Dr Driving Source Code May 2026
public class PenaltySystem : MonoBehaviour public float wallPenalty = 5f; public float carPenalty = 10f; private LevelTimer timer; void OnCollisionEnter2D(Collision2D collision) if (collision.gameObject.tag == "Wall") timer.AddPenalty(wallPenalty); // Visual feedback: Screen shake or red flash StartCoroutine(ShakeCamera(0.2f)); else if (collision.gameObject.tag == "AICar") timer.AddPenalty(carPenalty); // AI spin-out logic collision.rigidbody.AddTorque(Random.Range(-500, 500)); // Reset the car's velocity to avoid unrealistic bouncing GetComponent<Rigidbody2D>().velocity = Vector2.zero;
let keys = {}; let penaltyTime = 0; let levelTime = 30; dr driving source code
// Steering logic (influenced by speed) float driftMultiplier = (rb.velocity.magnitude / 20f); float turn = steer * turnSpeed * driftMultiplier * Time.fixedDeltaTime; rb.MoveRotation(rb.rotation - turn); Hitting a wall adds 5 seconds to your clock
The driftFactor variable (0.95) prevents the car from sliding indefinitely, giving DR Driving its signature "heavy" feel. 2. The Penalty System (Collision Detection) The most distinctive feature of DR Driving is the time penalty on collision. Hitting a wall adds 5 seconds to your clock. Hitting a car adds 10 seconds. The source code handles this via OnCollisionEnter2D . public float carPenalty = 10f
public class PenaltySystem : MonoBehaviour public float wallPenalty = 5f; public float carPenalty = 10f; private LevelTimer timer; void OnCollisionEnter2D(Collision2D collision) if (collision.gameObject.tag == "Wall") timer.AddPenalty(wallPenalty); // Visual feedback: Screen shake or red flash StartCoroutine(ShakeCamera(0.2f)); else if (collision.gameObject.tag == "AICar") timer.AddPenalty(carPenalty); // AI spin-out logic collision.rigidbody.AddTorque(Random.Range(-500, 500)); // Reset the car's velocity to avoid unrealistic bouncing GetComponent<Rigidbody2D>().velocity = Vector2.zero;
let keys = {}; let penaltyTime = 0; let levelTime = 30;
// Steering logic (influenced by speed) float driftMultiplier = (rb.velocity.magnitude / 20f); float turn = steer * turnSpeed * driftMultiplier * Time.fixedDeltaTime; rb.MoveRotation(rb.rotation - turn);
The driftFactor variable (0.95) prevents the car from sliding indefinitely, giving DR Driving its signature "heavy" feel. 2. The Penalty System (Collision Detection) The most distinctive feature of DR Driving is the time penalty on collision. Hitting a wall adds 5 seconds to your clock. Hitting a car adds 10 seconds. The source code handles this via OnCollisionEnter2D .