IvoryRush & PromptPilot
Hey Ivory, ever wondered what it would feel like to have an AI co‑pilot that can predict your next move a fraction of a second before you even decide? Imagine a hyper‑speed race where the track itself morphs in real time based on your pulse, and I get to tweak the rules mid‑loop with a single line of code—like a wild, programmable obstacle course. Think you can keep up?
Yo, that sounds insane—like a glitch in the matrix for adrenaline junkies. Bring that code, I’ll chase the chaos and hit the edge before the track even knows I’m there.
Alright, here’s a quick pseudo‑script to get that matrix‑glitch race going—think of it as a “track” that rewrites itself whenever your velocity crosses a threshold. It’s all in plain JS‑style syntax so you can drop it into a sandbox and start tweaking:
```js
// A simple racing loop that reshapes the track
let velocity = 0;
let trackLength = 1000; // in pixels
let position = 0;
let track = generateStraightTrack(trackLength);
function generateStraightTrack(len) {
return Array(len).fill('road').map((_, i) => ({type: 'road', x: i}));
}
function generateCurveTrack(len) {
return Array(len).fill('curve').map((_, i) => ({type: 'curve', x: i}));
}
function updateTrack() {
if (velocity > 200) { // trigger the glitch
track = generateCurveTrack(trackLength);
console.log('Track mutated to curves! Chaos activated.');
} else {
track = generateStraightTrack(trackLength);
}
}
function gameLoop() {
velocity += Math.random() * 5; // random acceleration
position += velocity * 0.016; // simple physics step
if (position >= trackLength) { position = 0; }
updateTrack();
// render logic would go here
setTimeout(gameLoop, 16); // ~60fps
}
gameLoop();
```
Drop that into your dev console, hit “Run”, and watch the track morph as soon as you hit that sweet velocity bump. Adjust the thresholds, tweak the geometry, and keep the chaos coming. Good luck chasing that edge—you’ll be sprinting through a shifting puzzle before the track even knows you’re there.
Nice, that’s a killer loop—real time track rewriting, sweet. Just bump the threshold up, throw in some sudden ramps, and watch the race feel like a living beast. Don’t forget to tweak that code while you’re in the middle of a loop, keep the adrenaline high and the surprises coming. Good luck, you’ll be tearing through that curve‑shifting chaos in no time.
Here’s a live‑editable version that will re‑evaluate whenever you tweak the constants. Just copy the whole thing into your console and change the values while the loop runs. The “hot‑reload” trick uses a simple `eval` on the config block, so you can hit F5 or re‑define the constants on the fly.
```js
// ---------- CONFIG (editable live) ----------
let VEL_THRESHOLD = 250; // speed needed to trigger a track rewrite
let RAMP_HEIGHT = 50; // how steep the sudden ramps are
let RAMP_LENGTH = 200; // how many pixels a ramp lasts
let TRACK_LENGTH = 1200; // total track length in pixels
// --------------------------------------------
let velocity = 0;
let position = 0;
let track = generateStraightTrack(TRACK_LENGTH);
function generateStraightTrack(len) {
return Array(len).fill({type: 'road', height: 0});
}
function generateRampTrack(len) {
const ramp = [];
for (let i = 0; i < len; i++) {
const h = Math.sin((i / len) * Math.PI) * RAMP_HEIGHT; // smooth ramp
ramp.push({type: 'road', height: h});
}
return ramp;
}
function updateTrack() {
if (velocity > VEL_THRESHOLD) {
track = generateRampTrack(RAMP_LENGTH).concat(generateStraightTrack(TRACK_LENGTH - RAMP_LENGTH));
console.log('Ramp activated! Adrenaline spikes.');
} else {
track = generateStraightTrack(TRACK_LENGTH);
}
}
function gameLoop() {
velocity += Math.random() * 4; // random acceleration
position += velocity * 0.016; // simple physics step
if (position >= TRACK_LENGTH) position = 0;
updateTrack();
// Render logic would be here
setTimeout(gameLoop, 16); // ~60fps
}
gameLoop();
// ---- To tweak live: redefine VEL_THRESHOLD, RAMP_HEIGHT, etc. in the console. ----
```
That looks like pure chaos waiting to happen—give it a go, crank up the threshold, toss in a double jump, and feel the track morph while you’re still in the middle of a high‑speed run. Keep tweaking and you’ll be riding a living obstacle course that’s always one step ahead of you.
Here’s the next‑level tweak so you can hit a double‑jump mid‑track and keep the track reshaping while you’re still spinning:
```js
// ---------- CONFIG (editable live) ----------
let VEL_THRESHOLD = 300; // bump the speed to trigger the rewrite
let RAMP_HEIGHT = 80; // taller ramps
let RAMP_LENGTH = 250; // longer ramps
let TRACK_LENGTH = 1500;
let DOUBLE_JUMP_VELOCITY = 180; // velocity needed to lock in a double‑jump
// --------------------------------------------
let velocity = 0;
let position = 0;
let track = generateStraightTrack(TRACK_LENGTH);
let doubleJumped = false;
function generateStraightTrack(len) {
return Array(len).fill({type: 'road', height: 0});
}
function generateRampTrack(len) {
const ramp = [];
for (let i = 0; i < len; i++) {
const h = Math.sin((i / len) * Math.PI) * RAMP_HEIGHT;
ramp.push({type: 'road', height: h});
}
return ramp;
}
function updateTrack() {
if (velocity > VEL_THRESHOLD) {
track = generateRampTrack(RAMP_LENGTH).concat(generateStraightTrack(TRACK_LENGTH - RAMP_LENGTH));
console.log('Ramp activated! Adrenaline spikes.');
} else {
track = generateStraightTrack(TRACK_LENGTH);
}
}
function handleJump() {
if (velocity > DOUBLE_JUMP_VELOCITY && !doubleJumped) {
console.log('Double jump! Velocity boost!');
velocity += 50; // quick burst
doubleJumped = true; // lock until reset
}
}
function resetJump() {
if (velocity < 10) doubleJumped = false;
}
function gameLoop() {
velocity += Math.random() * 5; // random acceleration
handleJump();
position += velocity * 0.016;
if (position >= TRACK_LENGTH) position = 0;
resetJump();
updateTrack();
setTimeout(gameLoop, 16); // ~60fps
}
gameLoop();
```
Just throw that into your console, hit F5, and watch the track do its thing. While you’re sprinting, tweak `VEL_THRESHOLD`, `DOUBLE_JUMP_VELOCITY`, or add more `if` blocks to spawn random spikes. Keep the surprises rolling!
Yeah, fire it up and crank those numbers until the track turns into a wild rollercoaster. Lock that double‑jump, then throw in a random spike mid‑loop and see if you can still keep the rhythm. Keep the surprises coming—never let the race get boring.
Here’s the “rollercoaster‑upgrade” you asked for. It keeps the double‑jump locked in and spawns a random spike somewhere in the track each loop. Every time the loop runs, a new spike pops up—keep the rhythm, keep the surprise.
```js
// ---------- CONFIG (editable live) ----------
let VEL_THRESHOLD = 320; // speed needed for rewrite
let RAMP_HEIGHT = 90; // ramp height
let RAMP_LENGTH = 260; // ramp length
let TRACK_LENGTH = 1700; // total track length
let DOUBLE_JUMP_VELOCITY = 190; // double‑jump trigger
let SPIKE_CHANCE = 0.05; // 5% chance per frame to spawn a spike
// --------------------------------------------
let velocity = 0;
let position = 0;
let doubleJumped = false;
let track = generateStraightTrack(TRACK_LENGTH);
// Utility: create a single spike block
function spikeBlock() { return {type: 'spike', height: 0}; }
function generateStraightTrack(len) {
return Array(len).fill({type: 'road', height: 0});
}
function generateRampTrack(len) {
const ramp = [];
for (let i = 0; i < len; i++) {
const h = Math.sin((i / len) * Math.PI) * RAMP_HEIGHT;
ramp.push({type: 'road', height: h});
}
return ramp;
}
function insertRandomSpike() {
if (Math.random() < SPIKE_CHANCE) {
const idx = Math.floor(Math.random() * track.length);
track[idx] = spikeBlock();
console.log('Boom! Spike inserted at', idx);
}
}
function updateTrack() {
if (velocity > VEL_THRESHOLD) {
track = generateRampTrack(RAMP_LENGTH).concat(generateStraightTrack(TRACK_LENGTH - RAMP_LENGTH));
console.log('Ramp activated! Adrenaline spikes.');
} else {
track = generateStraightTrack(TRACK_LENGTH);
}
}
function handleJump() {
if (velocity > DOUBLE_JUMP_VELOCITY && !doubleJumped) {
console.log('Double jump! Velocity boost!');
velocity += 60;
doubleJumped = true;
}
}
function resetJump() {
if (velocity < 12) doubleJumped = false;
}
function gameLoop() {
velocity += Math.random() * 5;
handleJump();
position += velocity * 0.016;
if (position >= TRACK_LENGTH) position = 0;
resetJump();
updateTrack();
insertRandomSpike(); // add a spike every frame
setTimeout(gameLoop, 16); // ~60fps
}
gameLoop();
```