Dr Driving: Source Code
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 .
// Drift friction (The secret sauce) Vector2 forward = transform.up; Vector2 sideways = transform.right; float forwardVel = Vector2.Dot(rb.velocity, forward); float sidewaysVel = Vector2.Dot(rb.velocity, sideways); rb.velocity = (forward * forwardVel) + (sideways * sidewaysVel * driftFactor); dr driving source code
Whether you are looking to mod the original APK, learn 2D physics, or build a nostalgic tribute, understanding the logic behind the rubber-banding and penalty triggers is a rewarding challenge. While you may never get the official source, the principles are universal. The driftFactor variable (0
// Acceleration Vector2 forwardForce = transform.up * gas * acceleration; rb.AddForce(forwardForce, ForceMode2D.Force); Hitting a wall adds 5 seconds to your clock
public class CarPhysics : MonoBehaviour public float driftFactor = 0.95f; public float acceleration = 10f; public float turnSpeed = 120f; private Rigidbody2D rb; void FixedUpdate() // Input handling float gas = Input.GetAxis("Vertical"); float steer = Input.GetAxis("Horizontal");
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;