PsycoRally
a game by abidibo
code, credits
Changelog
- Version 0.1.2
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- Added the steam engine vehicle: pilu!
- Added the anillo track
- Version 0.1.1
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- Uses my own motion physics to move the vehicle, its spatial coordinates are changed directly.
- Can't use framework collision system and separation because the vehicle is not moved by phaser
- I wrote a similar collision and separation system. Less precise, but this way lap time is independent from computer performance.
- Movement is calculated considering a constant acceleration motion in small dt intervals. Acceleration depends on velocity, decreasing to 0 for v = vmax. Linear and angular frictions are implemented. Linear friction is proportional to velocity, angular friction is constant. Angular motion is uniform, constant angular velocity, a=0.
- Version 0.1.0
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- Uses my own physics to set the phaser physics velocity.
- Vehicles are moved changing their velocity, the velocity is calculated using polar coordinates in the plane space.
- Lap time depends on computer performance since velocity is increased at fps intervals.