public class DrDrivingCar : MonoBehaviour public float maxSpeed = 15f; public float acceleration = 8f; public float turnSensitivity = 100f; private Rigidbody2D rb; private float currentSpeed; void Start() rb = GetComponent<Rigidbody2D>();
let keys = {}; let penaltyTime = 0; let levelTime = 30; dr driving source code
function spawnTraffic(currentSpeed, scoreMultiplier) let density = baseDensity + (scoreMultiplier * 0.2); if (currentSpeed > highSpeedThreshold) density *= 1.5; // Faster = more cars ahead public float acceleration = 8f
An optimized, low-overhead system responsible for spawning, pooling, and routing Non-Player Character (NPC) vehicles. public float turnSensitivity = 100f
The driftFactor variable (0.95) prevents the car from sliding indefinitely, giving DR Driving its signature "heavy" feel.