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Private var ddx:Number = 0.02 //Curve amount per line Private var dx:Number //Curve amount per segment Private var rx:Number //Each line's x position Also, we'll be moving the lines' x position at the curves. The road ahead will be stored in the nextStretch variable. In this example I'll be alternating curves to the right with straight sections. Now let's add some new variables to take care of the curves while in motion. Perpetually straight roads are boring and there are thousands of ways to make a perspective going only forward. If you Publish this now, you should be getting an animated road. This new function will be triggered by the EnterFrame Event, so we'll get continuous movement on the road. Next, we're going to cut the last conditional in the Main() function and move it to a new function we're creating. In this example I'll be using the EnterFrame Event. We could use either a Timer or an EnterFrame. We also need an indicator for the road segments, which will change according to the speed.īefore we can do anything with those variables, we need to import a new Event to this class. I'm going to start at a speed of 20, you may use any number you want. This will indicate the depth we'll advance by frame.
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It might not be necessary to multiply by 100 to get the segments correctly, but these are the numbers I'll be using in this example, you're free to modify the numbers to your taste (and if you screw something up, you have this as a reference). Now the Road lines will be segmented, some will be displaying the second frame and the rest will be showing the first frame, enhancing the illusion of a racing track. This variable will be used in the Main function. Step 10: Add Alternating Lines to the Road We're going to define a new variable in the Main class to maintain consistency on the player's line (assuming there will be a car in the game, we're going to keep the scaling to 1 on that line) Step 9: Keep the Player Line from Scaling If you Publish (Ctrl + Enter) the document at this point you'll get a view of a straight road. Scaling the road lines according to their position so we'll add every line at the same position, bottom first.
We want the line at the bottom to be in front of the rest, Populate the zMap with the depth of the road lines We'll be scaling each line according to their corresponding depth. We'll be using all the previous variables and constants inside the Main function. All the road lines will be accessed from an Array. In this example, I'll be setting a depth of 150 road lines in a 480x320 play area (it's not necessary to be the same size of the stage, but since that's all there's going to be shown, I'll use those numbers). We'll use another Array ( zMap) to determine each line's depth. Also, in our class, all the Road instances that we add to the stage will be accessed from an Array. We're going to determine the depth of the visible road, as well as dimensions of the play area. We're going to use that Road MovieClip to generate the illusion of a racing track.
STREET RACING 3D CODES CODE
We'll be adding the Road MovieClip by code later. If you have any Road instance on the Stage, delete it. I'm just going to put the gray one on a second layer. Experience drift speed in the road, be the king of car racers.It's up to you if you want to draw each rectangle on different layers. Racing is the best checking for your skills. Street racing 3D has already started, drive your turbo car with the fast speed in the street asphalt. ► High-speed racing mode, driving technology is the first ► Collect as many coins and diamonds as possible ► Create your car, show the perfect look: decals, paints, wheel, etc. ► Leader board score, you are the king of speed ► Challenge friends, start a fierce racing on the PVP track Drag your Career and PVPevent into high stake racing. Start driving and earning rewards, collect coins and diamonds on the street asphalt. Unique mix of arcade action and simulation way of driving.
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