``` I see issues with my code. Let me fix: 1. `lastY` function uses `_lastY` but `_lastY` is initialized to 0. The addSegment uses `lastY()` for p1 y. Then p2 y is y. `setLastY(endY/SEGMENT_LENGTH)` is wrong - it should be `endY/SEGMENT_LENGTH` but `lastY` should return y in world units? Actually I need to track the y of the last segment end. `addSegment` uses `lastY()` for p1 y. So `_lastY` should be in world y units. `setLastY(endY/SEGMENT_LENGTH)` sets it to y in segment units? That's wrong. Should be `setLastY(endY)`. But wait `addRoad` computes `endY = startY + Math.floor(y) * SEGMENT_LENGTH`. So endY is in world units. Then setLastY should be endY. Actually let's restructure. Let me rewrite more carefully. Pseudo-3D road implementation reference (from classic): - segment has p1.world.y and p2.world.y in world units - trackLength = segments.length * SEGMENT_LENGTH - position is z in world units Let me rewrite the road generation cleanly. ```javascript function resetRoad() { segments = []; let n; function addSegment(curve, y) { let i = segments.length; segments.push({ index: i, p1: { world: {x:0, y: lastY, z: i*SEGMENT_LENGTH}, camera: {}, screen: {} }, p2: { world: {x:0, y: y, z: (i+1)*SEGMENT_LENGTH}, camera: {}, screen: {} }, curve: curve, sprites: [], cars: [], color: Math.floor(i/RUMBLE_LENGTH)%2 ? COLORS.DARK : COLORS.LIGHT }); lastY = y; } function addRoad(enter, hold, leave, curve, y) { let startY = lastY; let endY = startY + (Math.floor(y) * SEGMENT_LENGTH); let total = enter + hold + leave; for(n=0; n 1)) && (speed > offRoadLimit)) { speed += offRoadDecel*dt; // maybe shake } playerX = Math.max(-2, Math.min(2, playerX)); speed = Math.max(0, Math.min(maxSpeed, speed)); position += speed * dt; while(position >= trackLength) position -= trackLength; while(position < 0) position += trackLength; } ``` Need PLAYER_Z constant. Typically equal to CAMERA_DEPTH? Let's set PLAYER_Z = CAMERA_DEPTH * 0.5? Actually for pseudo-3D, playerZ is typically CAMERA_DEPTH (the car is at the camera's focal plane). But the car is drawn at bottom of screen. Let's set PLAYER_Z = CAMERA_DEPTH. Actually in Jake Gordon's code, playerZ is cameraDepth. The car is rendered separately at bottom. Yes. So `const PLAYER_Z = CAMERA_DEPTH;` But wait, if player is at cameraDepth, then the segment at position + playerZ is the segment where the car appears to be. The camera is at position. That makes sense. Let me set: ```javascript const PLAYER_Z = CAMERA_DEPTH * 0.5; // maybe closer ``` Actually I'll use `const PLAYER_Z = CAMERA_DEPTH;` and see. Max speed should be in world units per second. With segment length 200, at 12000 units/sec, that's 60 segments/sec, which is very fast. Let's make it more reasonable. Maybe maxSpeed = SEGMENT_LENGTH * 60 = 12000? That's 60 segments per second. At 60 FPS, that's 1 segment per frame. That seems reasonable for fast racing. Actually for the demo, speed of 6000 (30 seg/sec) might be more viewable. Let's use maxSpeed = 6000. Car rendering: The car is at bottom center. We need to make it look good. Background grid: Maybe add a retro grid on the ground/horizon. But the road already covers ground. We could draw a grid in the sky area? Maybe not necessary. The synthwave sunset with sun and mountains is enough. I should also add some "hud" with speed maybe. Let me make sure the first frame renders. `resetRoad()` creates everything, then `requestAnimationFrame(frame)` starts the loop. Good. One issue: `renderSprite` uses `drawFn` but my sprite objects use `source`. I'll fix the sprite creation. Let me rewrite the full code cleanly. Also need to handle the case where `drawSprite` clips - currently I'm not actually clipping the drawing, just reducing height. That