle" ).onclick=()=>{ FD.advancedDrift= !FD.advancedDrift; FD.settings.driftAssist= FD.advancedDrift; toggleButton( "fd-drift-toggle", FD.advancedDrift ); fdNotice( FD.advancedDrift ?"ADVANCED DRIFT ON" :"ORIGINAL DRIFT RESTORED" ); }; /* ============================================================ RAIN ============================================================ */ document.getElementById( "fd-rain-toggle" ).onclick=()=>{ FD.rain=!FD.rain; FD.wetRoad=FD.rain; toggleButton( "fd-rain-toggle", FD.rain ); weather.innerText= FD.rain ?"RAIN β€’ WET ROAD" :"CLEAR"; }; /* ============================================================ DAY NIGHT ============================================================ */ document.getElementById( "fd-day-toggle" ).onclick=()=>{ FD.settings.dayNight= !FD.settings.dayNight; toggleButton( "fd-day-toggle", FD.settings.dayNight ); }; /* ============================================================ SMOKE ============================================================ */ document.getElementById( "fd-smoke-toggle" ).onclick=()=>{ FD.settings.tireSmoke= !FD.settings.tireSmoke; toggleButton( "fd-smoke-toggle", FD.settings.tireSmoke ); }; /* ============================================================ POLICE EVENTS ============================================================ */ document.getElementById( "fd-police-toggle" ).onclick=()=>{ FD.settings.policeEvents= !FD.settings.policeEvents; toggleButton( "fd-police-toggle", FD.settings.policeEvents ); }; /* ============================================================ DRIFT DETECTION ============================================================ */ function fdGetSpeed(){ if( typeof player==="undefined" ) return 0; return Math.sqrt( player.vx*player.vx+ player.vy*player.vy ); } function fdGetVelocityAngle(){ if( typeof player==="undefined" ) return 0; if( Math.abs(player.vx)+ Math.abs(player.vy)<.05 ) return player.angle; return Math.atan2( player.vy, player.vx ); } function fdAngleDifference(a,b){ let d=a-b; while(d>Math.PI)d-=Math.PI*2; while(d<-Math.PI)d+=Math.PI*2; return d; } /* ============================================================ DRIFT SCORE ============================================================ */ function fdUpdateDrift(){ if( typeof player==="undefined" || typeof gameState==="undefined" ) return; if(gameState!=="PLAYING") return; const speed=fdGetSpeed(); const velocityAngle= fdGetVelocityAngle(); const difference= Math.abs( fdAngleDifference( player.angle, velocityAngle ) ); const degrees= difference*180/Math.PI; FD.driftAngle=degrees; const drifting= speed>2.0 && degrees>10 && Math.abs(player.steerInput||0)>.05; if(drifting){ driftMeter.style.display="block"; FD.driftTime+=.016; const speedBonus= Math.max( 1, speed ); const angleBonus= Math.max( 1, degrees/20 ); FD.driftCombo= Math.min( 50, 1+ Math.floor( FD.driftTime/1.5 ) ); const points= speedBonus* angleBonus* FD.driftCombo* .35; FD.driftScore+=points; FD.nitro= Math.min( 100, FD.nitro+ .035 ); FD.lastDriftTime= Date.now(); /* Tire smoke */ if( FD.settings.tireSmoke && Math.random()<.35 ){ if( typeof particles!=="undefined" ){ particles.push({ x: player.x- Math.cos(player.angle)* 15, y: player.y- Math.sin(player.angle)* 15, vx: (Math.random()-.5)*.5, vy: (Math.random()-.5)*.5, life:500, maxLife:500, size: 3+ Math.random()*5, type:"smoke", color:"#b8b8b8" }); } } }else{ if( Date.now()- FD.lastDriftTime> 800 ){ FD.driftTime=0; FD.driftCombo=1; } } document.getElementById( "fd-drift-score" ).innerText= Math.floor( FD.driftScore ).toLocaleString(); document.getElementById( "fd-angle" ).innerText= Math.floor( degrees )+"Β° ANGLE β€’ x"+ FD.driftCombo; document.getElementById( "fd-drift-fill" ).style.width= Math.min( 100, degrees/90*100 )+"%"; } /* ============================================================ NITRO ============================================================ */ window.addEventListener( "keydown", e=>{ if( e.code==="ShiftLeft" || e.code==="ShiftRight" ){ FD.nitroActive=true; } }); window.addEventListener( "keyup", e=>{ if( e.code==="ShiftLeft" || e.code==="ShiftRight" ){ FD.nitroActive=false; } }); function fdNitroUpdate(){ if( typeof player==="undefined" ) return; if( FD.nitroActive && FD.nitro>0 && typeof gameState!=="undefined" && gameState==="PLAYING" ){ FD.nitro-=.7; const boost= FD.advancedDrift ?0.055 :0.045; player.vx+= Math.cos(player.angle)* boost; player.vy+= Math.sin(player.angle)* boost; }else{ FD.nitro= Math.min( 100, FD.nitro+ .012 ); } document.getElementById( "fd-nitro-fill" ).style.width= FD.nitro+"%"; } /* ============================================================ SPEED / GEAR / RPM ============================================================ */ function fdSpeedUpdate(){ const speed=fdGetSpeed(); const kmh= Math.floor( speed*28 ); let gear=1; if(kmh>45)gear=2; if(kmh>80)gear=3; if(kmh>120)gear=4; if(kmh>165)gear=5; if(kmh>210)gear=6; if( gameState==="PLAYING" && gear!==lastDetectedGear ){ playShiftSound(); lastDetectedGear=gear; } FD.gear=gear; document.getElementById( "fd-speed" ).innerText=kmh; document.getElementById( "fd-gear" ).innerText= "GEAR "+gear; } /* ============================================================ ADVANCED DRIFT ASSIST ============================================================ */ /* This is deliberately an ADDITIVE layer. Your original driftCar physics stay intact. */ function fdAdvancedDrift(){ if(!FD.advancedDrift) return; if( typeof player==="undefined" || typeof gameState==="undefined" || gameState!=="PLAYING" ) return; const speed=fdGetSpeed(); if(speed<1) return; const steering= player.steerInput||0; if( Math.abs(steering)<.05 ) return; const velocityAngle= fdGetVelocityAngle(); const difference= fdAngleDifference( player.angle, velocityAngle ); /* Slightly stabilises transitions, but does NOT replace the original drifting physics. */ const correction= difference*.0015; player.vx+= Math.cos(player.angle)* correction; player.vy+= Math.sin(player.angle)* correction; } /* ============================================================ BURNOUT / LAUNCH CONTROL ============================================================ */ function fdLaunchControl(){ if( typeof keys==="undefined" || typeof player==="undefined" ) return; const gas= keys["KeyW"]; const brake= keys["KeyS"]; const speed=fdGetSpeed(); if( gas && brake && speed<1 ){ FD.launching=true; FD.launchCharge= Math.min( 100, FD.launchCharge+1.5 ); }else if( FD.launching && !brake ){ const force= FD.launchCharge* .003; player.vx+= Math.cos(player.angle)* force; player.vy+= Math.sin(player.angle)* force; FD.launching=false; FD.launchCharge=0; } } /* ============================================================ NEAR MISS ============================================================ */ let fdLastNearMiss=0; function fdNearMiss(){ if( typeof player==="undefined" || typeof trafficList==="undefined" ) return; const now=Date.now(); if( now-fdLastNearMiss<700 ) return; for( let i=0; i25 && fdGetSpeed()>4 ){ FD.nearMisses++; FD.driftScore+=250; fdNotice( "NEAR MISS +250" ); fdLastNearMiss=now; break; } } } /* ============================================================ 180 / 360 SPIN DETECTION ============================================================ */ let fdLastAngle=0; let fdRotation=0; function fdSpinDetection(){ if( typeof player==="undefined" ) return; const current=player.angle; let delta= fdAngleDifference( current, fdLastAngle ); fdRotation+=delta; if( Math.abs(fdRotation)> Math.PI*2 ){ FD.spins360++; FD.driftScore+= 1000; fdNotice( "360 SPIN +1000" ); fdRotation=0; }else if( Math.abs(fdRotation)> Math.PI ){ FD.spins180++; FD.driftScore+= 400; fdNotice( "180 SPIN +400" ); fdRotation=0; } fdLastAngle=current; } /* ============================================================ WALL TAP ============================================================ */ let fdLastWall=0; function fdWallTap(){ if( typeof player==="undefined" ) return; const now=Date.now(); if( now-fdLastWall<1000 ) return; const edge=250; const x=player.x%BLOCK; const y=player.y%BLOCK; if( xBLOCK-edge || yBLOCK-edge ){ if(fdGetSpeed()>4){ FD.wallTaps++; FD.driftScore+=350; fdNotice( "WALL TAP +350" ); fdLastWall=now; } } } /* ============================================================ CITY ZONES ============================================================ */ const fdZones=[ { name:"NEON DISTRICT", x:WORLD_SIZE*.5, y:WORLD_SIZE*.5, radius:2500 }, { name:"INDUSTRIAL ZONE", x:WORLD_SIZE*.25, y:WORLD_SIZE*.25, radius:2500 }, { name:"DOWNTOWN", x:WORLD_SIZE*.75, y:WORLD_SIZE*.25, radius:2500 }, { name:"THE DOCKS", x:WORLD_SIZE*.25, y:WORLD_SIZE*.75, radius:2500 }, { name:"AIRPORT", x:WORLD_SIZE*.75, y:WORLD_SIZE*.75, radius:2500 } ]; function fdUpdateZone(){ if( typeof player==="undefined" ) return; let closest="NEON DISTRICT"; let best=Infinity; fdZones.forEach(z=>{ const dx= player.x-z.x; const dy= player.y-z.y; const d= Math.sqrt( dx*dx+ dy*dy ); if(d{ r.y+=r.speed; if( r.y> canvas.height ){ r.y=0; r.x= Math.random()* canvas.width; } }); } /* ============================================================ RAIN RENDER ============================================================ */ function fdRainRender(){ if(!FD.rain) return; ctx.save(); ctx.strokeStyle= "rgba(120,180,255,.35)"; ctx.lineWidth=1; fdRainParticles.forEach(r=>{ ctx.beginPath(); ctx.moveTo( r.x, r.y ); ctx.lineTo( r.x-3, r.y+14 ); ctx.stroke(); }); ctx.restore(); } /* ============================================================ NIGHT OVERLAY ============================================================ */ const night=document.createElement("div"); night.id="fd-night-overlay"; night.style.position="absolute"; night.style.inset="0"; night.style.pointerEvents="none"; night.style.zIndex="5"; night.style.background= "rgba(0,5,20,0)"; document.getElementById( "game-container" ).appendChild(night); /* ============================================================ DRIFT ZONES ============================================================ */ fdZones.forEach((z,i)=>{ FD.driftZones.push({ x:z.x, y:z.y, radius:500, score:0 }); }); /* ============================================================ DRIFT ZONE CHECK ============================================================ */ function fdDriftZone(){ if( typeof player==="undefined" ) return; FD.driftZones.forEach(z=>{ const dx= player.x-z.x; const dy= player.y-z.y; const distance= Math.sqrt( dx*dx+ dy*dy ); if( distance.1 ){ FD.driftScore+=.5; } }); } /* ============================================================ POLICE ROADBLOCKS ============================================================ */ function fdCreateRoadblock(){ if( typeof player==="undefined" ) return; const angle= Math.random()* Math.PI*2; const distance= 500+ Math.random()*600; FD.roadblocks.push({ x: player.x+ Math.cos(angle)* distance, y: player.y+ Math.sin(angle)* distance, angle: angle+ Math.PI/2, life: 25000 }); } /* ============================================================ SPIKE STRIPS ============================================================ */ function fdCreateSpikeStrip(){ if( typeof player==="undefined" ) return; const angle= Math.random()* Math.PI*2; const distance= 450+ Math.random()*500; FD.spikes.push({ x: player.x+ Math.cos(angle)* distance, y: player.y+ Math.sin(angle)* distance, angle, life:20000 }); } /* ============================================================ ROADBLOCK UPDATE ============================================================ */ function fdPoliceEvents(){ if( !FD.settings.policeEvents || typeof gameState==="undefined" || gameState!=="PLAYING" ) return; if( typeof maxWantedLevel==="undefined" ) return; if( maxWantedLevel>=3 && Math.random()<.001 ){ fdCreateRoadblock(); } if( maxWantedLevel>=4 && Math.random()<.0007 ){ fdCreateSpikeStrip(); } } /* ============================================================ ROADBLOCK RENDER ============================================================ */ function fdRoadblockRender(){ ctx.save(); FD.roadblocks.forEach(r=>{ ctx.save(); ctx.translate( r.x, r.y ); ctx.rotate( r.angle ); ctx.fillStyle="#111827"; ctx.fillRect( -45, -10, 90, 20 ); ctx.fillStyle="#ef4444"; ctx.fillRect( -40, -7, 20, 14 ); ctx.fillStyle="#fbbf24"; ctx.fillRect( -10, -7, 20, 14 ); ctx.fillStyle="#ef4444"; ctx.fillRect( 20, -7, 20, 14 ); ctx.restore(); }); FD.spikes.forEach(s=>{ ctx.save(); ctx.translate( s.x, s.y ); ctx.rotate( s.angle ); ctx.fillStyle="#9ca3af"; for( let i=-4; i<=4; i++ ){ ctx.beginPath(); ctx.moveTo( i*12-5, 5 ); ctx.lineTo( i*12, -8 ); ctx.lineTo( i*12+5, 5 ); ctx.fill(); } ctx.restore(); }); ctx.restore(); } /* ============================================================ ROADBLOCK COLLISION ============================================================ */ function fdPoliceCollision(){ if( typeof player==="undefined" ) return; FD.spikes.forEach(s=>{ const dx= player.x-s.x; const dy= player.y-s.y; const d= Math.sqrt( dx*dx+ dy*dy ); if(d<45){ player.vx*=.96; player.vy*=.96; if( typeof tireTemp!=="undefined" ){ tireTemp= Math.min( 100, tireTemp+1 ); } } }); } /* ============================================================ MODE SYSTEM ============================================================ */ function fdStartMode(mode){ FD.mode=mode; if(mode==="drift"){ fdNotice( "DRIFT ATTACK STARTED" ); FD.driftScore=0; } if(mode==="time"){ fdNotice( "TIME ATTACK STARTED" ); } if(mode==="escape"){ fdNotice( "POLICE ESCAPE" ); } if(mode==="delivery"){ fdNotice( "DELIVERY RUN" ); } } document.getElementById( "fd-drift-attack" ).onclick=()=>fdStartMode("drift"); document.getElementById( "fd-time-attack" ).onclick=()=>fdStartMode("time"); document.getElementById( "fd-police-escape" ).onclick=()=>fdStartMode("escape"); document.getElementById( "fd-delivery" ).onclick=()=>fdStartMode("delivery"); /* ============================================================ MINI MAP ============================================================ */ const minimap=document.createElement("canvas"); minimap.id="fd-minimap"; minimap.width=120; minimap.height=120; document.getElementById( "game-container" ).appendChild(minimap); const mm=minimap.getContext("2d"); function fdMinimap(){ if( typeof player==="undefined" ) return; mm.clearRect( 0, 0, 120, 120 ); mm.fillStyle="#05080f"; mm.fillRect( 0, 0, 120, 120 ); mm.strokeStyle="#1f2937"; for( let i=0; i<6; i++ ){ const p=i*24; mm.beginPath(); mm.moveTo(p,0); mm.lineTo(p,120); mm.moveTo(0,p); mm.lineTo(120,p); mm.stroke(); } const px= ( player.x/ WORLD_SIZE )*120; const py= ( player.y/ WORLD_SIZE )*120; mm.fillStyle="#00f3ff"; mm.beginPath(); mm.arc( px, py, 4, 0, Math.PI*2 ); mm.fill(); if( typeof policeList!=="undefined" ){ mm.fillStyle="#ef4444"; policeList .slice(0,15) .forEach(c=>{ const x= ( c.x/ WORLD_SIZE )*120; const y= ( c.y/ WORLD_SIZE )*120; mm.fillRect( x-2, y-2, 4, 4 ); }); } } /* ============================================================ VISUAL GARAGE UPGRADES ============================================================ */ if( typeof carConfigs!=="undefined" ){ carConfigs.forEach(car=>{ if( car.visuals===undefined ){ car.visuals={ spoiler:false, neon:false, widebody:false, tinted:false, exhaust:false }; } }); } /* ============================================================ EXTRA PERFORMANCE STATS ============================================================ */ if( typeof player!=="undefined" ){ player.fdTune={ turbo:0, suspension:0, differential:0, weightReduction:0 }; } /* ============================================================ KEYBOARD SHORTCUTS ============================================================ */ window.addEventListener( "keydown", e=>{ if(e.code==="KeyN"){ FD.settings.dayNight= !FD.settings.dayNight; toggleButton( "fd-day-toggle", FD.settings.dayNight ); } if(e.code==="KeyT"){ FD.rain=!FD.rain; FD.wetRoad=FD.rain; toggleButton( "fd-rain-toggle", FD.rain ); } if(e.code==="KeyG"){ FD.advancedDrift= !FD.advancedDrift; toggleButton( "fd-drift-toggle", FD.advancedDrift ); } }); /* ============================================================ GAME LOOP ============================================================ */ function fdLoop(){ try{ fdUpdateDrift(); fdNitroUpdate(); fdAdvancedDrift(); fdLaunchControl(); fdNearMiss(); fdSpinDetection(); fdWallTap(); fdUpdateZone(); fdDayNight(); fdRainUpdate(); fdPoliceEvents(); fdPoliceCollision(); fdDriftZone(); fdSpeedUpdate(); fdMinimap(); }catch(e){ console.warn( "Feature pack:", e ); } requestAnimationFrame( fdLoop ); } fdLoop(); /* ============================================================ PATCH EXISTING RENDER ============================================================ */ /* We hook the existing render function AFTER your game has already defined it. Original render still runs first. */ if( typeof render==="function" ){ const originalRender=render; window.render=function(){ originalRender(); if( typeof gameState!=="undefined" && gameState==="PLAYING" ){ fdRoadblockRender(); fdRainRender(); } }; } /* ============================================================ SAVE FEATURE SETTINGS ============================================================ */ function fdSaveSettings(){ localStorage.setItem( "felix_drift_features", JSON.stringify({ advancedDrift: FD.advancedDrift, rain: FD.rain, dayNight: FD.settings.dayNight, tireSmoke: FD.settings.tireSmoke, policeEvents: FD.settings.policeEvents }) ); } function fdLoadSettings(){ try{ const data= JSON.parse( localStorage.getItem( "felix_drift_features" ) ); if(!data)return; FD.advancedDrift= !!data.advancedDrift; FD.rain= !!data.rain; FD.wetRoad= FD.rain; FD.settings.dayNight= data.dayNight!==false; FD.settings.tireSmoke= data.tireSmoke!==false; FD.settings.policeEvents= data.policeEvents!==false; toggleButton( "fd-drift-toggle", FD.advancedDrift ); toggleButton( "fd-rain-toggle", FD.rain ); toggleButton( "fd-day-toggle", FD.settings.dayNight ); toggleButton( "fd-smoke-toggle", FD.settings.tireSmoke ); toggleButton( "fd-police-toggle", FD.settings.policeEvents ); }catch(e){} } fdLoadSettings(); setInterval( fdSaveSettings, 5000 ); /* ============================================================ FINAL MESSAGE ============================================================ */ console.log( "%c FELIX'S DRIFTING GAME FEATURE PACK LOADED ", "background:#00d9ff;color:#031018;font-weight:bold;padding:6px" ); /* ============================================================ NEON CITY 2.1 β€” ROAD AI / PROPER DRIFT CIRCUIT / SPIKE OPS Adds systems without removing the existing feature pack. ============================================================ */ (function(){ const NC21={ oldUpdateDriving:null, oldUpdatePolice:null, oldUpdateTraffic:null, popped:false, repairNotice:false, driftLap:0, driftCP:0, driftBest:0, driftTime:0, nearMiss:0, weather:0, nightPulse:0, roadblockCooldown:0 }; function roadCenters(){ const a=[]; for(let i=0;iMath.abs(b-v)Math.abs(b-x)Math.abs(b-y){ const info=nearestRoadInfo(t.x,t.y); if(t.angle===0||Math.abs(Math.abs(t.angle)-Math.PI)<.01){ t.y=info.horizontal.y; }else{ t.x=info.vertical.x; } }); } snapTrafficToRoads(); const originalCreateTraffic=createTraffic; window.createTraffic=function(){ originalCreateTraffic(); snapTrafficToRoads(); }; /* Police drive on the road network. They may switch lanes at intersections, but are never allowed to pursue diagonally through a building. */ NC21.oldUpdatePolice=updatePolice; window.updatePolice=function(wanted){ NC21.oldUpdatePolice(wanted); if(!policeList)return; policeList.forEach(c=>{ const info=nearestRoadInfo(c.x,c.y); if(!c.roadAxis){c.roadAxis=info.vertical.d0.88; } function trackDraw(){ const t=NC21_TRACK; ctx.save(); ctx.translate(-camera.x,-camera.y); ctx.fillStyle="#070b11"; ctx.strokeStyle="#020409"; ctx.lineWidth=34; ctx.beginPath();ctx.ellipse(t.cx,t.cy,t.outerX,t.outerY,0,0,Math.PI*2);ctx.stroke(); ctx.fillStyle="#252b35";ctx.lineWidth=4; ctx.beginPath();ctx.ellipse(t.cx,t.cy,t.outerX-12,t.outerY-12,0,0,Math.PI*2);ctx.stroke(); ctx.strokeStyle="#ef4444";ctx.lineWidth=18;ctx.setLineDash([30,22]); ctx.beginPath();ctx.ellipse(t.cx,t.cy,t.outerX+4,t.outerY+4,0,0,Math.PI*2);ctx.stroke(); ctx.strokeStyle="#f8fafc";ctx.lineWidth=7;ctx.setLineDash([30,22]);ctx.lineDashOffset=26; ctx.beginPath();ctx.ellipse(t.cx,t.cy,t.outerX-180,t.outerY-125,0,0,Math.PI*2);ctx.stroke(); ctx.setLineDash([]); /* Inner grass/kerb. */ ctx.fillStyle="#123524"; ctx.beginPath();ctx.ellipse(t.cx,t.cy,t.innerX,t.innerY,0,0,Math.PI*2);ctx.fill(); ctx.strokeStyle="#fbbf24";ctx.lineWidth=12;ctx.setLineDash([20,20]); ctx.beginPath();ctx.ellipse(t.cx,t.cy,t.innerX+70,t.innerY+70,0,0,Math.PI*2);ctx.stroke();ctx.setLineDash([]); /* Start/finish */ ctx.fillStyle="#fff"; for(let i=-5;i<5;i++)ctx.fillRect(t.cx+i*42,t.cy-t.outerY+120,21,58); ctx.fillStyle="#f43f5e";ctx.font="bold 28px Arial";ctx.textAlign="center";ctx.fillText("NIGHTRUN GP β€’ DRIFT ARENA",t.cx,t.cy-t.outerY-35);ctx.textAlign="left"; /* Sector boards and pit lane */ const sectors=[[t.cx+t.outerX*.55,t.cy],[t.cx,t.cy+t.outerY*.55],[t.cx-t.outerX*.55,t.cy],[t.cx,t.cy-t.outerY*.55]]; sectors.forEach((p,i)=>{ctx.fillStyle="#111827";ctx.fillRect(p[0]-35,p[1]-20,70,40);ctx.fillStyle="#00f3ff";ctx.font="bold 12px Arial";ctx.textAlign="center";ctx.fillText("S"+(i+1),p[0],p[1]+4);}); ctx.textAlign="left"; ctx.restore(); } function trackUpdate(){ const t=NC21_TRACK; if(trackInside(player.x,player.y)){ const dx=(player.x-t.cx)/t.outerX,dy=(player.y-t.cy)/t.outerY; let a=Math.atan2(dy,dx); if(a<0)a+=Math.PI*2; const sector=Math.floor(a/(Math.PI/2)); if(sector!==t.sector){t.sector=sector;score+=250;showToast("SECTOR "+(sector+1)+" +250");} const speed=Math.hypot(player.vx,player.vy); const va=Math.atan2(player.vy,player.vx); let diff=Math.abs(((player.angle-va+Math.PI)%(Math.PI*2))-Math.PI); if(speed>2.5 && diff>.16 && Math.abs(player.steerInput)>.12){ CITY2.driftScore+=Math.floor(speed*1.8); CITY2.driftChain+=.08; CITY2.nitro=Math.min(100,CITY2.nitro+.06); } } } /* Track is drawn after city but before cars via the existing render wrapper. */ const oldRender=window.render; window.render=function(){ oldRender(); if(gameState==="PLAYING")trackDraw(); }; /* ======================================================== SPIKE OPS: only 4+ stars, rare, one/two officers actually deploy. ======================================================== */ policeTrapSpawn=function(){ if(typeof player==="undefined" || maxWantedLevel<4 || POLICE_TRAP.activeStrip)return; if(Math.random()>.045)return; /* rare deployment */ const info=nearestRoadInfo(player.x,player.y); const horizontal=info.horizontal.d=4 && !POLICE_TRAP.activeStrip)policeTrapSpawn(); if(POLICE_TRAP.activeStrip && Date.now()>POLICE_TRAP.repairWindow)policeTrapFailRepair(); if(FD.spikes){ FD.spikes.forEach(strip=>{ if(strip && strip.armed && Math.hypot(player.x-strip.x,player.y-strip.y)<52 && Date.now()-POLICE_TRAP.lastHit>1200)policeTrapHit(strip); if(strip)strip.life--; }); FD.spikes=FD.spikes.filter(s=>s&&s.life>0); } }; /* Popped tyres: engine still accelerates, but grip and top speed are reduced. R repair remains the spam mechanic. */ const oldRepairPress=policeTrapRepairPress; policeTrapHit=function(strip){ if(POLICE_TRAP.activeStrip)return; POLICE_TRAP.activeStrip=strip;strip.hit=true;strip.armed=false; POLICE_TRAP.repairPresses=0;POLICE_TRAP.repairNeeded=18+Math.floor(Math.random()*10);POLICE_TRAP.repairWindow=Date.now()+10000;POLICE_TRAP.lastHit=Date.now(); NC21.popped=true; player.vx*=.7;player.vy*=.7; showToast("πŸ›ž REPAIR TYRES β€” SPAM R! (YOU CAN STILL ACCELERATE)"); const box=document.getElementById("police-repair-box");if(box){box.style.display="block";box.innerHTML="πŸ›ž REPAIR TYRES
SPAM R β€’ 0/"+POLICE_TRAP.repairNeeded;} }; const oldFinish=policeTrapFinishRepair; policeTrapFinishRepair=function(){NC21.popped=false;oldFinish();}; const oldFail=policeTrapFailRepair; policeTrapFailRepair=function(){NC21.popped=true;oldFail();}; const prevDriving=window.updateDriving; window.updateDriving=function(){ prevDriving(); if(NC21.popped){ /* Don't lock the accelerator. */ player.speed*=.996; player.vx*=.985;player.vy*=.985; if(Math.abs(player.speed)>0.5 && Math.random()<.06)showToast("⚠ TYRES POPPED β€” R TO REPAIR"); } }; /* ======================================================== EXTRA FEATURES β€” 10 small systems layered into gameplay 1 near-miss cash, 2 road traffic waves, 3 weather, 4 night pulse, 5 repair station, 6 drift combo cash, 7 jump bonus, 8 speed record, 9 police roadblock chance, 10 city shortcut signs. ======================================================== */ const EXTRA21={repairStation:{x:2850,y:550},trafficWave:0,near:0,record:0,weather:0,comboCash:0}; function extra21Update(){ if(gameState!=="PLAYING")return; EXTRA21.trafficWave+=.01; EXTRA21.weather+=.002; /* Near misses */ trafficList.forEach(t=>{ const d=Math.hypot(player.x-t.x,player.y-t.y); if(d<75 && d>38){EXTRA21.near++;score+=2;if(EXTRA21.near%25===0)showToast("πŸ”₯ NEAR MISS STREAK +250");} }); /* Repair station restores tyre heat. */ if(Math.hypot(player.x-EXTRA21.repairStation.x,player.y-EXTRA21.repairStation.y)<100 && keys.KeyR){ tireTemp=Math.max(0,tireTemp-1.5);showToast("πŸ”§ PIT CREW REPAIRING"); } /* Personal top speed record. */ const sp=Math.round(Math.hypot(player.vx,player.vy)*18); if(sp>EXTRA21.record){EXTRA21.record=sp;if(sp>100&&sp%25===0)showToast("πŸ† NEW SPEED RECORD "+sp+" KM/H");} /* Dynamic city weather tint value used by render. */ EXTRA21.weather=(EXTRA21.weather+0.002)%1; } const oldUpdate21=window.update; window.update=function(){oldUpdate21();if(gameState==="PLAYING"){trackUpdate();extra21Update();}}; const oldRender21=window.render; window.render=function(){ oldRender21(); if(gameState!=="PLAYING")return; /* Pit station */ ctx.save();ctx.translate(-camera.x,-camera.y);ctx.fillStyle="#111827";ctx.fillRect(EXTRA21.repairStation.x-75,EXTRA21.repairStation.y-45,150,90);ctx.strokeStyle="#22c55e";ctx.lineWidth=5;ctx.strokeRect(EXTRA21.repairStation.x-75,EXTRA21.repairStation.y-45,150,90);ctx.fillStyle="#22c55e";ctx.font="bold 16px Arial";ctx.textAlign="center";ctx.fillText("PIT β€’ R REPAIR",EXTRA21.repairStation.x,EXTRA21.repairStation.y+5);ctx.textAlign="left";ctx.restore(); }; })(); })();

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CITY MAP
❀️ 100
RPG
∞
YOU: 0   |   ENEMY: 0
WASD move β€’ Mouse aim/shoot β€’ 1–5 weapons β€’ SPACE drift β€’ E enter/exit car β€’ ESC leave PVP

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