| 1 | // Matter.js module aliases |
| 2 | const Body = Matter.Body; |
| 3 | const World = Matter.World; |
| 4 | const Engine = Matter.Engine; |
| 5 | const Bodies = Matter.Bodies; |
| 6 | const Render = Matter.Render; |
| 7 | const Constraint = Matter.Constraint; |
| 8 | |
| 9 | // Game variables |
| 10 | let ball; |
| 11 | let world; |
| 12 | let engine; |
| 13 | |
| 14 | // Spring paddle system components |
| 15 | let boundaries = []; |
| 16 | let leftSupport, leftPaddle, leftSpring; |
| 17 | let rightSupport, rightPaddle, rightSpring; |
| 18 | |
| 19 | // Game state |
| 20 | let leftScore = 0; |
| 21 | let rightScore = 0; |
| 22 | let gameStarted = false; |
| 23 | |
| 24 | // Player input |
| 25 | let keys = {}; |
| 26 | let inputBuffer = { left: 0, right: 0 }; |
| 27 | |
| 28 | // Touch/mouse input |
| 29 | let mouseInput = { |
| 30 | active: false, |
| 31 | targetY: 0, |
| 32 | leftPaddleTarget: 0, |
| 33 | rightPaddleTarget: 0, |
| 34 | smoothing: 0.08, // Slower smoothing for deliberate lag |
| 35 | deadZone: 15 // Minimum distance before movement starts |
| 36 | }; |
| 37 | |
| 38 | // Particle systems |
| 39 | let particles = []; |
| 40 | let impactParticles = []; |
| 41 | |
| 42 | // Canvas settings |
| 43 | const CANVAS_WIDTH = 800; |
| 44 | const CANVAS_HEIGHT = 400; |
| 45 | |
| 46 | // Game constants |
| 47 | const BALL_SPEED = 6; |
| 48 | const BALL_RADIUS = 12; |
| 49 | const PADDLE_WIDTH = 20; |
| 50 | const PADDLE_HEIGHT = 80; |
| 51 | |
| 52 | // Enhanced movement constants (tuned for faster response) |
| 53 | const SUPPORT_SPEED = 6.5; // Bumped up from 4.5 |
| 54 | const SUPPORT_ACCEL = 1.2; // Increased acceleration |
| 55 | const INPUT_SMOOTHING = 0.25; // More responsive |
| 56 | const SUPPORT_MAX_SPEED = 8; // Higher max speed |
| 57 | |
| 58 | // Touch/mouse control constants |
| 59 | const MOUSE_SPEED_LIMIT = 4; // Max speed for mouse movement |
| 60 | const MOUSE_LAG_FACTOR = 0.12; // How much lag in mouse following |
| 61 | const TOUCH_SENSITIVITY = 1.2; // Touch movement multiplier |
| 62 | |
| 63 | // Spring physics constants (tuned for bounciness!) |
| 64 | const PADDLE_MASS = 0.6; // Lighter for more bounce |
| 65 | const SPRING_LENGTH = 40; |
| 66 | const SPRING_DAMPING = 0.4; // Much less damping = more bounce! |
| 67 | const SPRING_STIFFNESS = 0.035; // Higher stiffness = snappier |
| 68 | |
| 69 | // Visual enhancement constants |
| 70 | const TRAIL_SEGMENTS = 8; |
| 71 | const PADDLE_GLOW_DISTANCE = 25; |
| 72 | const SPRING_GLOW_INTENSITY = 120; // More intense glow |
| 73 | |
| 74 | // Particle system constants |
| 75 | const MAX_PARTICLES = 100; |
| 76 | const PARTICLE_LIFE = 60; |
| 77 | const IMPACT_PARTICLES = 8; |
| 78 | const SPRING_PARTICLE_RATE = 0.3; |
| 79 | |
| 80 | function setup() { |
| 81 | // Create p5.js canvas |
| 82 | let canvas = createCanvas(CANVAS_WIDTH, CANVAS_HEIGHT); |
| 83 | canvas.parent('gameCanvas'); |
| 84 | |
| 85 | // Initialize Matter.js physics engine |
| 86 | engine = Engine.create(); |
| 87 | world = engine.world; |
| 88 | |
| 89 | // Disable gravity for classic Pong feel |
| 90 | engine.world.gravity.y = 0; |
| 91 | engine.world.gravity.x = 0; |
| 92 | |
| 93 | // Create game boundaries (top and bottom walls) |
| 94 | let topWall = Bodies.rectangle(width/2, -10, width, 20, { isStatic: true }); |
| 95 | let bottomWall = Bodies.rectangle(width/2, height + 10, width, 20, { isStatic: true }); |
| 96 | boundaries.push(topWall, bottomWall); |
| 97 | |
| 98 | // Create spring paddle systems |
| 99 | createSpringPaddleSystem('left'); |
| 100 | createSpringPaddleSystem('right'); |
| 101 | |
| 102 | // Create ball |
| 103 | resetBall(); |
| 104 | |
| 105 | // Add everything to the world |
| 106 | World.add(world, [ |
| 107 | ...boundaries, |
| 108 | ball, |
| 109 | leftSupport, leftPaddle, leftSpring, |
| 110 | rightSupport, rightPaddle, rightSpring |
| 111 | ]); |
| 112 | |
| 113 | console.log("🎮 Sprong Phase 5 Complete!"); |
| 114 | console.log("✓ Particle effects system"); |
| 115 | console.log("✓ Tuned physics for maximum bounce"); |
| 116 | console.log("✓ Faster, more responsive paddles"); |
| 117 | } |
| 118 | |
| 119 | function createSpringPaddleSystem(side) { |
| 120 | let supportX = side === 'left' ? 60 : width - 60; |
| 121 | let paddleX = side === 'left' ? 60 + SPRING_LENGTH : width - 60 - SPRING_LENGTH; |
| 122 | let startY = height / 2; |
| 123 | |
| 124 | if (side === 'left') { |
| 125 | // Left support (invisible anchor point controlled by player) |
| 126 | leftSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 127 | isStatic: true, |
| 128 | render: { visible: false } |
| 129 | }); |
| 130 | |
| 131 | // Left paddle (the actual hitting surface) |
| 132 | leftPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 133 | mass: PADDLE_MASS, |
| 134 | restitution: 1.3, // Even bouncier! |
| 135 | friction: 0, |
| 136 | frictionAir: 0.005 // Less air resistance |
| 137 | }); |
| 138 | |
| 139 | // Spring constraint connecting support to paddle |
| 140 | leftSpring = Constraint.create({ |
| 141 | bodyA: leftSupport, |
| 142 | bodyB: leftPaddle, |
| 143 | length: SPRING_LENGTH, |
| 144 | stiffness: SPRING_STIFFNESS, |
| 145 | damping: SPRING_DAMPING |
| 146 | }); |
| 147 | } else { |
| 148 | // Right support (invisible anchor point controlled by player/AI) |
| 149 | rightSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 150 | isStatic: true, |
| 151 | render: { visible: false } |
| 152 | }); |
| 153 | |
| 154 | // Right paddle (the actual hitting surface) |
| 155 | rightPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 156 | mass: PADDLE_MASS, |
| 157 | restitution: 1.3, |
| 158 | friction: 0, |
| 159 | frictionAir: 0.005 |
| 160 | }); |
| 161 | |
| 162 | // Spring constraint connecting support to paddle |
| 163 | rightSpring = Constraint.create({ |
| 164 | bodyA: rightSupport, |
| 165 | bodyB: rightPaddle, |
| 166 | length: SPRING_LENGTH, |
| 167 | stiffness: SPRING_STIFFNESS, |
| 168 | damping: SPRING_DAMPING |
| 169 | }); |
| 170 | } |
| 171 | } |
| 172 | |
| 173 | function draw() { |
| 174 | // Update physics |
| 175 | Engine.update(engine); |
| 176 | |
| 177 | // Handle enhanced player input |
| 178 | handleEnhancedInput(); |
| 179 | |
| 180 | // Update particle systems |
| 181 | updateParticles(); |
| 182 | checkCollisions(); |
| 183 | |
| 184 | // Check for scoring |
| 185 | checkBallPosition(); |
| 186 | |
| 187 | // Clear canvas |
| 188 | background(10, 10, 10); |
| 189 | |
| 190 | // Draw particles behind everything |
| 191 | drawParticles(); |
| 192 | |
| 193 | // Draw game objects with enhanced visuals |
| 194 | drawSpringPaddleSystemsEnhanced(); |
| 195 | drawBallEnhanced(); |
| 196 | drawBoundaries(); |
| 197 | drawCenterLine(); |
| 198 | |
| 199 | // Draw debug info |
| 200 | drawDebugInfo(); |
| 201 | |
| 202 | // Start message |
| 203 | if (!gameStarted) { |
| 204 | drawStartMessage(); |
| 205 | } |
| 206 | } |
| 207 | |
| 208 | function handleEnhancedInput() { |
| 209 | // Handle both keyboard and mouse/touch input |
| 210 | handleKeyboardInput(); |
| 211 | handleMouseTouchInput(); |
| 212 | } |
| 213 | |
| 214 | function handleKeyboardInput() { |
| 215 | // Smooth input accumulation with acceleration |
| 216 | let leftInput = 0; |
| 217 | let rightInput = 0; |
| 218 | |
| 219 | // Left paddle input (W/S keys) |
| 220 | if (keys['w'] || keys['W']) leftInput -= 1; |
| 221 | if (keys['s'] || keys['S']) leftInput += 1; |
| 222 | |
| 223 | // Right paddle input (Arrow keys) |
| 224 | if (keys['ArrowUp']) rightInput -= 1; |
| 225 | if (keys['ArrowDown']) rightInput += 1; |
| 226 | |
| 227 | // Apply acceleration and smoothing for keyboard |
| 228 | inputBuffer.left = lerp(inputBuffer.left, leftInput, INPUT_SMOOTHING); |
| 229 | inputBuffer.right = lerp(inputBuffer.right, rightInput, INPUT_SMOOTHING); |
| 230 | |
| 231 | // Move supports with enhanced physics (only if not using mouse) |
| 232 | if (!mouseInput.active) { |
| 233 | if (Math.abs(inputBuffer.left) > 0.01) { |
| 234 | moveSupportEnhanced(leftSupport, inputBuffer.left * SUPPORT_SPEED); |
| 235 | } |
| 236 | if (Math.abs(inputBuffer.right) > 0.01) { |
| 237 | moveSupportEnhanced(rightSupport, inputBuffer.right * SUPPORT_SPEED); |
| 238 | } |
| 239 | } |
| 240 | } |
| 241 | |
| 242 | function handleMouseTouchInput() { |
| 243 | if (!mouseInput.active) return; |
| 244 | |
| 245 | // Determine which paddle to control based on mouse X position |
| 246 | let controllingLeft = mouseX < width / 2; |
| 247 | let targetSupport = controllingLeft ? leftSupport : rightSupport; |
| 248 | |
| 249 | // Calculate target Y with dead zone |
| 250 | let currentY = targetSupport.position.y; |
| 251 | let targetY = mouseY; |
| 252 | let deltaY = targetY - currentY; |
| 253 | |
| 254 | // Apply dead zone - don't move unless mouse is far enough |
| 255 | if (Math.abs(deltaY) < mouseInput.deadZone) { |
| 256 | return; |
| 257 | } |
| 258 | |
| 259 | // Calculate movement with lag and speed limiting |
| 260 | let movement = deltaY * MOUSE_LAG_FACTOR * TOUCH_SENSITIVITY; |
| 261 | |
| 262 | // Limit maximum speed to prevent snappy movement |
| 263 | movement = constrain(movement, -MOUSE_SPEED_LIMIT, MOUSE_SPEED_LIMIT); |
| 264 | |
| 265 | // Apply the lagged movement |
| 266 | moveSupportEnhanced(targetSupport, movement); |
| 267 | |
| 268 | // Visual feedback - update input buffer for particle effects |
| 269 | if (controllingLeft) { |
| 270 | inputBuffer.left = constrain(movement / MOUSE_SPEED_LIMIT, -1, 1); |
| 271 | } else { |
| 272 | inputBuffer.right = constrain(movement / MOUSE_SPEED_LIMIT, -1, 1); |
| 273 | } |
| 274 | } |
| 275 | |
| 276 | function moveSupportEnhanced(support, deltaY) { |
| 277 | let newY = support.position.y + deltaY; |
| 278 | |
| 279 | // Keep support within reasonable bounds with smooth clamping |
| 280 | let minY = 50; |
| 281 | let maxY = height - 50; |
| 282 | |
| 283 | if (newY < minY) { |
| 284 | newY = minY + (newY - minY) * 0.1; // Soft boundary |
| 285 | } else if (newY > maxY) { |
| 286 | newY = maxY + (newY - maxY) * 0.1; // Soft boundary |
| 287 | } |
| 288 | |
| 289 | Body.setPosition(support, { x: support.position.x, y: newY }); |
| 290 | } |
| 291 | |
| 292 | function checkCollisions() { |
| 293 | let ballPos = ball.position; |
| 294 | let ballVel = ball.velocity; |
| 295 | |
| 296 | // Check paddle collisions for particle effects |
| 297 | let leftDist = dist(ballPos.x, ballPos.y, leftPaddle.position.x, leftPaddle.position.y); |
| 298 | let rightDist = dist(ballPos.x, ballPos.y, rightPaddle.position.x, rightPaddle.position.y); |
| 299 | |
| 300 | // Collision threshold |
| 301 | let collisionDist = BALL_RADIUS + PADDLE_WIDTH/2 + 5; |
| 302 | |
| 303 | // Left paddle collision |
| 304 | if (leftDist < collisionDist && ballVel.x < 0) { |
| 305 | createImpactParticles(ballPos.x, ballPos.y, ballVel.x, ballVel.y); |
| 306 | } |
| 307 | |
| 308 | // Right paddle collision |
| 309 | if (rightDist < collisionDist && ballVel.x > 0) { |
| 310 | createImpactParticles(ballPos.x, ballPos.y, ballVel.x, ballVel.y); |
| 311 | } |
| 312 | } |
| 313 | |
| 314 | function createImpactParticles(x, y, velX, velY) { |
| 315 | for (let i = 0; i < IMPACT_PARTICLES; i++) { |
| 316 | let angle = random(TWO_PI); |
| 317 | let speed = random(2, 8); |
| 318 | let size = random(2, 6); |
| 319 | |
| 320 | particles.push({ |
| 321 | x: x + random(-5, 5), |
| 322 | y: y + random(-5, 5), |
| 323 | vx: cos(angle) * speed - velX * 0.2, |
| 324 | vy: sin(angle) * speed - velY * 0.2, |
| 325 | size: size, |
| 326 | life: PARTICLE_LIFE, |
| 327 | maxLife: PARTICLE_LIFE, |
| 328 | color: { r: 255, g: random(100, 255), b: random(100, 150) }, |
| 329 | type: 'impact' |
| 330 | }); |
| 331 | } |
| 332 | } |
| 333 | |
| 334 | function createSpringParticles(springPos, compression) { |
| 335 | if (random() < SPRING_PARTICLE_RATE * compression) { |
| 336 | let angle = random(TWO_PI); |
| 337 | let speed = random(1, 3) * compression; |
| 338 | |
| 339 | particles.push({ |
| 340 | x: springPos.x + random(-10, 10), |
| 341 | y: springPos.y + random(-10, 10), |
| 342 | vx: cos(angle) * speed, |
| 343 | vy: sin(angle) * speed, |
| 344 | size: random(1, 3), |
| 345 | life: PARTICLE_LIFE * 0.5, |
| 346 | maxLife: PARTICLE_LIFE * 0.5, |
| 347 | color: { r: 0, g: 255, b: 136 }, |
| 348 | type: 'spring' |
| 349 | }); |
| 350 | } |
| 351 | } |
| 352 | |
| 353 | function updateParticles() { |
| 354 | // Update and remove dead particles |
| 355 | for (let i = particles.length - 1; i >= 0; i--) { |
| 356 | let p = particles[i]; |
| 357 | |
| 358 | // Update position |
| 359 | p.x += p.vx; |
| 360 | p.y += p.vy; |
| 361 | |
| 362 | // Apply drag |
| 363 | p.vx *= 0.98; |
| 364 | p.vy *= 0.98; |
| 365 | |
| 366 | // Update life |
| 367 | p.life--; |
| 368 | |
| 369 | // Remove dead particles |
| 370 | if (p.life <= 0) { |
| 371 | particles.splice(i, 1); |
| 372 | } |
| 373 | } |
| 374 | |
| 375 | // Limit particle count |
| 376 | if (particles.length > MAX_PARTICLES) { |
| 377 | particles.splice(0, particles.length - MAX_PARTICLES); |
| 378 | } |
| 379 | } |
| 380 | |
| 381 | function drawParticles() { |
| 382 | for (let p of particles) { |
| 383 | let alpha = map(p.life, 0, p.maxLife, 0, 255); |
| 384 | |
| 385 | push(); |
| 386 | translate(p.x, p.y); |
| 387 | |
| 388 | if (p.type === 'impact') { |
| 389 | // Impact particles: bright sparks |
| 390 | fill(p.color.r, p.color.g, p.color.b, alpha); |
| 391 | noStroke(); |
| 392 | ellipse(0, 0, p.size, p.size); |
| 393 | |
| 394 | // Add glow |
| 395 | fill(p.color.r, p.color.g, p.color.b, alpha * 0.3); |
| 396 | ellipse(0, 0, p.size * 2, p.size * 2); |
| 397 | |
| 398 | } else if (p.type === 'spring') { |
| 399 | // Spring particles: green energy |
| 400 | fill(p.color.r, p.color.g, p.color.b, alpha); |
| 401 | noStroke(); |
| 402 | ellipse(0, 0, p.size, p.size); |
| 403 | } |
| 404 | |
| 405 | pop(); |
| 406 | } |
| 407 | } |
| 408 | |
| 409 | function drawSpringPaddleSystemsEnhanced() { |
| 410 | // Draw springs with enhanced visuals and particles |
| 411 | drawSpringsEnhanced(); |
| 412 | |
| 413 | // Draw paddles with glow effects |
| 414 | drawPaddlesWithGlow(); |
| 415 | |
| 416 | // Draw support points with input feedback |
| 417 | drawSupportPointsEnhanced(); |
| 418 | } |
| 419 | |
| 420 | function drawSpringsEnhanced() { |
| 421 | // Left spring |
| 422 | let leftSupportPos = leftSupport.position; |
| 423 | let leftPaddlePos = leftPaddle.position; |
| 424 | let leftCompression = drawSpringLineEnhanced(leftSupportPos, leftPaddlePos); |
| 425 | createSpringParticles(leftPaddlePos, leftCompression); |
| 426 | |
| 427 | // Right spring |
| 428 | let rightSupportPos = rightSupport.position; |
| 429 | let rightPaddlePos = rightPaddle.position; |
| 430 | let rightCompression = drawSpringLineEnhanced(rightSupportPos, rightPaddlePos); |
| 431 | createSpringParticles(rightPaddlePos, rightCompression); |
| 432 | } |
| 433 | |
| 434 | function drawSpringLineEnhanced(startPos, endPos) { |
| 435 | let segments = 12; // More segments for smoother springs |
| 436 | let amplitude = 10; // Bigger amplitude for more dramatic effect |
| 437 | |
| 438 | // Calculate spring compression for visual effects |
| 439 | let currentLength = dist(startPos.x, startPos.y, endPos.x, endPos.y); |
| 440 | let compression = SPRING_LENGTH / currentLength; |
| 441 | amplitude *= compression; |
| 442 | |
| 443 | // Enhanced spring glow based on compression |
| 444 | let glowIntensity = 150 + compression * SPRING_GLOW_INTENSITY; |
| 445 | stroke(0, 255, 136, glowIntensity); |
| 446 | strokeWeight(3 + compression * 2); // Thicker when compressed |
| 447 | |
| 448 | // Draw spring coil with smooth curves |
| 449 | beginShape(); |
| 450 | noFill(); |
| 451 | |
| 452 | for (let i = 0; i <= segments; i++) { |
| 453 | let t = i / segments; |
| 454 | let x = lerp(startPos.x, endPos.x, t); |
| 455 | let y = lerp(startPos.y, endPos.y, t); |
| 456 | |
| 457 | // Enhanced zigzag with smoother curves |
| 458 | if (i > 0 && i < segments) { |
| 459 | let perpX = -(endPos.y - startPos.y) / currentLength; |
| 460 | let perpY = (endPos.x - startPos.x) / currentLength; |
| 461 | let offset = sin(i * PI * 1.5) * amplitude; // More dramatic oscillation |
| 462 | x += perpX * offset; |
| 463 | y += perpY * offset; |
| 464 | } |
| 465 | |
| 466 | vertex(x, y); |
| 467 | } |
| 468 | |
| 469 | endShape(); |
| 470 | |
| 471 | // Add spring glow effect with pulsing |
| 472 | let pulse = sin(frameCount * 0.1) * 0.2 + 1; |
| 473 | stroke(0, 255, 136, glowIntensity * 0.4 * pulse); |
| 474 | strokeWeight(8 + compression * 3); |
| 475 | beginShape(); |
| 476 | noFill(); |
| 477 | |
| 478 | for (let i = 0; i <= segments; i++) { |
| 479 | let t = i / segments; |
| 480 | let x = lerp(startPos.x, endPos.x, t); |
| 481 | let y = lerp(startPos.y, endPos.y, t); |
| 482 | vertex(x, y); |
| 483 | } |
| 484 | |
| 485 | endShape(); |
| 486 | |
| 487 | return compression; // Return compression for particle effects |
| 488 | } |
| 489 | |
| 490 | function drawPaddlesWithGlow() { |
| 491 | // Calculate ball distance for glow effects |
| 492 | let ballPos = ball.position; |
| 493 | let leftDist = dist(ballPos.x, ballPos.y, leftPaddle.position.x, leftPaddle.position.y); |
| 494 | let rightDist = dist(ballPos.x, ballPos.y, rightPaddle.position.x, rightPaddle.position.y); |
| 495 | |
| 496 | // Enhanced paddle drawing |
| 497 | drawSinglePaddleEnhanced(leftPaddle, leftDist); |
| 498 | drawSinglePaddleEnhanced(rightPaddle, rightDist); |
| 499 | } |
| 500 | |
| 501 | function drawSinglePaddleEnhanced(paddle, ballDistance) { |
| 502 | let pos = paddle.position; |
| 503 | let angle = paddle.angle; |
| 504 | |
| 505 | // Calculate glow intensity based on ball proximity |
| 506 | let glowIntensity = map(ballDistance, 0, PADDLE_GLOW_DISTANCE, 150, 0); |
| 507 | glowIntensity = constrain(glowIntensity, 0, 150); |
| 508 | |
| 509 | push(); |
| 510 | translate(pos.x, pos.y); |
| 511 | rotate(angle); |
| 512 | |
| 513 | // Draw enhanced glow effect first |
| 514 | if (glowIntensity > 0) { |
| 515 | fill(0, 255, 136, glowIntensity * 0.6); |
| 516 | noStroke(); |
| 517 | rectMode(CENTER); |
| 518 | rect(0, 0, PADDLE_WIDTH + 12, PADDLE_HEIGHT + 12); |
| 519 | |
| 520 | // Add outer glow |
| 521 | fill(0, 255, 136, glowIntensity * 0.3); |
| 522 | rect(0, 0, PADDLE_WIDTH + 20, PADDLE_HEIGHT + 20); |
| 523 | } |
| 524 | |
| 525 | // Draw main paddle with enhanced visual |
| 526 | fill(0, 255, 136); |
| 527 | stroke(0, 255, 136, 220 + glowIntensity * 0.5); |
| 528 | strokeWeight(3); |
| 529 | rectMode(CENTER); |
| 530 | rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); |
| 531 | |
| 532 | // Add core highlight |
| 533 | fill(150, 255, 200, 100); |
| 534 | noStroke(); |
| 535 | rect(0, 0, PADDLE_WIDTH - 4, PADDLE_HEIGHT - 4); |
| 536 | |
| 537 | pop(); |
| 538 | } |
| 539 | |
| 540 | function drawSupportPointsEnhanced() { |
| 541 | // Enhanced support indicators with input feedback |
| 542 | let leftActivity = Math.abs(inputBuffer.left) * 255; |
| 543 | let rightActivity = Math.abs(inputBuffer.right) * 255; |
| 544 | |
| 545 | // Left support with pulsing effect |
| 546 | let leftPulse = sin(frameCount * 0.2) * 0.3 + 1; |
| 547 | fill(0, 255, 136, 100 + leftActivity * 0.6); |
| 548 | noStroke(); |
| 549 | ellipse(leftSupport.position.x, leftSupport.position.y, |
| 550 | (8 + leftActivity * 0.15) * leftPulse, |
| 551 | (8 + leftActivity * 0.15) * leftPulse); |
| 552 | |
| 553 | // Right support with pulsing effect |
| 554 | let rightPulse = sin(frameCount * 0.2 + PI) * 0.3 + 1; |
| 555 | fill(0, 255, 136, 100 + rightActivity * 0.6); |
| 556 | ellipse(rightSupport.position.x, rightSupport.position.y, |
| 557 | (8 + rightActivity * 0.15) * rightPulse, |
| 558 | (8 + rightActivity * 0.15) * rightPulse); |
| 559 | } |
| 560 | |
| 561 | function drawBallEnhanced() { |
| 562 | let ballPos = ball.position; |
| 563 | let ballVel = ball.velocity; |
| 564 | let speed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 565 | |
| 566 | // Enhanced ball with speed-based effects |
| 567 | let speedIntensity = map(speed, 0, 15, 50, 255); |
| 568 | |
| 569 | // Multi-layered trail effect |
| 570 | for (let i = 0; i < 3; i++) { |
| 571 | let offset = i * 3; |
| 572 | fill(255, 100, 100, 40 - i * 10); |
| 573 | noStroke(); |
| 574 | ellipse(ballPos.x - ballVel.x * offset * 0.1, |
| 575 | ballPos.y - ballVel.y * offset * 0.1, |
| 576 | BALL_RADIUS * (4 - i), BALL_RADIUS * (4 - i)); |
| 577 | } |
| 578 | |
| 579 | // Main ball with enhanced glow |
| 580 | fill(255, 100, 100); |
| 581 | stroke(255, 200, 200, speedIntensity); |
| 582 | strokeWeight(3 + speed * 0.15); |
| 583 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 2, BALL_RADIUS * 2); |
| 584 | |
| 585 | // Speed indicator core |
| 586 | if (speed > 8) { |
| 587 | fill(255, 255, 255, speedIntensity * 0.8); |
| 588 | noStroke(); |
| 589 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 0.8, BALL_RADIUS * 0.8); |
| 590 | } |
| 591 | |
| 592 | // Outer energy ring for high speeds |
| 593 | if (speed > 12) { |
| 594 | noFill(); |
| 595 | stroke(255, 255, 255, speedIntensity * 0.5); |
| 596 | strokeWeight(2); |
| 597 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 3, BALL_RADIUS * 3); |
| 598 | } |
| 599 | } |
| 600 | |
| 601 | function drawBoundaries() { |
| 602 | stroke(0, 255, 136, 30); |
| 603 | strokeWeight(1); |
| 604 | noFill(); |
| 605 | line(0, 0, width, 0); |
| 606 | line(0, height, width, height); |
| 607 | } |
| 608 | |
| 609 | function drawCenterLine() { |
| 610 | stroke(0, 255, 136, 50); |
| 611 | strokeWeight(2); |
| 612 | |
| 613 | for (let y = 0; y < height; y += 20) { |
| 614 | line(width/2, y, width/2, y + 10); |
| 615 | } |
| 616 | } |
| 617 | |
| 618 | function drawDebugInfo() { |
| 619 | fill(255, 100); |
| 620 | textAlign(LEFT); |
| 621 | textSize(12); |
| 622 | text(`FPS: ${Math.round(frameRate())}`, 10, 20); |
| 623 | text(`Ball Speed: ${Math.round(getBallSpeed())}`, 10, 35); |
| 624 | text(`Particles: ${particles.length}`, 10, 50); |
| 625 | |
| 626 | // Enhanced spring info |
| 627 | let leftSpringLength = dist(leftSupport.position.x, leftSupport.position.y, |
| 628 | leftPaddle.position.x, leftPaddle.position.y); |
| 629 | let rightSpringLength = dist(rightSupport.position.x, rightSupport.position.y, |
| 630 | rightPaddle.position.x, rightPaddle.position.y); |
| 631 | |
| 632 | text(`L Spring: ${Math.round(leftSpringLength)}px (${((SPRING_LENGTH/leftSpringLength - 1) * 100).toFixed(0)}%)`, 10, 65); |
| 633 | text(`R Spring: ${Math.round(rightSpringLength)}px (${((SPRING_LENGTH/rightSpringLength - 1) * 100).toFixed(0)}%)`, 10, 80); |
| 634 | text(`Input: L=${inputBuffer.left.toFixed(2)} R=${inputBuffer.right.toFixed(2)}`, 10, 95); |
| 635 | |
| 636 | // Mouse/touch input debug |
| 637 | if (mouseInput.active) { |
| 638 | text(`Mouse: ${mouseInput.active ? 'Active' : 'Inactive'} | Side: ${mouseX < width/2 ? 'Left' : 'Right'}`, 10, 110); |
| 639 | text(`Mouse Y: ${mouseY} | Dead Zone: ${mouseInput.deadZone}px`, 10, 125); |
| 640 | } |
| 641 | } |
| 642 | |
| 643 | function drawStartMessage() { |
| 644 | fill(0, 255, 136, 200); |
| 645 | textAlign(CENTER); |
| 646 | textSize(20); |
| 647 | text("Press any key to start!", width/2, height/2 + 100); |
| 648 | textSize(14); |
| 649 | text("Keyboard: W/S + ↑/↓ | Mouse/Touch: Drag paddles", width/2, height/2 + 125); |
| 650 | textSize(12); |
| 651 | text("(Mouse movement has deliberate lag to preserve challenge!)", width/2, height/2 + 145); |
| 652 | } |
| 653 | |
| 654 | function resetBall() { |
| 655 | if (ball) { |
| 656 | World.remove(world, ball); |
| 657 | } |
| 658 | |
| 659 | // Create new ball at center |
| 660 | ball = Bodies.circle(width/2, height/2, BALL_RADIUS, { |
| 661 | restitution: 1, |
| 662 | friction: 0, |
| 663 | frictionAir: 0 |
| 664 | }); |
| 665 | |
| 666 | if (world) { |
| 667 | World.add(world, ball); |
| 668 | } |
| 669 | |
| 670 | // Start ball moving after a short delay |
| 671 | setTimeout(() => { |
| 672 | let direction = random() > 0.5 ? 1 : -1; |
| 673 | let angle = random(-PI/6, PI/6); |
| 674 | |
| 675 | Body.setVelocity(ball, { |
| 676 | x: direction * BALL_SPEED * cos(angle), |
| 677 | y: BALL_SPEED * sin(angle) |
| 678 | }); |
| 679 | |
| 680 | gameStarted = true; |
| 681 | }, 1000); |
| 682 | } |
| 683 | |
| 684 | function checkBallPosition() { |
| 685 | let ballX = ball.position.x; |
| 686 | |
| 687 | if (ballX < -BALL_RADIUS) { |
| 688 | rightScore++; |
| 689 | updateScore(); |
| 690 | resetBall(); |
| 691 | gameStarted = false; |
| 692 | } |
| 693 | |
| 694 | if (ballX > width + BALL_RADIUS) { |
| 695 | leftScore++; |
| 696 | updateScore(); |
| 697 | resetBall(); |
| 698 | gameStarted = false; |
| 699 | } |
| 700 | } |
| 701 | |
| 702 | function updateScore() { |
| 703 | document.getElementById('leftScore').textContent = leftScore; |
| 704 | document.getElementById('rightScore').textContent = rightScore; |
| 705 | } |
| 706 | |
| 707 | function getBallSpeed() { |
| 708 | let velocity = ball.velocity; |
| 709 | return Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); |
| 710 | } |
| 711 | |
| 712 | // Input handling |
| 713 | function keyPressed() { |
| 714 | keys[key] = true; |
| 715 | keys[keyCode] = true; |
| 716 | |
| 717 | if (!gameStarted && key !== ' ') { |
| 718 | gameStarted = true; |
| 719 | } |
| 720 | |
| 721 | // Reset game with spacebar |
| 722 | if (key === ' ') { |
| 723 | leftScore = 0; |
| 724 | rightScore = 0; |
| 725 | updateScore(); |
| 726 | resetBall(); |
| 727 | gameStarted = false; |
| 728 | |
| 729 | // Reset input buffers |
| 730 | inputBuffer.left = 0; |
| 731 | inputBuffer.right = 0; |
| 732 | |
| 733 | // Reset mouse input |
| 734 | mouseInput.active = false; |
| 735 | |
| 736 | // Clear particles |
| 737 | particles = []; |
| 738 | |
| 739 | console.log("🔄 Game reset!"); |
| 740 | } |
| 741 | } |
| 742 | |
| 743 | function keyReleased() { |
| 744 | keys[key] = false; |
| 745 | keys[keyCode] = false; |
| 746 | } |
| 747 | |
| 748 | // Mouse/touch input handlers |
| 749 | function mousePressed() { |
| 750 | // Start mouse/touch input when clicking in game area |
| 751 | if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) { |
| 752 | mouseInput.active = true; |
| 753 | |
| 754 | // Start game if not started |
| 755 | if (!gameStarted) { |
| 756 | gameStarted = true; |
| 757 | } |
| 758 | |
| 759 | return false; // Prevent default behavior |
| 760 | } |
| 761 | } |
| 762 | |
| 763 | function mouseDragged() { |
| 764 | // Continue mouse/touch input while dragging |
| 765 | if (mouseInput.active) { |
| 766 | return false; // Prevent default behavior |
| 767 | } |
| 768 | } |
| 769 | |
| 770 | function mouseReleased() { |
| 771 | // Stop mouse/touch input when releasing |
| 772 | mouseInput.active = false; |
| 773 | |
| 774 | // Gradually reduce input buffer when mouse is released |
| 775 | inputBuffer.left *= 0.8; |
| 776 | inputBuffer.right *= 0.8; |
| 777 | } |
| 778 | |
| 779 | function touchStarted() { |
| 780 | // Handle touch events same as mouse |
| 781 | return mousePressed(); |
| 782 | } |
| 783 | |
| 784 | function touchMoved() { |
| 785 | // Handle touch drag same as mouse |
| 786 | return mouseDragged(); |
| 787 | } |
| 788 | |
| 789 | function touchEnded() { |
| 790 | // Handle touch end same as mouse |
| 791 | mouseReleased(); |
| 792 | return false; |
| 793 | } |