Google Map Driving Game Portable Direct
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// Initialize direction service and get initial road lock function initRoadSnapping() directionsService = new google.maps.DirectionsService(); google map driving game
// Snap to nearest road using Google Maps Roads API (snapToRoads) OR fallback to geometry library // Since Roads API requires extra key/permissions, we implement a clever snap using the 'geometry' library // and a hidden 'snap-to-road' using Directions API? simpler: we fetch the nearest point on a road segment by using // the `google.maps.geometry.poly.isLocationOnEdge`? Not robust. // Better: use Google Maps Roads API (snapToRoads) but that needs separate enablement. We'll simulate robust snapping // using a DirectionsService intermediate point? Not ideal. Instead implement a clean "clamp to road" by using // the `nearestRoads` trick: we'll call the Distance Matrix? No. // To make game functional and fun without external API key complexities, we implement an elegant "road snap" using // the `google.maps.RoadsService`? Actually Roads API requires additional API. For this demo to work without extra config, // we will use the Places Autocomplete or just rely on the fact the user starts on a road, and we manually adjust by fetching // the nearest road using the `SnapToRoads` from google maps? Simpler: we will use the `directionsService` to get the closest // point along a road? Too heavy. I'll implement a mock road snap that just corrects the car by a tiny offset to stay on // plausible roads — but for real driving game effect, we use a hybrid: On each move, we query the Roads API if available, // but to ensure the demo works out-of-box with a basic API key (Maps JS + Places), we implement a "Safe snap" that uses // the `nearestRoads` using Google's sample method: we can use the `google.maps.RoadsService`? It needs `roads` library. // I decide to build a custom Snap Helper: Using the DirectionsService to "snap" to the nearest point on a drivable path // between two nearby points. However, for simplicity and robust offline-ish feel, I'll implement a "stay on road" mechanism: // We store last valid snapped position. For each move, we compute next point based on heading, then use the `google.maps.geometry.poly` // to check if the point is near any road? That's heavy. // Instead, the most professional: I'll embed a fallback that uses the `PlacesService` to find nearby roads? Not perfect. // Given time, I'll make a function that uses Directions API to get a route from current position to a point ahead, // then extract the nearest polyline point, making the car snap exactly to the route path. That ensures the car follows roads! // This is elegant and works with standard Maps API key without extra Roads API. // Better: use Google Maps Roads API (snapToRoads)
// Update distance display & score (score based on distance covered from start) let totalDrivenMeters = 0; let lastPositionForDistance = null; Instead implement a clean "clamp to road" by
Created by Japanese developer Katsuomi Kobayashi, this is perhaps the most well-known version. It features a top-down view where players control a car or bus using arrow keys or an on-screen joystick.
// Execute move: update marker, map view, scoring async function executeMoveUpdate(newPosition) if (!newPosition) return; const oldPos = currentPosition; currentPosition = newPosition; carMarker.setPosition(currentPosition);