The checkpoints will be invisible in the final version and eventually serve two functions: -
1) To ensure the player doesn't cheat by missing out half the track (I can resize and move these hit boxes to suit the layout at any time once the rest of the environment is added) or sneakily reversing over the finish line in order to complete a lap.
2) Some will act as Sector markers so like in real Formula One, the lap time can be split into individual sector times along with the complete lap total.
Note that the current size of the vehicle or track is unlikely to remain the same. I will trial various view distances and ensure it suits overall gameplay (particularly ensuring the environmental features I want to incorporate are clearly seen whilst racing) and player preference (player sees enough of the track that lies ahead to anticipate corners but also retain some sense of challenge). I have also realised that the implementation of scrolling has had a negative impact on the vehicle physics. Chris is right to say I shouldn't be overly concerned about this, but as a F1 fan, I don't know if I can live with the fact that when I turn the car left and right, the vehicle merely pivots on it's centre point and too easily retains a straight line. If you turned the wheel of an F1 car at high speeds, the result would be nowhere near as neat and easy to avoid spinning off! This is something I can look at later on once all the other coding requirements of the game are complete. If and when I have time, I can tweak the vehicle behaviour and try to make it more realistic and difficult(?) to handle.
Note: Click inside the white window to play. Watch the alpha of each checkpoint object change (colour fades slightly) when touched by the vehicle - this is to show that the hit test is working.
Controls: Use the arrow keys (up = forward acceleration, down = reverse, left = steer left, right = steer right) and spacebar to brake.
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