Yo if you search nsfw mad porn comes up wtf ??? #nsfw you wanna talk about relaying spam !! #knots #core hahahah
N3WD3V
Signednxnu@nostrplebs.com
npub166cf...0gcm
Bitaxe maxi
Yo who got a nostr uxui where you see Nine notes on the screen at once ? Then if you click the note you can engage with it ?
Like a Tik tac toe grid style layout would help absorb more notes and help mix up the algos ?? #asknostr
Trump said he going to try to get the air base back from the Afghans shit about to be crazy #USA
Baylor went from the decentralized identity to no core30
CREATURES OF FAITH | ISLAMIC SCI-FI FILM | PART 1
On YouTube
It’s really corny and obviously made. with AI but I like it surprisingly.
Bro imagine Malcom x was still alive influencing us on twitter ❤️🥲
Imagine Martin Luther king jr had a tech start up …. Omg my mind is blown !! 🤯🤯
"a new territory of freedom," in the words of the technology's pseudonymous creator, Satoshi Nakamoto.
Morpheus, "What are you trying to tell me, that I can trade my bitcoin for millions someday?" Morpheus responds: "No, Neo, what I'm trying to tell you is that when you're ready…you won't have to."😀
Yo iris is back !
I’m sick of food reviewers they all suck needs a new format
They killed Charlie Kirk because he was about to publicly convert to Islam and become Muslim #rip
I posted some a.i code slop for a racing game called “chicken” where if you swerve head on you loose.
It’s for godot I’ll see what I can do.
My note won’t post
Yo
Godot 4 mini-game: Chicken run (levels 1–5) + drag boss (level 6)
This is a small, efficient, level-based 2D game you can drop into a fresh Godot 4 project. It includes:
• Chicken levels (1–5): Two cars charge head-on. Win if the rival “chickens out” (swerves) before you. Lose if you bail first or crash.
• Boss drag level (6): Side-by-side sprint vs. the crew’s leader with a simple nitro mechanic.
• Minimal visuals (drawn shapes), simple UI, a text-and-“photo book” style story narrated by the protagonist from prison.
You can expand visuals later with sprites; the logic and flow are ready.
---
Project structure
• res://Main.tscn
• res://Main.gd
• res://LevelManager.gd
• res://Car.gd
• res://AIController.gd
• res://Track.gd
• res://UI/HUD.tscn
• res://UI/HUD.gd
• res://UI/StoryPanel.tscn
• res://UI/StoryPanel.gd
---
Input map
Project Settings → Input Map. Add actions:
• accelerate: Key W or Up
• swerve_left: Key A or Left
• swerve_right: Key D or Right
• nitro: Key Space
• continue: Key Enter or Return
---
Scenes setup
Main scene
1. Create a Node2D named Main and save as res://Main.tscn.
2. Add a Node2D child named LevelRoot.
3. Add a CanvasLayer child named UI.
4. Instance res://UI/HUD.tscn as a child of UI.
5. Instance res://UI/StoryPanel.tscn as a child of UI.
6. Attach res://Main.gd to Main.
HUD scene
1. Create a Control named HUD and save as res://UI/HUD.tscn.
2. Add Labels:• LevelLabel (top-left)
• StatusLabel (center)
• HelpLabel (bottom)
3. Attach res://UI/HUD.gd.
Story panel scene
1. Create a Control named StoryPanel and save as res://UI/StoryPanel.tscn.
2. Add:• ColorRect called Vignette (full rect, semi-black with alpha 0.6).
• TextureRect called Photo (centered placeholder; leave texture empty now).
• RichTextLabel called StoryText (width-limited, autowrap, large font).
3. Attach res://UI/StoryPanel.gd.
---
Game flow
• Story intro card before Level 1.
• Levels 1–5: chicken logic (AI “bail” threshold varies).
• Level 6: drag boss with nitro and finish line.
• Post-win epilogue card.
---
Scripts
Main.gd
extends Node2D
const TOTAL_LEVELS := 6
@onready var level_root: Node2D = $LevelRoot
@onready var hud = $UI/HUD
@onready var story = $UI/StoryPanel
var level_manager: Node
func _ready() -> void:
level_manager = LevelManager.new()
add_child(level_manager)
level_manager.level_completed.connect(_on_level_completed)
level_manager.level_failed.connect(_on_level_failed)
_show_story_intro()
await story.closed
_start_level(1)
func _start_level(level_num: int) -> void:
hud.set_level(level_num)
hud.set_status("")
level_root.free_children()
var level_scene := level_manager.make_level_scene(level_num)
level_root.add_child(level_scene)
level_manager.start_level(level_num, level_scene, hud)
func _on_level_completed(level_num: int) -> void:
hud.set_status("Win! Press Enter to continue")
await _wait_continue()
if level_num < TOTAL_LEVELS:
_maybe_show_story_between(level_num)
await story.closed
_start_level(level_num + 1)
else:
_show_story_outro()
await story.closed
hud.set_status("You finished the game. Press Enter to restart.")
await _wait_continue()
_show_story_intro()
await story.closed
_start_level(1)
func _on_level_failed(level_num: int, reason: String) -> void:
hud.set_status("%s Press Enter to retry" % reason)
await _wait_continue()
_start_level(level_num)
func _maybe_show_story_between(level_num: int) -> void:
# Story beats between levels
var beats := {
1: {
"text": "[b]Cell Block D, Night 1[/b]\nI used to love engines. Then their crew turned my street into shrapnel. My daughter caught the worst of it.\nSo I learned a new kind of prayer: hold the line, don’t blink.",
"photo": null
},
2: {
"text": "[b]The First Rumor[/b]\nThey said chicken weeds out the cowards. Truth? It just measures who’s willing to lose more.",
"photo": null
},
3: {
"text": "[b]Ghosts on Asphalt[/b]\nI can still hear her laugh in the rear seat. Then metal. Glass. Silence.",
"photo": null
},
4: {
"text": "[b]Names and Knuckles[/b]\nEvery racer knew the crew. Nobody would say it. Fear is loud in the throat but quiet on the lips.",
"photo": null
},
5: {
"text": "[b]Their Leader[/b]\nHe shows up only when the road smells like blood and bragging. One more round and I’ll drag him out.",
"photo": null
}
}
if beats.has(level_num):
story.show_card(beats[level_num].text, beats[level_num].photo)
func _show_story_intro() -> void:
story.show_card("[b]A Narrow Room[/b]\nBars slice the light into thin confessions. I press my forehead to the paint and remember how the road taught me about fear.\nThey raced through my block and left her small shoes under a smoking fender. I don’t forgive. I don’t forget.\nSo I drove the only race that measures a man’s spine: chicken.", null)
func _show_story_outro() -> void:
story.show_card("[b]After[/b]\nThe boss folded at the line. No cheers. Just sirens and the hollow click of cuffs.\nPeople think the winner is the one who doesn’t blink. Prison taught me different.\nWinning is going home. I’ll keep driving this memory until the door finally opens.", null)
func _wait_continue() -> void:
await get_tree().process_frame
while true:
if Input.is_action_just_pressed("continue"):
return
await get_tree().process_frame
# Utility: free all children
func Node.free_children() -> void:
for c in get_children():
c.queue_free()
LevelManager.gd
extends Node
class_name LevelManager
signal level_completed(level_num: int)
signal level_failed(level_num: int, reason: String)
# Level configurations
var levels := [
{}, # placeholder for 0 index
{"type":"chicken", "ai_nerves": 0.45, "speed": 420.0}, # L1 - easier AI bails early
{"type":"chicken", "ai_nerves": 0.52, "speed": 450.0}, # L2
{"type":"chicken", "ai_nerves": 0.60, "speed": 480.0}, # L3
{"type":"chicken", "ai_nerves": 0.68, "speed": 520.0}, # L4
{"type":"chicken", "ai_nerves": 0.75, "speed": 560.0}, # L5 - toughest chicken
{"type":"drag", "boss_grip": 1.12, "track_len": 2200.0, "player_speed": 620.0, "boss_speed": 610.0}
]
func make_level_scene(level_num: int) -> Node2D:
var cfg = levels[level_num]
var root := Node2D.new()
root.name = "Level_%d" % level_num
# Add track
var track := Track.new()
track.level_type = cfg.type
root.add_child(track)
if cfg.type == "chicken":
_build_chicken(root)
else:
_build_drag(root)
return root
func start_level(level_num: int, scene: Node2D, hud: Node) -> void:
var cfg = levels[level_num]
if cfg.type == "chicken":
_start_chicken(level_num, scene, hud, cfg)
else:
_start_drag(level_num, scene, hud, cfg)
# ---------- Chicken levels ----------
func _build_chicken(root: Node2D) -> void:
var player := Car.new()
player.name = "Player"
player.color = Color(0.2, 0.8, 1.0)
player.position = Vector2(200, 540) # bottom going up
player.heading = Vector2(0, -1)
root.add_child(player)
var rival := Car.new()
rival.name = "Rival"
rival.color = Color(1.0, 0.3, 0.3)
rival.position = Vector2(200, 140) # top going down
rival.heading = Vector2(0, 1)
root.add_child(rival)
func _start_chicken(level_num: int, scene: Node2D, hud: Node, cfg: Dictionary) -> void:
var player: Car = scene.get_node("Player")
var rival: Car = scene.get_node("Rival")
player.mode = "chicken"
rival.mode = "chicken"
player.speed = cfg.speed
rival.speed = cfg.speed
var ai := AIController.new()
ai.control_rival_chicken(rival, player, cfg.ai_nerves)
hud.set_help("Hold W/Up to accelerate. A/D to swerve. Don’t bail first. Press Enter to continue dialogs.")
# Monitor outcome
_watch_chicken(level_num, player, rival)
func _watch_chicken(level_num: int, player: Car, rival: Car) -> void:
await get_tree().process_frame
var crashed := false
var someone_bailed := false
player.reset_state()
rival.reset_state()
while true:
# Collision check (approximate head-on proximity)
if player.lane == 0 and rival.lane == 0:
if player.position.distance_to(rival.position) < 56.0:
crashed = true
break
# Bail check
if player.bailed and rival.bailed:
# Later bail wins (hold longer)
if player.bail_time > rival.bail_time:
emit_signal("level_completed", level_num)
elif rival.bail_time > player.bail_time:
emit_signal("level_failed", level_num, "You bailed first.")
else:
emit_signal("level_failed", level_num, "Tie goes to the rival.")
return
elif player.bailed and not someone_bailed:
someone_bailed = true
elif rival.bailed and not someone_bailed:
someone_bailed = true
# If both passed each other safely without bailing on same lane, treat as victory of nerve
if player.position.y < 140 - 60 and rival.position.y > 540 + 60:
# They both crossed; if neither bailed, call it a win of steel nerves
if not player.bailed and not rival.bailed:
emit_signal("level_completed", level_num)
else:
# If only rival bailed, player wins; if only player bailed, player loses
if rival.bailed and not player.bailed:
emit_signal("level_completed", level_num)
elif player.bailed and not rival.bailed:
emit_signal("level_failed", level_num, "You bailed.")
else:
emit_signal("level_failed", level_num, "Unresolved pass.")
return
await get_tree().process_frame
if crashed:
emit_signal("level_failed", level_num, "You crashed.")
# ---------- Drag boss level ----------
func _build_drag(root: Node2D) -> void:
var player := Car.new()
player.name = "Player"
player.color = Color(0.2, 0.8, 1.0)
player.position = Vector2(160, 540)
player.heading = Vector2(0, -1)
root.add_child(player)
var boss := Car.new()
boss.name = "Boss"
boss.color = Color(1.0, 0.8, 0.2)
boss.position = Vector2(240, 540)
boss.heading = Vector2(0, -1)
root.add_child(boss)
func _start_drag(level_num: int, scene: Node2D, hud: Node, cfg: Dictionary) -> void:
var player: Car = scene.get_node("Player")
var boss: Car = scene.get_node("Boss")
player.mode = "drag"
boss.mode = "drag"
player.speed = cfg.player_speed
boss.speed = cfg.boss_speed * cfg.boss_grip
player.reset_state()
boss.reset_state()
hud.set_help("Drag Race: Hold W/Up to launch. Space for nitro burst. First past the finish wins.")
var finish_y := -cfg.track_len
# Simple AI: delayed perfect launch, timed nitro
var ai := AIController.new()
ai.control_boss_drag(boss, player, finish_y)
# Countdown
await _countdown(hud)
player.control_enabled = true
boss.control_enabled = true
# Run and detect finish
while true:
if player.position.y <= finish_y and boss.position.y <= finish_y:
emit_signal("level_failed", level_num, "Photo finish… but the boss keeps the crown.")
return
elif player.position.y <= finish_y:
emit_signal("level_completed", level_num)
return
elif boss.position.y <= finish_y:
emit_signal("level_failed", level_num, "Boss won the line.")
return
await get_tree().process_frame
func _countdown(hud: Node) -> void:
for t in [3,2,1]:
hud.set_status("Ready… %d" % t)
await get_tree().create_timer(0.8).timeout
hud.set_status("GO!")
await get_tree().create_timer(0.4).timeout
hud.set_status("")
Car.gd
extends Node2D
class_name Car
# Visuals
var color: Color = Color.WHITE
# Movement
var speed: float = 480.0
var heading: Vector2 = Vector2(0, -1)
var lane: int = 0 # -1 left, 0 center, 1 right for chicken; for drag, lanes are fixed columns
var mode: String = "chicken" # or "drag"
# State
var bailed: bool = false
var bail_time: float = 0.0
var control_enabled: bool = false
# Drag nitro
var nitro: float = 1.0 # one full burst
var nitro_active: bool = false
var nitro_timer: float = 0.0
func _ready() -> void:
set_process(true)
func reset_state() -> void:
bailed = false
bail_time = 0.0
control_enabled = false
nitro = 1.0
nitro_active = false
nitro_timer = 0.0
lane = 0
func _process(delta: float) -> void:
if mode == "chicken":
_update_chicken(delta)
else:
_update_drag(delta)
update()
func _update_chicken(delta: float) -> void:
# Always move along heading
position += heading * speed * delta
if not control_enabled:
# Let AI manipulate directly when disabled; player control becomes enabled by LevelManager if needed
control_enabled = true
if name == "Player" and control_enabled:
# Player input: A/D to swerve, W to commit forward (cosmetic here)
if not bailed:
if Input.is_action_just_pressed("swerve_left"):
_bail(-1)
elif Input.is_action_just_pressed("swerve_right"):
_bail(1)
def _bail(side: int) -> void:
bailed = true
bail_time = Time.get_unix_time_from_system()
lane = clamp(side, -1, 1)
# Swerve visually by shifting x
position.x = 200 + lane * 80
func _update_drag(delta: float) -> void:
var v := speed
if control_enabled:
if name == "Player":
if Input.is_action_pressed("accelerate"):
# Forward acceleration
pass # constant speed model
if Input.is_action_just_pressed("nitro") and nitro > 0.0 and not nitro_active:
nitro_active = true
nitro_timer = 0.8
nitro -= 1.0
if nitro_active:
v *= 1.35
nitro_timer -= delta
if nitro_timer <= 0.0:
nitro_active = false
position += heading * v * delta
func _draw() -> void:
# Simple car rectangle
var size := Vector2(36, 64)
draw_rect(Rect2(-size/2, size), color)
AIController.gd
extends Node
class_name AIController
func control_rival_chicken(rival: Car, player: Car, nerves: float) -> void:
# nerves: 0..1, higher means holds longer
rival.control_enabled = true
# Random jitter to avoid deterministic outcome
var jitter := randf_range(-0.07, 0.07)
var threshold := clamp(nerves + jitter, 0.2, 0.9)
_run(async func():
while true:
# Distance ratio to initial gap (~400)
var gap := max(1.0, player.position.distance_to(rival.position))
var approach_ratio := clamp(1.0 - (gap / 480.0), 0.0, 1.0)
# Bail if approach ratio exceeds threshold and rival hasn't bailed
if not rival.bailed and approach_ratio >= threshold:
rival._bail(sign(randf() - 0.5)) # pick random side
return
await get_tree().process_frame
)
func control_boss_drag(boss: Car, player: Car, finish_y: float) -> void:
boss.control_enabled = false # We drive it by script
_run(async func():
# Staged launch
await get_tree().create_timer(0.25 + randf()*0.1).timeout
boss.control_enabled = true
# Use nitro at mid-track
var used := false
while true:
if not used and boss.position.y < (finish_y * 0.5):
boss.nitro_active = true
boss.nitro_timer = 0.8
used = true
await get_tree().process_frame
)
# Small helper to run async blocks without clutter
func _run(block: Callable) -> void:
var co := Callable(self, "_co_runner")
co.call_deferred(block)
func _co_runner(block: Callable) -> void:
await block.call()
Track.gd
extends Node2D
class_name Track
var level_type: String = "chicken"
func _draw() -> void:
# Road
var road_rect := Rect2(Vector2(120, -2400), Vector2(160, 3000))
draw_rect(road_rect, Color(0.12,0.12,0.12))
# Lane markers
for y in range(-2400, 1200, 80):
draw_rect(Rect2(Vector2(198, y), Vector2(4, 40)), Color(1,1,1,0.6))
# Sidewalks
draw_rect(Rect2(Vector2(80, -2400), Vector2(40, 3000)), Color(0.18,0.18,0.18))
draw_rect(Rect2(Vector2(280, -2400), Vector2(40, 3000)), Color(0.18,0.18,0.18))
# Finish line for drag
if level_type == "drag":
draw_rect(Rect2(Vector2(120, -2200), Vector2(160, 14)), Color(1,1,1))
UI/HUD.gd
extends Control
@onready var level_label: Label = $LevelLabel
@onready var status_label: Label = $StatusLabel
@onready var help_label: Label = $HelpLabel
func set_level(n: int) -> void:
level_label.text = "Level %d" % n
func set_status(text: String) -> void:
status_label.text = text
func set_help(text: String) -> void:
help_label.text = text
Arrange the HUD nodes roughly:
• LevelLabel anchored top-left.
• StatusLabel centered.
• HelpLabel anchored bottom-center.
UI/StoryPanel.gd
extends Control
signal closed
@onready var vignette: ColorRect = $Vignette
@onready var photo: TextureRect = $Photo
@onready var text: RichTextLabel = $StoryText
var showing := false
func show_card(rich_text: String, tex: Texture2D) -> void:
showing = true
visible = true
modulate.a = 0.0
photo.texture = tex
text.text = rich_text
_animate_in()
await _wait_continue()
_animate_out()
visible = false
showing = false
emit_signal("closed")
func _animate_in() -> void:
var tween := create_tween().set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "modulate:a", 1.0, 0.25)
func _animate_out() -> void:
var tween := create_tween().set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_property(self, "modulate:a", 0.0, 0.2)
await tween.finished
func _wait_continue() -> void:
while true:
await get_tree().process_frame
if Input.is_action_just_pressed("continue"):
return
---
Minimal node positions and anchors
• StoryPanel: FullRect anchors/margins to fill screen. Place Photo centered (e.g., 300x180), StoryText below it with width ~70% of screen, autowrap on, BBCode enabled.
• HUD labels:• LevelLabel top-left margin (16,16).
• StatusLabel centered.
• HelpLabel bottom center, margin bottom 16.
---
Notes on mechanics
• Chicken levels:• Holding W is cosmetic for feel; the core mechanic is when you swerve.
• Rival AI uses a “nerves” threshold with slight random jitter so outcomes vary.
• Win if rival bails first or neither bails and you pass without collision. Lose if you bail first or collide.
• Drag boss:• Hold accelerate to go; Space triggers a short nitro burst. Boss launches slightly delayed, uses an optimal mid-run nitro.
• First across the finish line (y <= finish_y) wins.
---
Expandability ideas
• Replace draw_rect cars with Sprite2D nodes and real physics via CharacterBody2D if you want sliding or collisions.
• Add sound: countdown beeps, engine hum, nitro woosh.
• Add more story cards between every level with different “photos.”
• Add score, retries, and difficulty menu.
---
Quick checklist to run
• Create scenes and attach scripts as above.
• Set Main.tscn as the main scene (Project Settings → Run).
• Add input actions.
• Press Play.
If you want, I can package these scripts into a single paste-ready “one file per code block” zip listing with stronger AI behaviors or lane-based collision.
Godot 4 mini-game: Chicken run (levels 1–5) + drag boss (level 6)
This is a small, efficient, level-based 2D game you can drop into a fresh Godot 4 project. It includes:
• Chicken levels (1–5): Two cars charge head-on. Win if the rival “chickens out” (swerves) before you. Lose if you bail first or crash.
• Boss drag level (6): Side-by-side sprint vs. the crew’s leader with a simple nitro mechanic.
• Minimal visuals (drawn shapes), simple UI, a text-and-“photo book” style story narrated by the protagonist from prison.
You can expand visuals later with sprites; the logic and flow are ready.
---
Project structure
• res://Main.tscn
• res://Main.gd
• res://LevelManager.gd
• res://Car.gd
• res://AIController.gd
• res://Track.gd
• res://UI/HUD.tscn
• res://UI/HUD.gd
• res://UI/StoryPanel.tscn
• res://UI/StoryPanel.gd
---
Input map
Project Settings → Input Map. Add actions:
• accelerate: Key W or Up
• swerve_left: Key A or Left
• swerve_right: Key D or Right
• nitro: Key Space
• continue: Key Enter or Return
---
Scenes setup
Main scene
1. Create a Node2D named Main and save as res://Main.tscn.
2. Add a Node2D child named LevelRoot.
3. Add a CanvasLayer child named UI.
4. Instance res://UI/HUD.tscn as a child of UI.
5. Instance res://UI/StoryPanel.tscn as a child of UI.
6. Attach res://Main.gd to Main.
HUD scene
1. Create a Control named HUD and save as res://UI/HUD.tscn.
2. Add Labels:• LevelLabel (top-left)
• StatusLabel (center)
• HelpLabel (bottom)
3. Attach res://UI/HUD.gd.
Story panel scene
1. Create a Control named StoryPanel and save as res://UI/StoryPanel.tscn.
2. Add:• ColorRect called Vignette (full rect, semi-black with alpha 0.6).
• TextureRect called Photo (centered placeholder; leave texture empty now).
• RichTextLabel called StoryText (width-limited, autowrap, large font).
3. Attach res://UI/StoryPanel.gd.
---
Game flow
• Story intro card before Level 1.
• Levels 1–5: chicken logic (AI “bail” threshold varies).
• Level 6: drag boss with nitro and finish line.
• Post-win epilogue card.
---
Scripts
Main.gd
extends Node2D
const TOTAL_LEVELS := 6
@onready var level_root: Node2D = $LevelRoot
@onready var hud = $UI/HUD
@onready var story = $UI/StoryPanel
var level_manager: Node
func _ready() -> void:
level_manager = LevelManager.new()
add_child(level_manager)
level_manager.level_completed.connect(_on_level_completed)
level_manager.level_failed.connect(_on_level_failed)
_show_story_intro()
await story.closed
_start_level(1)
func _start_level(level_num: int) -> void:
hud.set_level(level_num)
hud.set_status("")
level_root.free_children()
var level_scene := level_manager.make_level_scene(level_num)
level_root.add_child(level_scene)
level_manager.start_level(level_num, level_scene, hud)
func _on_level_completed(level_num: int) -> void:
hud.set_status("Win! Press Enter to continue")
await _wait_continue()
if level_num < TOTAL_LEVELS:
_maybe_show_story_between(level_num)
await story.closed
_start_level(level_num + 1)
else:
_show_story_outro()
await story.closed
hud.set_status("You finished the game. Press Enter to restart.")
await _wait_continue()
_show_story_intro()
await story.closed
_start_level(1)
func _on_level_failed(level_num: int, reason: String) -> void:
hud.set_status("%s Press Enter to retry" % reason)
await _wait_continue()
_start_level(level_num)
func _maybe_show_story_between(level_num: int) -> void:
# Story beats between levels
var beats := {
1: {
"text": "[b]Cell Block D, Night 1[/b]\nI used to love engines. Then their crew turned my street into shrapnel. My daughter caught the worst of it.\nSo I learned a new kind of prayer: hold the line, don’t blink.",
"photo": null
},
2: {
"text": "[b]The First Rumor[/b]\nThey said chicken weeds out the cowards. Truth? It just measures who’s willing to lose more.",
"photo": null
},
3: {
"text": "[b]Ghosts on Asphalt[/b]\nI can still hear her laugh in the rear seat. Then metal. Glass. Silence.",
"photo": null
},
4: {
"text": "[b]Names and Knuckles[/b]\nEvery racer knew the crew. Nobody would say it. Fear is loud in the throat but quiet on the lips.",
"photo": null
},
5: {
"text": "[b]Their Leader[/b]\nHe shows up only when the road smells like blood and bragging. One more round and I’ll drag him out.",
"photo": null
}
}
if beats.has(level_num):
story.show_card(beats[level_num].text, beats[level_num].photo)
func _show_story_intro() -> void:
story.show_card("[b]A Narrow Room[/b]\nBars slice the light into thin confessions. I press my forehead to the paint and remember how the road taught me about fear.\nThey raced through my block and left her small shoes under a smoking fender. I don’t forgive. I don’t forget.\nSo I drove the only race that measures a man’s spine: chicken.", null)
func _show_story_outro() -> void:
story.show_card("[b]After[/b]\nThe boss folded at the line. No cheers. Just sirens and the hollow click of cuffs.\nPeople think the winner is the one who doesn’t blink. Prison taught me different.\nWinning is going home. I’ll keep driving this memory until the door finally opens.", null)
func _wait_continue() -> void:
await get_tree().process_frame
while true:
if Input.is_action_just_pressed("continue"):
return
await get_tree().process_frame
# Utility: free all children
func Node.free_children() -> void:
for c in get_children():
c.queue_free()
LevelManager.gd
extends Node
class_name LevelManager
signal level_completed(level_num: int)
signal level_failed(level_num: int, reason: String)
# Level configurations
var levels := [
{}, # placeholder for 0 index
{"type":"chicken", "ai_nerves": 0.45, "speed": 420.0}, # L1 - easier AI bails early
{"type":"chicken", "ai_nerves": 0.52, "speed": 450.0}, # L2
{"type":"chicken", "ai_nerves": 0.60, "speed": 480.0}, # L3
{"type":"chicken", "ai_nerves": 0.68, "speed": 520.0}, # L4
{"type":"chicken", "ai_nerves": 0.75, "speed": 560.0}, # L5 - toughest chicken
{"type":"drag", "boss_grip": 1.12, "track_len": 2200.0, "player_speed": 620.0, "boss_speed": 610.0}
]
func make_level_scene(level_num: int) -> Node2D:
var cfg = levels[level_num]
var root := Node2D.new()
root.name = "Level_%d" % level_num
# Add track
var track := Track.new()
track.level_type = cfg.type
root.add_child(track)
if cfg.type == "chicken":
_build_chicken(root)
else:
_build_drag(root)
return root
func start_level(level_num: int, scene: Node2D, hud: Node) -> void:
var cfg = levels[level_num]
if cfg.type == "chicken":
_start_chicken(level_num, scene, hud, cfg)
else:
_start_drag(level_num, scene, hud, cfg)
# ---------- Chicken levels ----------
func _build_chicken(root: Node2D) -> void:
var player := Car.new()
player.name = "Player"
player.color = Color(0.2, 0.8, 1.0)
player.position = Vector2(200, 540) # bottom going up
player.heading = Vector2(0, -1)
root.add_child(player)
var rival := Car.new()
rival.name = "Rival"
rival.color = Color(1.0, 0.3, 0.3)
rival.position = Vector2(200, 140) # top going down
rival.heading = Vector2(0, 1)
root.add_child(rival)
func _start_chicken(level_num: int, scene: Node2D, hud: Node, cfg: Dictionary) -> void:
var player: Car = scene.get_node("Player")
var rival: Car = scene.get_node("Rival")
player.mode = "chicken"
rival.mode = "chicken"
player.speed = cfg.speed
rival.speed = cfg.speed
var ai := AIController.new()
ai.control_rival_chicken(rival, player, cfg.ai_nerves)
hud.set_help("Hold W/Up to accelerate. A/D to swerve. Don’t bail first. Press Enter to continue dialogs.")
# Monitor outcome
_watch_chicken(level_num, player, rival)
func _watch_chicken(level_num: int, player: Car, rival: Car) -> void:
await get_tree().process_frame
var crashed := false
var someone_bailed := false
player.reset_state()
rival.reset_state()
while true:
# Collision check (approximate head-on proximity)
if player.lane == 0 and rival.lane == 0:
if player.position.distance_to(rival.position) < 56.0:
crashed = true
break
# Bail check
if player.bailed and rival.bailed:
# Later bail wins (hold longer)
if player.bail_time > rival.bail_time:
emit_signal("level_completed", level_num)
elif rival.bail_time > player.bail_time:
emit_signal("level_failed", level_num, "You bailed first.")
else:
emit_signal("level_failed", level_num, "Tie goes to the rival.")
return
elif player.bailed and not someone_bailed:
someone_bailed = true
elif rival.bailed and not someone_bailed:
someone_bailed = true
# If both passed each other safely without bailing on same lane, treat as victory of nerve
if player.position.y < 140 - 60 and rival.position.y > 540 + 60:
# They both crossed; if neither bailed, call it a win of steel nerves
if not player.bailed and not rival.bailed:
emit_signal("level_completed", level_num)
else:
# If only rival bailed, player wins; if only player bailed, player loses
if rival.bailed and not player.bailed:
emit_signal("level_completed", level_num)
elif player.bailed and not rival.bailed:
emit_signal("level_failed", level_num, "You bailed.")
else:
emit_signal("level_failed", level_num, "Unresolved pass.")
return
await get_tree().process_frame
if crashed:
emit_signal("level_failed", level_num, "You crashed.")
# ---------- Drag boss level ----------
func _build_drag(root: Node2D) -> void:
var player := Car.new()
player.name = "Player"
player.color = Color(0.2, 0.8, 1.0)
player.position = Vector2(160, 540)
player.heading = Vector2(0, -1)
root.add_child(player)
var boss := Car.new()
boss.name = "Boss"
boss.color = Color(1.0, 0.8, 0.2)
boss.position = Vector2(240, 540)
boss.heading = Vector2(0, -1)
root.add_child(boss)
func _start_drag(level_num: int, scene: Node2D, hud: Node, cfg: Dictionary) -> void:
var player: Car = scene.get_node("Player")
var boss: Car = scene.get_node("Boss")
player.mode = "drag"
boss.mode = "drag"
player.speed = cfg.player_speed
boss.speed = cfg.boss_speed * cfg.boss_grip
player.reset_state()
boss.reset_state()
hud.set_help("Drag Race: Hold W/Up to launch. Space for nitro burst. First past the finish wins.")
var finish_y := -cfg.track_len
# Simple AI: delayed perfect launch, timed nitro
var ai := AIController.new()
ai.control_boss_drag(boss, player, finish_y)
# Countdown
await _countdown(hud)
player.control_enabled = true
boss.control_enabled = true
# Run and detect finish
while true:
if player.position.y <= finish_y and boss.position.y <= finish_y:
emit_signal("level_failed", level_num, "Photo finish… but the boss keeps the crown.")
return
elif player.position.y <= finish_y:
emit_signal("level_completed", level_num)
return
elif boss.position.y <= finish_y:
emit_signal("level_failed", level_num, "Boss won the line.")
return
await get_tree().process_frame
func _countdown(hud: Node) -> void:
for t in [3,2,1]:
hud.set_status("Ready… %d" % t)
await get_tree().create_timer(0.8).timeout
hud.set_status("GO!")
await get_tree().create_timer(0.4).timeout
hud.set_status("")
Car.gd
extends Node2D
class_name Car
# Visuals
var color: Color = Color.WHITE
# Movement
var speed: float = 480.0
var heading: Vector2 = Vector2(0, -1)
var lane: int = 0 # -1 left, 0 center, 1 right for chicken; for drag, lanes are fixed columns
var mode: String = "chicken" # or "drag"
# State
var bailed: bool = false
var bail_time: float = 0.0
var control_enabled: bool = false
# Drag nitro
var nitro: float = 1.0 # one full burst
var nitro_active: bool = false
var nitro_timer: float = 0.0
func _ready() -> void:
set_process(true)
func reset_state() -> void:
bailed = false
bail_time = 0.0
control_enabled = false
nitro = 1.0
nitro_active = false
nitro_timer = 0.0
lane = 0
func _process(delta: float) -> void:
if mode == "chicken":
_update_chicken(delta)
else:
_update_drag(delta)
update()
func _update_chicken(delta: float) -> void:
# Always move along heading
position += heading * speed * delta
if not control_enabled:
# Let AI manipulate directly when disabled; player control becomes enabled by LevelManager if needed
control_enabled = true
if name == "Player" and control_enabled:
# Player input: A/D to swerve, W to commit forward (cosmetic here)
if not bailed:
if Input.is_action_just_pressed("swerve_left"):
_bail(-1)
elif Input.is_action_just_pressed("swerve_right"):
_bail(1)
def _bail(side: int) -> void:
bailed = true
bail_time = Time.get_unix_time_from_system()
lane = clamp(side, -1, 1)
# Swerve visually by shifting x
position.x = 200 + lane * 80
func _update_drag(delta: float) -> void:
var v := speed
if control_enabled:
if name == "Player":
if Input.is_action_pressed("accelerate"):
# Forward acceleration
pass # constant speed model
if Input.is_action_just_pressed("nitro") and nitro > 0.0 and not nitro_active:
nitro_active = true
nitro_timer = 0.8
nitro -= 1.0
if nitro_active:
v *= 1.35
nitro_timer -= delta
if nitro_timer <= 0.0:
nitro_active = false
position += heading * v * delta
func _draw() -> void:
# Simple car rectangle
var size := Vector2(36, 64)
draw_rect(Rect2(-size/2, size), color)
AIController.gd
extends Node
class_name AIController
func control_rival_chicken(rival: Car, player: Car, nerves: float) -> void:
# nerves: 0..1, higher means holds longer
rival.control_enabled = true
# Random jitter to avoid deterministic outcome
var jitter := randf_range(-0.07, 0.07)
var threshold := clamp(nerves + jitter, 0.2, 0.9)
_run(async func():
while true:
# Distance ratio to initial gap (~400)
var gap := max(1.0, player.position.distance_to(rival.position))
var approach_ratio := clamp(1.0 - (gap / 480.0), 0.0, 1.0)
# Bail if approach ratio exceeds threshold and rival hasn't bailed
if not rival.bailed and approach_ratio >= threshold:
rival._bail(sign(randf() - 0.5)) # pick random side
return
await get_tree().process_frame
)
func control_boss_drag(boss: Car, player: Car, finish_y: float) -> void:
boss.control_enabled = false # We drive it by script
_run(async func():
# Staged launch
await get_tree().create_timer(0.25 + randf()*0.1).timeout
boss.control_enabled = true
# Use nitro at mid-track
var used := false
while true:
if not used and boss.position.y < (finish_y * 0.5):
boss.nitro_active = true
boss.nitro_timer = 0.8
used = true
await get_tree().process_frame
)
# Small helper to run async blocks without clutter
func _run(block: Callable) -> void:
var co := Callable(self, "_co_runner")
co.call_deferred(block)
func _co_runner(block: Callable) -> void:
await block.call()
Track.gd
extends Node2D
class_name Track
var level_type: String = "chicken"
func _draw() -> void:
# Road
var road_rect := Rect2(Vector2(120, -2400), Vector2(160, 3000))
draw_rect(road_rect, Color(0.12,0.12,0.12))
# Lane markers
for y in range(-2400, 1200, 80):
draw_rect(Rect2(Vector2(198, y), Vector2(4, 40)), Color(1,1,1,0.6))
# Sidewalks
draw_rect(Rect2(Vector2(80, -2400), Vector2(40, 3000)), Color(0.18,0.18,0.18))
draw_rect(Rect2(Vector2(280, -2400), Vector2(40, 3000)), Color(0.18,0.18,0.18))
# Finish line for drag
if level_type == "drag":
draw_rect(Rect2(Vector2(120, -2200), Vector2(160, 14)), Color(1,1,1))
UI/HUD.gd
extends Control
@onready var level_label: Label = $LevelLabel
@onready var status_label: Label = $StatusLabel
@onready var help_label: Label = $HelpLabel
func set_level(n: int) -> void:
level_label.text = "Level %d" % n
func set_status(text: String) -> void:
status_label.text = text
func set_help(text: String) -> void:
help_label.text = text
Arrange the HUD nodes roughly:
• LevelLabel anchored top-left.
• StatusLabel centered.
• HelpLabel anchored bottom-center.
UI/StoryPanel.gd
extends Control
signal closed
@onready var vignette: ColorRect = $Vignette
@onready var photo: TextureRect = $Photo
@onready var text: RichTextLabel = $StoryText
var showing := false
func show_card(rich_text: String, tex: Texture2D) -> void:
showing = true
visible = true
modulate.a = 0.0
photo.texture = tex
text.text = rich_text
_animate_in()
await _wait_continue()
_animate_out()
visible = false
showing = false
emit_signal("closed")
func _animate_in() -> void:
var tween := create_tween().set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "modulate:a", 1.0, 0.25)
func _animate_out() -> void:
var tween := create_tween().set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_property(self, "modulate:a", 0.0, 0.2)
await tween.finished
func _wait_continue() -> void:
while true:
await get_tree().process_frame
if Input.is_action_just_pressed("continue"):
return
---
Minimal node positions and anchors
• StoryPanel: FullRect anchors/margins to fill screen. Place Photo centered (e.g., 300x180), StoryText below it with width ~70% of screen, autowrap on, BBCode enabled.
• HUD labels:• LevelLabel top-left margin (16,16).
• StatusLabel centered.
• HelpLabel bottom center, margin bottom 16.
---
Notes on mechanics
• Chicken levels:• Holding W is cosmetic for feel; the core mechanic is when you swerve.
• Rival AI uses a “nerves” threshold with slight random jitter so outcomes vary.
• Win if rival bails first or neither bails and you pass without collision. Lose if you bail first or collide.
• Drag boss:• Hold accelerate to go; Space triggers a short nitro burst. Boss launches slightly delayed, uses an optimal mid-run nitro.
• First across the finish line (y <= finish_y) wins.
---
Expandability ideas
• Replace draw_rect cars with Sprite2D nodes and real physics via CharacterBody2D if you want sliding or collisions.
• Add sound: countdown beeps, engine hum, nitro woosh.
• Add more story cards between every level with different “photos.”
• Add score, retries, and difficulty menu.
---
Quick checklist to run
• Create scenes and attach scripts as above.
• Set Main.tscn as the main scene (Project Settings → Run).
• Add input actions.
• Press Play.
If you want, I can package these scripts into a single paste-ready “one file per code block” zip listing with stronger AI behaviors or lane-based collision.
extends Node2D
const TOTAL_LEVELS := 6
@onready var level_root: Node2D = $LevelRoot
@onready var hud = $UI/HUD
@onready var story = $UI/StoryPanel
var level_manager: Node
func _ready() -> void:
level_manager = LevelManager.new()
add_child(level_manager)
level_manager.level_completed.connect(_on_level_completed)
level_manager.level_failed.connect(_on_level_failed)
_show_story_intro()
await story.closed
_start_level(1)
func _start_level(level_num: int) -> void:
hud.set_level(level_num)
hud.set_status("")
level_root.free_children()
var level_scene := level_manager.make_level_scene(level_num)
level_root.add_child(level_scene)
level_manager.start_level(level_num, level_scene, hud)
func _on_level_completed(level_num: int) -> void:
hud.set_status("Win! Press Enter to continue")
await _wait_continue()
if level_num < TOTAL_LEVELS:
_maybe_show_story_between(level_num)
await story.closed
_start_level(level_num + 1)
else:
_show_story_outro()
await story.closed
hud.set_status("You finished the game. Press Enter to restart.")
await _wait_continue()
_show_story_intro()
await story.closed
_start_level(1)
func _on_level_failed(level_num: int, reason: String) -> void:
hud.set_status("%s Press Enter to retry" % reason)
await _wait_continue()
_start_level(level_num)
func _maybe_show_story_between(level_num: int) -> void:
# Story beats between levels
var beats := {
1: {
"text": "[b]Cell Block D, Night 1[/b]\nI used to love engines. Then their crew turned my street into shrapnel. My daughter caught the worst of it.\nSo I learned a new kind of prayer: hold the line, don’t blink.",
"photo": null
},
2: {
"text": "[b]The First Rumor[/b]\nThey said chicken weeds out the cowards. Truth? It just measures who’s willing to lose more.",
"photo": null
},
3: {
"text": "[b]Ghosts on Asphalt[/b]\nI can still hear her laugh in the rear seat. Then metal. Glass. Silence.",
"photo": null
},
4: {
"text": "[b]Names and Knuckles[/b]\nEvery racer knew the crew. Nobody would say it. Fear is loud in the throat but quiet on the lips.",
"photo": null
},
5: {
"text": "[b]Their Leader[/b]\nHe shows up only when the road smells like blood and bragging. One more round and I’ll drag him out.",
"photo": null
}
}
if beats.has(level_num):
story.show_card(beats[level_num].text, beats[level_num].photo)
func _show_story_intro() -> void:
story.show_card("[b]A Narrow Room[/b]\nBars slice the light into thin confessions. I press my forehead to the paint and remember how the road taught me about fear.\nThey raced through my block and left her small shoes under a smoking fender. I don’t forgive. I don’t forget.\nSo I drove the only race that measures a man’s spine: chicken.", null)
func _show_story_outro() -> void:
story.show_card("[b]After[/b]\nThe boss folded at the line. No cheers. Just sirens and the hollow click of cuffs.\nPeople think the winner is the one who doesn’t blink. Prison taught me different.\nWinning is going home. I’ll keep driving this memory until the door finally opens.", null)
func _wait_continue() -> void:
await get_tree().process_frame
while true:
if Input.is_action_just_pressed("continue"):
return
await get_tree().process_frame
# Utility: free all children
func Node.free_children() -> void:
for c in get_children():
c.queue_free()
extends Node
class_name LevelManager
signal level_completed(level_num: int)
signal level_failed(level_num: int, reason: String)
# Level configurations
var levels := [
{}, # placeholder for 0 index
{"type":"chicken", "ai_nerves": 0.45, "speed": 420.0}, # L1 - easier AI bails early
{"type":"chicken", "ai_nerves": 0.52, "speed": 450.0}, # L2
{"type":"chicken", "ai_nerves": 0.60, "speed": 480.0}, # L3
{"type":"chicken", "ai_nerves": 0.68, "speed": 520.0}, # L4
{"type":"chicken", "ai_nerves": 0.75, "speed": 560.0}, # L5 - toughest chicken
{"type":"drag", "boss_grip": 1.12, "track_len": 2200.0, "player_speed": 620.0, "boss_speed": 610.0}
]
func make_level_scene(level_num: int) -> Node2D:
var cfg = levels[level_num]
var root := Node2D.new()
root.name = "Level_%d" % level_num
# Add track
var track := Track.new()
track.level_type = cfg.type
root.add_child(track)
if cfg.type == "chicken":
_build_chicken(root)
else:
_build_drag(root)
return root
func start_level(level_num: int, scene: Node2D, hud: Node) -> void:
var cfg = levels[level_num]
if cfg.type == "chicken":
_start_chicken(level_num, scene, hud, cfg)
else:
_start_drag(level_num, scene, hud, cfg)
# ---------- Chicken levels ----------
func _build_chicken(root: Node2D) -> void:
var player := Car.new()
player.name = "Player"
player.color = Color(0.2, 0.8, 1.0)
player.position = Vector2(200, 540) # bottom going up
player.heading = Vector2(0, -1)
root.add_child(player)
var rival := Car.new()
rival.name = "Rival"
rival.color = Color(1.0, 0.3, 0.3)
rival.position = Vector2(200, 140) # top going down
rival.heading = Vector2(0, 1)
root.add_child(rival)
func _start_chicken(level_num: int, scene: Node2D, hud: Node, cfg: Dictionary) -> void:
var player: Car = scene.get_node("Player")
var rival: Car = scene.get_node("Rival")
player.mode = "chicken"
rival.mode = "chicken"
player.speed = cfg.speed
rival.speed = cfg.speed
var ai := AIController.new()
ai.control_rival_chicken(rival, player, cfg.ai_nerves)
hud.set_help("Hold W/Up to accelerate. A/D to swerve. Don’t bail first. Press Enter to continue dialogs.")
# Monitor outcome
_watch_chicken(level_num, player, rival)
func _watch_chicken(level_num: int, player: Car, rival: Car) -> void:
await get_tree().process_frame
var crashed := false
var someone_bailed := false
player.reset_state()
rival.reset_state()
while true:
# Collision check (approximate head-on proximity)
if player.lane == 0 and rival.lane == 0:
if player.position.distance_to(rival.position) < 56.0:
crashed = true
break
# Bail check
if player.bailed and rival.bailed:
# Later bail wins (hold longer)
if player.bail_time > rival.bail_time:
emit_signal("level_completed", level_num)
elif rival.bail_time > player.bail_time:
emit_signal("level_failed", level_num, "You bailed first.")
else:
emit_signal("level_failed", level_num, "Tie goes to the rival.")
return
elif player.bailed and not someone_bailed:
someone_bailed = true
elif rival.bailed and not someone_bailed:
someone_bailed = true
# If both passed each other safely without bailing on same lane, treat as victory of nerve
if player.position.y < 140 - 60 and rival.position.y > 540 + 60:
# They both crossed; if neither bailed, call it a win of steel nerves
if not player.bailed and not rival.bailed:
emit_signal("level_completed", level_num)
else:
# If only rival bailed, player wins; if only player bailed, player loses
if rival.bailed and not player.bailed:
emit_signal("level_completed", level_num)
elif player.bailed and not rival.bailed:
emit_signal("level_failed", level_num, "You bailed.")
else:
emit_signal("level_failed", level_num, "Unresolved pass.")
return
await get_tree().process_frame
if crashed:
emit_signal("level_failed", level_num, "You crashed.")
# ---------- Drag boss level ----------
func _build_drag(root: Node2D) -> void:
var player := Car.new()
player.name = "Player"
player.color = Color(0.2, 0.8, 1.0)
player.position = Vector2(160, 540)
player.heading = Vector2(0, -1)
root.add_child(player)
var boss := Car.new()
boss.name = "Boss"
boss.color = Color(1.0, 0.8, 0.2)
boss.position = Vector2(240, 540)
boss.heading = Vector2(0, -1)
root.add_child(boss)
func _start_drag(level_num: int, scene: Node2D, hud: Node, cfg: Dictionary) -> void:
var player: Car = scene.get_node("Player")
var boss: Car = scene.get_node("Boss")
player.mode = "drag"
boss.mode = "drag"
player.speed = cfg.player_speed
boss.speed = cfg.boss_speed * cfg.boss_grip
player.reset_state()
boss.reset_state()
hud.set_help("Drag Race: Hold W/Up to launch. Space for nitro burst. First past the finish wins.")
var finish_y := -cfg.track_len
# Simple AI: delayed perfect launch, timed nitro
var ai := AIController.new()
ai.control_boss_drag(boss, player, finish_y)
# Countdown
await _countdown(hud)
player.control_enabled = true
boss.control_enabled = true
# Run and detect finish
while true:
if player.position.y <= finish_y and boss.position.y <= finish_y:
emit_signal("level_failed", level_num, "Photo finish… but the boss keeps the crown.")
return
elif player.position.y <= finish_y:
emit_signal("level_completed", level_num)
return
elif boss.position.y <= finish_y:
emit_signal("level_failed", level_num, "Boss won the line.")
return
await get_tree().process_frame
func _countdown(hud: Node) -> void:
for t in [3,2,1]:
hud.set_status("Ready… %d" % t)
await get_tree().create_timer(0.8).timeout
hud.set_status("GO!")
await get_tree().create_timer(0.4).timeout
hud.set_status("")
extends Node2D
class_name Car
# Visuals
var color: Color = Color.WHITE
# Movement
var speed: float = 480.0
var heading: Vector2 = Vector2(0, -1)
var lane: int = 0 # -1 left, 0 center, 1 right for chicken; for drag, lanes are fixed columns
var mode: String = "chicken" # or "drag"
# State
var bailed: bool = false
var bail_time: float = 0.0
var control_enabled: bool = false
# Drag nitro
var nitro: float = 1.0 # one full burst
var nitro_active: bool = false
var nitro_timer: float = 0.0
func _ready() -> void:
set_process(true)
func reset_state() -> void:
bailed = false
bail_time = 0.0
control_enabled = false
nitro = 1.0
nitro_active = false
nitro_timer = 0.0
lane = 0
func _process(delta: float) -> void:
if mode == "chicken":
_update_chicken(delta)
else:
_update_drag(delta)
update()
func _update_chicken(delta: float) -> void:
# Always move along heading
position += heading * speed * delta
if not control_enabled:
# Let AI manipulate directly when disabled; player control becomes enabled by LevelManager if needed
control_enabled = true
if name == "Player" and control_enabled:
# Player input: A/D to swerve, W to commit forward (cosmetic here)
if not bailed:
if Input.is_action_just_pressed("swerve_left"):
_bail(-1)
elif Input.is_action_just_pressed("swerve_right"):
_bail(1)
def _bail(side: int) -> void:
bailed = true
bail_time = Time.get_unix_time_from_system()
lane = clamp(side, -1, 1)
# Swerve visually by shifting x
position.x = 200 + lane * 80
func _update_drag(delta: float) -> void:
var v := speed
if control_enabled:
if name == "Player":
if Input.is_action_pressed("accelerate"):
# Forward acceleration
pass # constant speed model
if Input.is_action_just_pressed("nitro") and nitro > 0.0 and not nitro_active:
nitro_active = true
nitro_timer = 0.8
nitro -= 1.0
if nitro_active:
v *= 1.35
nitro_timer -= delta
if nitro_timer <= 0.0:
nitro_active = false
position += heading * v * delta
func _draw() -> void:
# Simple car rectangle
var size := Vector2(36, 64)
draw_rect(Rect2(-size/2, size), color)
extends Node
class_name AIController
func control_rival_chicken(rival: Car, player: Car, nerves: float) -> void:
# nerves: 0..1, higher means holds longer
rival.control_enabled = true
# Random jitter to avoid deterministic outcome
var jitter := randf_range(-0.07, 0.07)
var threshold := clamp(nerves + jitter, 0.2, 0.9)
_run(async func():
while true:
# Distance ratio to initial gap (~400)
var gap := max(1.0, player.position.distance_to(rival.position))
var approach_ratio := clamp(1.0 - (gap / 480.0), 0.0, 1.0)
# Bail if approach ratio exceeds threshold and rival hasn't bailed
if not rival.bailed and approach_ratio >= threshold:
rival._bail(sign(randf() - 0.5)) # pick random side
return
await get_tree().process_frame
)
func control_boss_drag(boss: Car, player: Car, finish_y: float) -> void:
boss.control_enabled = false # We drive it by script
_run(async func():
# Staged launch
await get_tree().create_timer(0.25 + randf()*0.1).timeout
boss.control_enabled = true
# Use nitro at mid-track
var used := false
while true:
if not used and boss.position.y < (finish_y * 0.5):
boss.nitro_active = true
boss.nitro_timer = 0.8
used = true
await get_tree().process_frame
)
# Small helper to run async blocks without clutter
func _run(block: Callable) -> void:
var co := Callable(self, "_co_runner")
co.call_deferred(block)
func _co_runner(block: Callable) -> void:
await block.call()
extends Node2D
class_name Track
var level_type: String = "chicken"
func _draw() -> void:
# Road
var road_rect := Rect2(Vector2(120, -2400), Vector2(160, 3000))
draw_rect(road_rect, Color(0.12,0.12,0.12))
# Lane markers
for y in range(-2400, 1200, 80):
draw_rect(Rect2(Vector2(198, y), Vector2(4, 40)), Color(1,1,1,0.6))
# Sidewalks
draw_rect(Rect2(Vector2(80, -2400), Vector2(40, 3000)), Color(0.18,0.18,0.18))
draw_rect(Rect2(Vector2(280, -2400), Vector2(40, 3000)), Color(0.18,0.18,0.18))
# Finish line for drag
if level_type == "drag":
draw_rect(Rect2(Vector2(120, -2200), Vector2(160, 14)), Color(1,1,1))
extends Control
@onready var level_label: Label = $LevelLabel
@onready var status_label: Label = $StatusLabel
@onready var help_label: Label = $HelpLabel
func set_level(n: int) -> void:
level_label.text = "Level %d" % n
func set_status(text: String) -> void:
status_label.text = text
func set_help(text: String) -> void:
help_label.text = text
extends Control
signal closed
@onready var vignette: ColorRect = $Vignette
@onready var photo: TextureRect = $Photo
@onready var text: RichTextLabel = $StoryText
var showing := false
func show_card(rich_text: String, tex: Texture2D) -> void:
showing = true
visible = true
modulate.a = 0.0
photo.texture = tex
text.text = rich_text
_animate_in()
await _wait_continue()
_animate_out()
visible = false
showing = false
emit_signal("closed")
func _animate_in() -> void:
var tween := create_tween().set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "modulate:a", 1.0, 0.25)
func _animate_out() -> void:
var tween := create_tween().set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tween.tween_property(self, "modulate:a", 0.0, 0.2)
await tween.finished
func _wait_continue() -> void:
while true:
await get_tree().process_frame
if Input.is_action_just_pressed("continue"):
return
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