| 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 | // Canvas settings |
| 10 | const CANVAS_WIDTH = 800; |
| 11 | const CANVAS_HEIGHT = 400; |
| 12 | |
| 13 | // Game constants |
| 14 | const BALL_SPEED = 6; |
| 15 | const BALL_RADIUS = 12; |
| 16 | const PADDLE_WIDTH = 20; |
| 17 | const PADDLE_HEIGHT = 80; |
| 18 | |
| 19 | // Enhanced movement constants (tuned for faster response) |
| 20 | const SUPPORT_SPEED = 6.5; // Bumped up |
| 21 | const SUPPORT_ACCEL = 1.2; // Increased acceleration |
| 22 | const INPUT_SMOOTHING = 0.25; // More responsive |
| 23 | const SUPPORT_MAX_SPEED = 8; // Higher max speed |
| 24 | |
| 25 | // Touch/mouse control constants |
| 26 | const MOUSE_SPEED_LIMIT = 4; // Max speed for mouse movement |
| 27 | const MOUSE_LAG_FACTOR = 0.12; // How much lag in mouse following |
| 28 | const TOUCH_SENSITIVITY = 1.2; // Touch movement multiplier |
| 29 | |
| 30 | // Spring physics constants (using your current settings) |
| 31 | const PADDLE_MASS = 0.8; |
| 32 | const SPRING_LENGTH = 50; |
| 33 | const SPRING_DAMPING = 0.6; |
| 34 | const SPRING_STIFFNESS = 0.025; |
| 35 | |
| 36 | // Visual enhancement constants |
| 37 | const TRAIL_SEGMENTS = 8; |
| 38 | const PADDLE_GLOW_DISTANCE = 25; |
| 39 | const SPRING_GLOW_INTENSITY = 120; // More intense glow |
| 40 | |
| 41 | // Particle system constants |
| 42 | const MAX_PARTICLES = 100; |
| 43 | const PARTICLE_LIFE = 60; |
| 44 | const IMPACT_PARTICLES = 8; |
| 45 | const SPRING_PARTICLE_RATE = 0.3; |
| 46 | |
| 47 | // Bop system constants |
| 48 | const BOP_FORCE = 1.0; |
| 49 | const BOP_DURATION = 300; |
| 50 | const BOP_COOLDOWN = 500; |
| 51 | const ANCHOR_RECOIL = 40; // How far the anchor moves backward during bop |
| 52 | const BOP_RANGE = 600; // How far the paddle can thrust forward |
| 53 | const BOP_VELOCITY_BOOST = 12; // Initial velocity boost for paddle |
| 54 | |
| 55 | // Game variables |
| 56 | let ball; |
| 57 | let world; |
| 58 | let engine; |
| 59 | |
| 60 | // Particle systems |
| 61 | let particles = []; |
| 62 | let impactParticles = []; |
| 63 | |
| 64 | // Spring paddle system components |
| 65 | let boundaries = []; |
| 66 | let leftSupport, leftPaddle, leftSpring; |
| 67 | let rightSupport, rightPaddle, rightSpring; |
| 68 | |
| 69 | // Game state |
| 70 | let leftScore = 0; |
| 71 | let rightScore = 0; |
| 72 | let aiEnabled = true; |
| 73 | let gameState = 'menu'; // 'menu', 'playing', 'paused' |
| 74 | let gameMode = 'vs-cpu'; // 'vs-cpu' or 'vs-human' |
| 75 | let gameStarted = false; |
| 76 | |
| 77 | // Menu state |
| 78 | let menuState = { |
| 79 | selectedOption: 0, // 0 = 1 Player, 1 = 2 Player |
| 80 | options: ['1 Player vs CPU', '2 Player'], |
| 81 | difficultySelected: 1, // 0 = Easy, 1 = Medium, 2 = Hard |
| 82 | difficulties: ['Easy', 'Medium', 'Hard'], |
| 83 | showDifficulty: true |
| 84 | }; |
| 85 | |
| 86 | // AI system |
| 87 | let aiState = { |
| 88 | targetY: 200, |
| 89 | reactionDelay: 0, |
| 90 | difficulty: 'medium', // 'easy', 'medium', 'hard' |
| 91 | lastBallX: 0, |
| 92 | lastUpdateTime: 0, |
| 93 | |
| 94 | // Advanced AI state machine |
| 95 | mode: 'TRACKING', // TRACKING, WINDING_UP, SWINGING, RECOVERING, ANTICIPATING |
| 96 | windupStartTime: 0, |
| 97 | swingStartTime: 0, |
| 98 | interceptY: 200, |
| 99 | windupDirection: 1, // 1 for up, -1 for down |
| 100 | aggressionLevel: 0.5, // 0 = defensive, 1 = maximum aggression |
| 101 | lastHitTime: 0, |
| 102 | |
| 103 | // Oscillation parameters (increased for better windup) |
| 104 | windupDistance: 120, // Much bigger - about half canvas height |
| 105 | swingPower: 1.05, // Reduced from 1.1 for more control |
| 106 | timingWindow: 40, // Slightly longer execution window |
| 107 | |
| 108 | // Lifelike movement |
| 109 | idleTarget: 200, // Where AI "wants" to be when idle |
| 110 | microAdjustment: 0, // Small random movements |
| 111 | breathingOffset: 0, // Subtle breathing-like motion |
| 112 | lastMicroTime: 0, // For micro-movement timing |
| 113 | |
| 114 | // AI Bop system |
| 115 | consideringBop: false, // Is AI thinking about bopping? |
| 116 | bopDecisionTime: 0, // When AI decided to bop |
| 117 | bopTiming: 200 // How long before ball contact to bop (ms) |
| 118 | }; |
| 119 | |
| 120 | // Player input |
| 121 | let keys = {}; |
| 122 | let inputBuffer = { left: 0, right: 0 }; |
| 123 | |
| 124 | // Bop system |
| 125 | let bopState = { |
| 126 | left: { |
| 127 | active: false, |
| 128 | startTime: 0, |
| 129 | duration: BOP_DURATION, |
| 130 | power: BOP_FORCE, |
| 131 | cooldown: BOP_COOLDOWN, |
| 132 | lastBopTime: 0, |
| 133 | originalPos: null |
| 134 | }, |
| 135 | right: { |
| 136 | active: false, |
| 137 | startTime: 0, |
| 138 | duration: BOP_DURATION, |
| 139 | power: BOP_FORCE, |
| 140 | cooldown: BOP_COOLDOWN, |
| 141 | lastBopTime: 0, |
| 142 | originalPos: null |
| 143 | } |
| 144 | }; |
| 145 | |
| 146 | function handleBopInput() { |
| 147 | let currentTime = millis(); |
| 148 | |
| 149 | // Left player bop - use Left Shift for both modes |
| 150 | let leftBopPressed = keys['Shift'] && !keys['Control']; // Left shift (without Ctrl) |
| 151 | |
| 152 | if (leftBopPressed && !bopState.left.active && |
| 153 | currentTime - bopState.left.lastBopTime > bopState.left.cooldown) { |
| 154 | activateBop('left', currentTime); |
| 155 | } |
| 156 | |
| 157 | // Right player bop (Enter - only in two player mode) |
| 158 | if (!aiEnabled) { |
| 159 | let rightBopPressed = keys['Enter']; |
| 160 | |
| 161 | if (rightBopPressed && !bopState.right.active && |
| 162 | currentTime - bopState.right.lastBopTime > bopState.right.cooldown) { |
| 163 | activateBop('right', currentTime); |
| 164 | } |
| 165 | } |
| 166 | |
| 167 | // Update active bops |
| 168 | updateBopStates(currentTime); |
| 169 | } |
| 170 | |
| 171 | function activateBop(side, currentTime) { |
| 172 | bopState[side].active = true; |
| 173 | bopState[side].startTime = currentTime; |
| 174 | bopState[side].lastBopTime = currentTime; |
| 175 | |
| 176 | // Get the relevant bodies |
| 177 | let paddle = side === 'left' ? leftPaddle : rightPaddle; |
| 178 | let support = side === 'left' ? leftSupport : rightSupport; |
| 179 | |
| 180 | // Calculate direction from support to paddle (this is the bop direction) |
| 181 | let dx = paddle.position.x - support.position.x; |
| 182 | let dy = paddle.position.y - support.position.y; |
| 183 | |
| 184 | // Normalize direction |
| 185 | let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 186 | if (magnitude > 0) { |
| 187 | dx /= magnitude; |
| 188 | dy /= magnitude; |
| 189 | |
| 190 | // Calculate anchor recoil distance |
| 191 | let anchorRecoilDistance = ANCHOR_RECOIL * 0.4; |
| 192 | |
| 193 | // Move the support BACKWARD (recoil effect) |
| 194 | let newSupportX = support.position.x - dx * anchorRecoilDistance; |
| 195 | let newSupportY = support.position.y - dy * anchorRecoilDistance; |
| 196 | |
| 197 | // Apply the support movement |
| 198 | Body.setPosition(support, { x: newSupportX, y: newSupportY }); |
| 199 | |
| 200 | // Store original support position for recovery |
| 201 | bopState[side].originalPos = { |
| 202 | x: support.position.x + dx * anchorRecoilDistance, |
| 203 | y: support.position.y + dy * anchorRecoilDistance |
| 204 | }; |
| 205 | |
| 206 | // IMPORTANT: Set paddle velocity directly for immediate forward thrust |
| 207 | // This creates the "shooting forward" effect based on BOP_RANGE |
| 208 | let forwardSpeed = (BOP_RANGE / SPRING_LENGTH) * BOP_VELOCITY_BOOST; |
| 209 | Body.setVelocity(paddle, { |
| 210 | x: paddle.velocity.x + dx * forwardSpeed, |
| 211 | y: paddle.velocity.y + dy * forwardSpeed |
| 212 | }); |
| 213 | |
| 214 | // Also apply a strong forward force for continued acceleration |
| 215 | Body.applyForce(paddle, paddle.position, { |
| 216 | x: dx * bopState[side].power * BOP_RANGE * 0.1, |
| 217 | y: dy * bopState[side].power * BOP_RANGE * 0.1 |
| 218 | }); |
| 219 | |
| 220 | // Create particle burst for visual feedback |
| 221 | for (let i = 0; i < 5; i++) { |
| 222 | let angle = Math.atan2(dy, dx) + (Math.random() - 0.5) * 0.5; |
| 223 | let speed = Math.random() * 4 + 2; |
| 224 | particles.push({ |
| 225 | x: support.position.x, |
| 226 | y: support.position.y, |
| 227 | vx: Math.cos(angle) * speed * -1, // Particles go backward |
| 228 | vy: Math.sin(angle) * speed * -1, |
| 229 | size: Math.random() * 3 + 2, |
| 230 | life: 30, |
| 231 | maxLife: 30, |
| 232 | color: { r: 255, g: 255, b: 100 }, |
| 233 | type: 'impact' |
| 234 | }); |
| 235 | } |
| 236 | |
| 237 | // Force collision detection update |
| 238 | Engine.update(engine, 0); |
| 239 | } |
| 240 | |
| 241 | console.log(side + " player BOP!"); |
| 242 | } |
| 243 | |
| 244 | function updateBopStates(currentTime) { |
| 245 | // Update left bop |
| 246 | if (bopState.left.active) { |
| 247 | let elapsed = currentTime - bopState.left.startTime; |
| 248 | let progress = elapsed / bopState.left.duration; |
| 249 | |
| 250 | if (progress >= 1.0) { |
| 251 | // Bop finished |
| 252 | bopState.left.active = false; |
| 253 | bopState.left.originalPos = null; |
| 254 | } else { |
| 255 | // Smoothly return support to original position |
| 256 | if (bopState.left.originalPos) { |
| 257 | let support = leftSupport; |
| 258 | let currentX = support.position.x; |
| 259 | let currentY = support.position.y; |
| 260 | |
| 261 | // Ease back to original position |
| 262 | let returnSpeed = 0.15 * (1 - Math.pow(1 - progress, 3)); // Ease out cubic |
| 263 | let newX = currentX + (bopState.left.originalPos.x - currentX) * returnSpeed; |
| 264 | let newY = currentY + (bopState.left.originalPos.y - currentY) * returnSpeed; |
| 265 | |
| 266 | Body.setPosition(support, { x: newX, y: newY }); |
| 267 | } |
| 268 | |
| 269 | // Apply range limiting during active bop |
| 270 | limitBopRange(leftSupport, leftPaddle); |
| 271 | } |
| 272 | } |
| 273 | |
| 274 | // Update right bop |
| 275 | if (bopState.right.active) { |
| 276 | let elapsed = currentTime - bopState.right.startTime; |
| 277 | let progress = elapsed / bopState.right.duration; |
| 278 | |
| 279 | if (progress >= 1.0) { |
| 280 | // Bop finished |
| 281 | bopState.right.active = false; |
| 282 | bopState.right.originalPos = null; |
| 283 | } else { |
| 284 | // Smoothly return support to original position |
| 285 | if (bopState.right.originalPos) { |
| 286 | let support = rightSupport; |
| 287 | let currentX = support.position.x; |
| 288 | let currentY = support.position.y; |
| 289 | |
| 290 | // Ease back to original position |
| 291 | let returnSpeed = 0.15 * (1 - Math.pow(1 - progress, 3)); // Ease out cubic |
| 292 | let newX = currentX + (bopState.right.originalPos.x - currentX) * returnSpeed; |
| 293 | let newY = currentY + (bopState.right.originalPos.y - currentY) * returnSpeed; |
| 294 | |
| 295 | Body.setPosition(support, { x: newX, y: newY }); |
| 296 | } |
| 297 | |
| 298 | // Apply range limiting during active bop |
| 299 | limitBopRange(rightSupport, rightPaddle); |
| 300 | } |
| 301 | } |
| 302 | } |
| 303 | |
| 304 | function limitBopRange(support, paddle) { |
| 305 | // Calculate current distance |
| 306 | let currentDistance = dist(support.position.x, support.position.y, |
| 307 | paddle.position.x, paddle.position.y); |
| 308 | |
| 309 | // If paddle is beyond max range (spring length + bop range), pull it back |
| 310 | let maxDistance = SPRING_LENGTH + BOP_RANGE; |
| 311 | if (currentDistance > maxDistance) { |
| 312 | // Calculate direction from support to paddle |
| 313 | let dx = paddle.position.x - support.position.x; |
| 314 | let dy = paddle.position.y - support.position.y; |
| 315 | |
| 316 | // Normalize |
| 317 | let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 318 | dx /= magnitude; |
| 319 | dy /= magnitude; |
| 320 | |
| 321 | // Set paddle position at max distance |
| 322 | let newX = support.position.x + dx * maxDistance; |
| 323 | let newY = support.position.y + dy * maxDistance; |
| 324 | |
| 325 | // Preserve some velocity but dampen it |
| 326 | let currentVel = paddle.velocity; |
| 327 | Body.setPosition(paddle, { x: newX, y: newY }); |
| 328 | Body.setVelocity(paddle, { |
| 329 | x: currentVel.x * 0.7, |
| 330 | y: currentVel.y * 0.7 |
| 331 | }); |
| 332 | } |
| 333 | } |
| 334 | |
| 335 | // Touch/mouse input |
| 336 | let mouseInput = { |
| 337 | active: false, |
| 338 | targetY: 0, |
| 339 | leftPaddleTarget: 0, |
| 340 | rightPaddleTarget: 0, |
| 341 | smoothing: 0.08, // Slower smoothing for deliberate lag |
| 342 | deadZone: 15 // Minimum distance before movement starts |
| 343 | }; |
| 344 | |
| 345 | |
| 346 | // AI difficulty settings |
| 347 | const AI_SETTINGS = { |
| 348 | easy: { |
| 349 | reactionTime: 400, // ms delay |
| 350 | accuracy: 0.7, // 70% accuracy |
| 351 | speed: 0.8, // Increased from 0.6 |
| 352 | prediction: 0.3, // 30% prediction vs reaction |
| 353 | aggression: 0.2, // Low aggression |
| 354 | oscillation: 0.3 // Minimal oscillation |
| 355 | }, |
| 356 | medium: { |
| 357 | reactionTime: 250, |
| 358 | accuracy: 0.85, |
| 359 | speed: 1.0, // Increased from 0.8 |
| 360 | prediction: 0.6, |
| 361 | aggression: 0.5, // Moderate aggression |
| 362 | oscillation: 0.7 // Good oscillation technique |
| 363 | }, |
| 364 | hard: { |
| 365 | reactionTime: 150, |
| 366 | accuracy: 0.95, |
| 367 | speed: 1.2, // Increased from 1.0 |
| 368 | prediction: 0.8, |
| 369 | aggression: 0.8, // High aggression |
| 370 | oscillation: 1.0 // Master-level oscillation |
| 371 | } |
| 372 | }; |
| 373 | |
| 374 | function setup() { |
| 375 | // Create p5.js canvas |
| 376 | let canvas = createCanvas(CANVAS_WIDTH, CANVAS_HEIGHT); |
| 377 | canvas.parent('gameCanvas'); |
| 378 | |
| 379 | // Initialize Matter.js physics engine |
| 380 | engine = Engine.create(); |
| 381 | world = engine.world; |
| 382 | |
| 383 | // Disable gravity for classic Pong feel |
| 384 | engine.world.gravity.y = 0; |
| 385 | engine.world.gravity.x = 0; |
| 386 | |
| 387 | // Create game boundaries (top and bottom walls) |
| 388 | let topWall = Bodies.rectangle(width/2, -10, width, 20, { isStatic: true }); |
| 389 | let bottomWall = Bodies.rectangle(width/2, height + 10, width, 20, { isStatic: true }); |
| 390 | boundaries.push(topWall, bottomWall); |
| 391 | |
| 392 | // Create spring paddle systems |
| 393 | createSpringPaddleSystem('left'); |
| 394 | createSpringPaddleSystem('right'); |
| 395 | |
| 396 | // Create ball |
| 397 | resetBall(); |
| 398 | |
| 399 | // Add everything to the world |
| 400 | World.add(world, [ |
| 401 | ...boundaries, |
| 402 | ball, |
| 403 | leftSupport, leftPaddle, leftSpring, |
| 404 | rightSupport, rightPaddle, rightSpring |
| 405 | ]); |
| 406 | |
| 407 | // Set up collision events |
| 408 | Matter.Events.on(engine, 'collisionStart', function(event) { |
| 409 | let pairs = event.pairs; |
| 410 | |
| 411 | for (let i = 0; i < pairs.length; i++) { |
| 412 | let pair = pairs[i]; |
| 413 | |
| 414 | // Check if collision involves ball and paddle |
| 415 | if ((pair.bodyA === ball && (pair.bodyB === leftPaddle || pair.bodyB === rightPaddle)) || |
| 416 | (pair.bodyB === ball && (pair.bodyA === leftPaddle || pair.bodyA === rightPaddle))) { |
| 417 | |
| 418 | let paddle = pair.bodyA === ball ? pair.bodyB : pair.bodyA; |
| 419 | let isLeftPaddle = paddle === leftPaddle; |
| 420 | |
| 421 | // Apply bop boost if paddle is currently bopping |
| 422 | if ((isLeftPaddle && bopState.left.active) || (!isLeftPaddle && bopState.right.active)) { |
| 423 | // Get current velocities |
| 424 | let ballVel = ball.velocity; |
| 425 | let paddleVel = paddle.velocity; |
| 426 | |
| 427 | // Calculate boost based on paddle velocity |
| 428 | let boostX = paddleVel.x * 0.5; |
| 429 | let boostY = paddleVel.y * 0.5; |
| 430 | |
| 431 | // Apply extra velocity to ball |
| 432 | Body.setVelocity(ball, { |
| 433 | x: ballVel.x * 1.3 + boostX, |
| 434 | y: ballVel.y * 1.3 + boostY |
| 435 | }); |
| 436 | |
| 437 | // Create extra impact particles |
| 438 | createImpactParticles(ball.position.x, ball.position.y, ballVel.x, ballVel.y); |
| 439 | } |
| 440 | } |
| 441 | } |
| 442 | }); |
| 443 | } |
| 444 | |
| 445 | function createSpringPaddleSystem(side) { |
| 446 | let supportX = side === 'left' ? 60 : width - 60; |
| 447 | let paddleX = side === 'left' ? 60 + SPRING_LENGTH : width - 60 - SPRING_LENGTH; |
| 448 | let startY = height / 2; |
| 449 | |
| 450 | if (side === 'left') { |
| 451 | // Left support (invisible anchor point controlled by player) |
| 452 | leftSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 453 | isStatic: true, |
| 454 | render: { visible: false } |
| 455 | }); |
| 456 | |
| 457 | // Left paddle (the actual hitting surface) |
| 458 | leftPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 459 | mass: PADDLE_MASS, |
| 460 | restitution: 1.3, // Even bouncier! |
| 461 | friction: 0, |
| 462 | frictionAir: 0.005, // Less air resistance |
| 463 | isSensor: false, |
| 464 | slop: 0.01, // Tighter collision detection |
| 465 | render: { |
| 466 | fillStyle: '#00ff88' |
| 467 | } |
| 468 | }); |
| 469 | |
| 470 | // Enable continuous collision detection for better bop collisions |
| 471 | leftPaddle.collisionFilter = { |
| 472 | category: 0x0002, |
| 473 | mask: 0xFFFF |
| 474 | }; |
| 475 | |
| 476 | // Spring constraint connecting support to paddle |
| 477 | leftSpring = Constraint.create({ |
| 478 | bodyA: leftSupport, |
| 479 | bodyB: leftPaddle, |
| 480 | length: SPRING_LENGTH, |
| 481 | stiffness: SPRING_STIFFNESS, |
| 482 | damping: SPRING_DAMPING |
| 483 | }); |
| 484 | } else { |
| 485 | // Right support (invisible anchor point controlled by player/AI) |
| 486 | rightSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 487 | isStatic: true, |
| 488 | render: { visible: false } |
| 489 | }); |
| 490 | |
| 491 | // Right paddle (the actual hitting surface) |
| 492 | rightPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 493 | mass: PADDLE_MASS, |
| 494 | restitution: 1.2, // Slightly toned down |
| 495 | friction: 0, |
| 496 | frictionAir: 0.008, // Bit more air resistance for stability |
| 497 | isSensor: false, |
| 498 | slop: 0.01, // Tighter collision detection |
| 499 | render: { |
| 500 | fillStyle: '#ff6464' |
| 501 | } |
| 502 | }); |
| 503 | |
| 504 | // Enable continuous collision detection for better bop collisions |
| 505 | rightPaddle.collisionFilter = { |
| 506 | category: 0x0004, |
| 507 | mask: 0xFFFF |
| 508 | }; |
| 509 | |
| 510 | // Spring constraint connecting support to paddle |
| 511 | rightSpring = Constraint.create({ |
| 512 | bodyA: rightSupport, |
| 513 | bodyB: rightPaddle, |
| 514 | length: SPRING_LENGTH, |
| 515 | stiffness: SPRING_STIFFNESS, |
| 516 | damping: SPRING_DAMPING |
| 517 | }); |
| 518 | } |
| 519 | } |
| 520 | |
| 521 | function draw() { |
| 522 | // Update physics |
| 523 | Engine.update(engine); |
| 524 | |
| 525 | // Clear canvas |
| 526 | background(10, 10, 10); |
| 527 | |
| 528 | if (gameState === 'menu') { |
| 529 | drawMenu(); |
| 530 | } else { |
| 531 | // Handle enhanced player input |
| 532 | handleEnhancedInput(); |
| 533 | |
| 534 | // Update particle systems |
| 535 | updateParticles(); |
| 536 | checkCollisions(); |
| 537 | |
| 538 | // Enhanced collision detection during bops - just more frequent updates |
| 539 | if (bopState.left.active || bopState.right.active) { |
| 540 | // Multiple smaller physics updates for better collision detection |
| 541 | Engine.update(engine, 8); |
| 542 | Engine.update(engine, 8); |
| 543 | } |
| 544 | |
| 545 | // Check for scoring |
| 546 | checkBallPosition(); |
| 547 | |
| 548 | // Draw particles behind everything |
| 549 | drawParticles(); |
| 550 | |
| 551 | // Draw game objects with enhanced visuals |
| 552 | drawSpringPaddleSystemsEnhanced(); |
| 553 | drawBallEnhanced(); |
| 554 | drawBoundaries(); |
| 555 | drawCenterLine(); |
| 556 | |
| 557 | // Draw debug info |
| 558 | drawDebugInfo(); |
| 559 | |
| 560 | // Start message |
| 561 | if (!gameStarted) { |
| 562 | drawStartMessage(); |
| 563 | } |
| 564 | } |
| 565 | } |
| 566 | |
| 567 | function handleEnhancedInput() { |
| 568 | // Handle both keyboard and mouse/touch input |
| 569 | handleKeyboardInput(); |
| 570 | handleMouseTouchInput(); |
| 571 | |
| 572 | // Handle bop mechanics |
| 573 | handleBopInput(); |
| 574 | |
| 575 | // Handle AI if enabled |
| 576 | if (aiEnabled && gameStarted) { |
| 577 | handleAI(); |
| 578 | } |
| 579 | } |
| 580 | |
| 581 | function handleKeyboardInput() { |
| 582 | // Smooth input accumulation with acceleration |
| 583 | let leftInput = 0; |
| 584 | let rightInput = 0; |
| 585 | |
| 586 | // Left paddle input (W/S keys) - always player controlled |
| 587 | if (keys['w'] || keys['W']) leftInput -= 1; |
| 588 | if (keys['s'] || keys['S']) leftInput += 1; |
| 589 | |
| 590 | // Right paddle input (Arrow keys) - only if AI is disabled |
| 591 | if (!aiEnabled) { |
| 592 | if (keys['ArrowUp']) rightInput -= 1; |
| 593 | if (keys['ArrowDown']) rightInput += 1; |
| 594 | } |
| 595 | |
| 596 | // Apply acceleration and smoothing for keyboard |
| 597 | inputBuffer.left = lerp(inputBuffer.left, leftInput, INPUT_SMOOTHING); |
| 598 | if (!aiEnabled) { |
| 599 | inputBuffer.right = lerp(inputBuffer.right, rightInput, INPUT_SMOOTHING); |
| 600 | } |
| 601 | |
| 602 | // Move supports with enhanced physics (only if not using mouse) |
| 603 | if (!mouseInput.active) { |
| 604 | if (Math.abs(inputBuffer.left) > 0.01) { |
| 605 | moveSupportEnhanced(leftSupport, inputBuffer.left * SUPPORT_SPEED); |
| 606 | } |
| 607 | if (!aiEnabled && Math.abs(inputBuffer.right) > 0.01) { |
| 608 | moveSupportEnhanced(rightSupport, inputBuffer.right * SUPPORT_SPEED); |
| 609 | } |
| 610 | } |
| 611 | } |
| 612 | |
| 613 | function handleMouseTouchInput() { |
| 614 | if (!mouseInput.active) return; |
| 615 | |
| 616 | // Determine which paddle to control based on mouse X position |
| 617 | let controllingLeft = mouseX < width / 2; |
| 618 | |
| 619 | // Don't allow mouse control of AI paddle |
| 620 | if (!controllingLeft && aiEnabled) return; |
| 621 | |
| 622 | let targetSupport = controllingLeft ? leftSupport : rightSupport; |
| 623 | |
| 624 | // Calculate target Y with dead zone |
| 625 | let currentY = targetSupport.position.y; |
| 626 | let targetY = mouseY; |
| 627 | let deltaY = targetY - currentY; |
| 628 | |
| 629 | // Apply dead zone - don't move unless mouse is far enough |
| 630 | if (Math.abs(deltaY) < mouseInput.deadZone) { |
| 631 | return; |
| 632 | } |
| 633 | |
| 634 | // Calculate movement with lag and speed limiting |
| 635 | let movement = deltaY * MOUSE_LAG_FACTOR * TOUCH_SENSITIVITY; |
| 636 | |
| 637 | // Limit maximum speed to prevent snappy movement |
| 638 | movement = constrain(movement, -MOUSE_SPEED_LIMIT, MOUSE_SPEED_LIMIT); |
| 639 | |
| 640 | // Apply the lagged movement |
| 641 | moveSupportEnhanced(targetSupport, movement); |
| 642 | |
| 643 | // Visual feedback - update input buffer for particle effects |
| 644 | if (controllingLeft) { |
| 645 | inputBuffer.left = constrain(movement / MOUSE_SPEED_LIMIT, -1, 1); |
| 646 | } else if (!aiEnabled) { |
| 647 | inputBuffer.right = constrain(movement / MOUSE_SPEED_LIMIT, -1, 1); |
| 648 | } |
| 649 | } |
| 650 | |
| 651 | function handleAI() { |
| 652 | let currentTime = millis(); |
| 653 | let ballPos = ball.position; |
| 654 | let ballVel = ball.velocity; |
| 655 | let aiSettings = AI_SETTINGS[aiState.difficulty]; |
| 656 | |
| 657 | // Update aggression based on score difference and time |
| 658 | updateAIAggression(); |
| 659 | |
| 660 | // Add lifelike micro-movements |
| 661 | updateAILifelikeBehavior(currentTime); |
| 662 | |
| 663 | // Advanced AI state machine |
| 664 | switch (aiState.mode) { |
| 665 | case 'TRACKING': |
| 666 | handleAITracking(currentTime, ballPos, ballVel, aiSettings); |
| 667 | break; |
| 668 | case 'WINDING_UP': |
| 669 | handleAIWindup(currentTime, ballPos, ballVel, aiSettings); |
| 670 | break; |
| 671 | case 'SWINGING': |
| 672 | handleAISwing(currentTime, ballPos, ballVel, aiSettings); |
| 673 | break; |
| 674 | case 'RECOVERING': |
| 675 | handleAIRecovery(currentTime, ballPos, ballVel, aiSettings); |
| 676 | break; |
| 677 | case 'ANTICIPATING': |
| 678 | handleAIAnticipation(currentTime, ballPos, ballVel, aiSettings); |
| 679 | break; |
| 680 | } |
| 681 | |
| 682 | // Apply movement with spring physics awareness |
| 683 | executeAIMovement(aiSettings); |
| 684 | } |
| 685 | |
| 686 | function updateAILifelikeBehavior(currentTime) { |
| 687 | // Subtle breathing-like motion when not actively engaged |
| 688 | aiState.breathingOffset = sin(currentTime * 0.003) * 3; |
| 689 | |
| 690 | // Random micro-adjustments every few seconds |
| 691 | if (currentTime - aiState.lastMicroTime > 2000 + random(1000)) { |
| 692 | aiState.microAdjustment = (random() - 0.5) * 15; |
| 693 | aiState.lastMicroTime = currentTime; |
| 694 | } |
| 695 | |
| 696 | // Gradually decay micro-adjustment |
| 697 | aiState.microAdjustment *= 0.98; |
| 698 | |
| 699 | // Update idle target with slight wandering |
| 700 | if (aiState.mode === 'ANTICIPATING' || aiState.mode === 'RECOVERING') { |
| 701 | let centerY = height / 2; |
| 702 | let wanderRadius = 25; |
| 703 | aiState.idleTarget = centerY + sin(currentTime * 0.002) * wanderRadius; |
| 704 | } |
| 705 | } |
| 706 | |
| 707 | function updateAIAggression() { |
| 708 | // Increase aggression when losing |
| 709 | let scoreDiff = leftScore - rightScore; |
| 710 | let baseAggression = AI_SETTINGS[aiState.difficulty].aggression; |
| 711 | |
| 712 | // Rage mode when losing by 2+ points |
| 713 | if (scoreDiff >= 2) { |
| 714 | aiState.aggressionLevel = Math.min(1.0, baseAggression + 0.3); |
| 715 | } else if (scoreDiff >= 1) { |
| 716 | aiState.aggressionLevel = Math.min(1.0, baseAggression + 0.15); |
| 717 | } else { |
| 718 | aiState.aggressionLevel = baseAggression; |
| 719 | } |
| 720 | } |
| 721 | |
| 722 | function handleAITracking(currentTime, ballPos, ballVel, aiSettings) { |
| 723 | // Always track ball position for more responsive movement |
| 724 | let ballApproaching = ballVel.x > 0; |
| 725 | let ballDistance = width - ballPos.x; |
| 726 | let ballSpeed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 727 | |
| 728 | // Calculate where the AI paddle currently is (not the anchor) |
| 729 | let paddlePos = rightPaddle.position; |
| 730 | let anchorPos = rightSupport.position; |
| 731 | |
| 732 | // Continuous ball tracking with paddle awareness |
| 733 | let trackingIntensity = ballApproaching ? 0.08 : 0.03; |
| 734 | |
| 735 | // Calculate where anchor should be to position PADDLE at target Y |
| 736 | let desiredPaddleY = ballPos.y + aiState.microAdjustment; |
| 737 | desiredPaddleY = constrain(desiredPaddleY, 80, height - 80); |
| 738 | |
| 739 | // Estimate anchor position needed to get paddle to desired position |
| 740 | let anchorOffsetNeeded = calculateAnchorOffset(desiredPaddleY, paddlePos, anchorPos); |
| 741 | let targetAnchorY = desiredPaddleY + anchorOffsetNeeded; |
| 742 | |
| 743 | // Always apply some level of paddle-aware tracking |
| 744 | aiState.targetY = lerp(aiState.targetY, targetAnchorY, trackingIntensity); |
| 745 | |
| 746 | // AI Bop decision logic |
| 747 | if (ballApproaching && ballDistance < 150 && !aiState.consideringBop) { |
| 748 | // Consider bopping if ball is close and conditions are right |
| 749 | let shouldConsiderBop = ballSpeed > 8 && // Fast incoming ball |
| 750 | Math.abs(ballVel.y) < 4 && // Not too much vertical movement |
| 751 | random() < aiSettings.aggression * 0.4; // Chance based on aggression |
| 752 | |
| 753 | if (shouldConsiderBop) { |
| 754 | aiState.consideringBop = true; |
| 755 | aiState.bopDecisionTime = currentTime; |
| 756 | } |
| 757 | } |
| 758 | |
| 759 | // Execute bop at the right moment |
| 760 | if (aiState.consideringBop && ballApproaching) { |
| 761 | let timeToBop = currentTime - aiState.bopDecisionTime; |
| 762 | let shouldBop = timeToBop > aiState.bopTiming && |
| 763 | ballDistance < 100 && |
| 764 | !bopState.right.active && |
| 765 | currentTime - bopState.right.lastBopTime > BOP_COOLDOWN; |
| 766 | |
| 767 | if (shouldBop) { |
| 768 | activateBop('right', currentTime); |
| 769 | aiState.consideringBop = false; |
| 770 | } |
| 771 | |
| 772 | // Cancel bop consideration if ball gets too far |
| 773 | if (ballDistance > 150) { |
| 774 | aiState.consideringBop = false; |
| 775 | } |
| 776 | } |
| 777 | |
| 778 | // Only do advanced prediction and windup logic if enough time has passed (reaction delay) |
| 779 | if (currentTime - aiState.lastUpdateTime > aiSettings.reactionTime) { |
| 780 | |
| 781 | if (ballApproaching && ballDistance < 300) { |
| 782 | // Calculate intercept point with advanced prediction |
| 783 | let timeToReach = ballDistance / Math.abs(ballVel.x); |
| 784 | let predictedBallY = ballPos.y + ballVel.y * timeToReach; |
| 785 | |
| 786 | // Account for wall bounces |
| 787 | if (predictedBallY < 50) { |
| 788 | predictedBallY = 100 - predictedBallY; |
| 789 | } else if (predictedBallY > height - 50) { |
| 790 | predictedBallY = 2 * (height - 50) - predictedBallY; |
| 791 | } |
| 792 | |
| 793 | // Add accuracy error |
| 794 | let error = (random() - 0.5) * 35 * (1 - aiSettings.accuracy); |
| 795 | predictedBallY += error; |
| 796 | |
| 797 | // Calculate where PADDLE needs to be to hit the ball |
| 798 | aiState.interceptY = predictedBallY; |
| 799 | |
| 800 | // Calculate where ANCHOR needs to be to position paddle correctly |
| 801 | let interceptAnchorOffset = calculateAnchorOffset(aiState.interceptY, paddlePos, anchorPos); |
| 802 | let targetAnchorForIntercept = aiState.interceptY + interceptAnchorOffset; |
| 803 | |
| 804 | // VERY selective windup decision: only for very slow balls |
| 805 | let shouldWindUp = ballSpeed < 4.5 && // Much stricter - very slow balls only |
| 806 | ballDistance > 200 && // Lots of distance required |
| 807 | Math.abs(ballVel.y) < 3 && // Very limited vertical movement |
| 808 | Math.abs(ballVel.x) > 1 && // Ball must be actually moving toward AI |
| 809 | !aiState.consideringBop && // Don't windup if considering bop |
| 810 | random() < aiSettings.oscillation * aiState.aggressionLevel * 0.3; // Much lower chance |
| 811 | |
| 812 | if (shouldWindUp) { |
| 813 | // Start winding up for power shot |
| 814 | aiState.mode = 'WINDING_UP'; |
| 815 | aiState.windupStartTime = currentTime; |
| 816 | |
| 817 | // Determine windup direction (opposite of where paddle needs to be) |
| 818 | aiState.windupDirection = aiState.interceptY > paddlePos.y ? -1 : 1; |
| 819 | |
| 820 | } else { |
| 821 | // Use paddle-aware intercept positioning |
| 822 | aiState.targetY = lerp(aiState.targetY, targetAnchorForIntercept, 0.3); |
| 823 | } |
| 824 | |
| 825 | aiState.lastUpdateTime = currentTime; |
| 826 | } |
| 827 | } |
| 828 | } |
| 829 | |
| 830 | // Helper function to estimate where anchor should be to position paddle at target Y |
| 831 | function calculateAnchorOffset(targetPaddleY, currentPaddlePos, currentAnchorPos) { |
| 832 | // Calculate current spring vector |
| 833 | let springVectorY = currentPaddlePos.y - currentAnchorPos.y; |
| 834 | |
| 835 | // The paddle tends to lag behind the anchor due to spring physics |
| 836 | // We need to account for this offset when positioning |
| 837 | |
| 838 | // Simple approximation: if spring is compressed/extended, paddle will be offset |
| 839 | let currentSpringLength = dist(currentAnchorPos.x, currentAnchorPos.y, |
| 840 | currentPaddlePos.x, currentPaddlePos.y); |
| 841 | let springCompression = SPRING_LENGTH - currentSpringLength; |
| 842 | |
| 843 | // Estimate the Y offset the paddle will have relative to anchor |
| 844 | // This is a simplified physics approximation |
| 845 | let estimatedPaddleOffset = springVectorY * 0.8; // Paddle lags behind anchor |
| 846 | |
| 847 | // Return the offset needed for anchor positioning |
| 848 | return -estimatedPaddleOffset; |
| 849 | } |
| 850 | |
| 851 | function handleAIWindup(currentTime, ballPos, ballVel, aiSettings) { |
| 852 | let windupTime = currentTime - aiState.windupStartTime; |
| 853 | |
| 854 | // Smooth windup progression with easing |
| 855 | let maxWindupTime = 800; // Longer time for smooth movement |
| 856 | let timeProgress = Math.min(windupTime / maxWindupTime, 1.0); |
| 857 | |
| 858 | // Ease-in-out for smooth acceleration/deceleration |
| 859 | let easedProgress = timeProgress < 0.5 |
| 860 | ? 2 * timeProgress * timeProgress |
| 861 | : 1 - Math.pow(-2 * timeProgress + 2, 3) / 2; |
| 862 | |
| 863 | aiState.windupProgress = easedProgress; |
| 864 | |
| 865 | // Calculate smooth windup target based on intercept position |
| 866 | let windupTargetY = aiState.interceptY + aiState.windupDirection * aiState.windupDistance * aiState.aggressionLevel * easedProgress; |
| 867 | windupTargetY = constrain(windupTargetY, 50, height - 50); |
| 868 | |
| 869 | // Convert paddle target to anchor target using paddle awareness |
| 870 | let anchorOffsetNeeded = calculateAnchorOffset(windupTargetY, rightPaddle.position, rightSupport.position); |
| 871 | aiState.targetY = windupTargetY + anchorOffsetNeeded; |
| 872 | |
| 873 | // Check if it's time to swing |
| 874 | let ballDistance = width - ballPos.x; |
| 875 | let ballSpeed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 876 | |
| 877 | let shouldSwing = windupTime > maxWindupTime || |
| 878 | ballDistance < 120 || |
| 879 | ballSpeed > 6 || |
| 880 | easedProgress > 0.85; // Swing when windup is mostly complete |
| 881 | |
| 882 | if (shouldSwing) { |
| 883 | aiState.mode = 'SWINGING'; |
| 884 | aiState.swingStartTime = currentTime; |
| 885 | aiState.windupProgress = 0; // Reset for next time |
| 886 | } |
| 887 | } |
| 888 | |
| 889 | function handleAISwing(currentTime, ballPos, ballVel, aiSettings) { |
| 890 | // Aggressive swing toward intercept point - but position anchor for paddle placement |
| 891 | let paddlePos = rightPaddle.position; |
| 892 | |
| 893 | // Calculate where anchor should be to get paddle to intercept point |
| 894 | let anchorOffsetNeeded = calculateAnchorOffset(aiState.interceptY, paddlePos, rightSupport.position); |
| 895 | aiState.targetY = aiState.interceptY + anchorOffsetNeeded; |
| 896 | |
| 897 | let swingTime = currentTime - aiState.swingStartTime; |
| 898 | let maxSwingTime = aiState.timingWindow; |
| 899 | |
| 900 | // Check if swing is complete |
| 901 | if (swingTime > maxSwingTime || Math.abs(ball.velocity.x) < 2) { |
| 902 | aiState.mode = 'RECOVERING'; |
| 903 | aiState.lastHitTime = currentTime; |
| 904 | } |
| 905 | } |
| 906 | |
| 907 | function handleAIRecovery(currentTime, ballPos, ballVel, aiSettings) { |
| 908 | // Return to idle position with lifelike movement |
| 909 | aiState.targetY = aiState.idleTarget + aiState.breathingOffset; |
| 910 | |
| 911 | let recoveryTime = currentTime - aiState.lastHitTime; |
| 912 | if (recoveryTime > 400) { // Faster recovery |
| 913 | aiState.mode = 'ANTICIPATING'; |
| 914 | } |
| 915 | } |
| 916 | |
| 917 | function handleAIAnticipation(currentTime, ballPos, ballVel, aiSettings) { |
| 918 | // Stay near center with subtle lifelike movements, but use paddle-aware positioning |
| 919 | let baseTarget = aiState.idleTarget + aiState.breathingOffset + aiState.microAdjustment; |
| 920 | let ballTrackingTarget = ballPos.y; |
| 921 | |
| 922 | // Blend idle position with gentle ball tracking |
| 923 | let desiredPaddleY = lerp(baseTarget, ballTrackingTarget, 0.15); |
| 924 | |
| 925 | // Convert paddle target to anchor target |
| 926 | let paddlePos = rightPaddle.position; |
| 927 | let anchorPos = rightSupport.position; |
| 928 | let anchorOffsetNeeded = calculateAnchorOffset(desiredPaddleY, paddlePos, anchorPos); |
| 929 | aiState.targetY = desiredPaddleY + anchorOffsetNeeded; |
| 930 | |
| 931 | // Switch back to tracking when ball changes direction |
| 932 | if (ballVel.x > 0) { |
| 933 | aiState.mode = 'TRACKING'; |
| 934 | } |
| 935 | } |
| 936 | |
| 937 | function executeAIMovement(aiSettings) { |
| 938 | // Move AI paddle toward target with speed limitation |
| 939 | let currentY = rightSupport.position.y; |
| 940 | let deltaY = aiState.targetY - currentY; |
| 941 | |
| 942 | if (Math.abs(deltaY) > 1) { // Very small dead zone for responsive tracking |
| 943 | let baseSpeed = 0.12 * aiSettings.speed; // Increased base speed significantly |
| 944 | |
| 945 | // Apply swing power during swing phase |
| 946 | if (aiState.mode === 'SWINGING') { |
| 947 | baseSpeed *= aiState.swingPower * (1 + aiState.aggressionLevel * 0.3); |
| 948 | } else if (aiState.mode === 'WINDING_UP') { |
| 949 | // Slower at start of windup, faster as it progresses |
| 950 | let windupSpeedMultiplier = 0.3 + (aiState.windupProgress * 0.4); |
| 951 | baseSpeed *= windupSpeedMultiplier; |
| 952 | } |
| 953 | |
| 954 | // Apply aggression multiplier |
| 955 | baseSpeed *= (1 + aiState.aggressionLevel * 0.3); |
| 956 | |
| 957 | let movement = deltaY * baseSpeed; |
| 958 | movement = constrain(movement, -SUPPORT_SPEED * 1.1, SUPPORT_SPEED * 1.1); // Allow slightly faster than player |
| 959 | |
| 960 | moveSupportEnhanced(rightSupport, movement); |
| 961 | |
| 962 | // Update input buffer for visual effects |
| 963 | inputBuffer.right = constrain(movement / (SUPPORT_SPEED * 1.1), -1, 1); |
| 964 | } else { |
| 965 | // Gradually reduce input buffer when AI is not moving |
| 966 | inputBuffer.right *= 0.95; |
| 967 | } |
| 968 | } |
| 969 | |
| 970 | function moveSupportEnhanced(support, deltaY) { |
| 971 | let newY = support.position.y + deltaY; |
| 972 | |
| 973 | // Keep support within reasonable bounds with smooth clamping |
| 974 | let minY = 50; |
| 975 | let maxY = height - 50; |
| 976 | |
| 977 | if (newY < minY) { |
| 978 | newY = minY + (newY - minY) * 0.1; // Soft boundary |
| 979 | } else if (newY > maxY) { |
| 980 | newY = maxY + (newY - maxY) * 0.1; // Soft boundary |
| 981 | } |
| 982 | |
| 983 | Body.setPosition(support, { x: support.position.x, y: newY }); |
| 984 | } |
| 985 | |
| 986 | function checkCollisions() { |
| 987 | let ballPos = ball.position; |
| 988 | let ballVel = ball.velocity; |
| 989 | |
| 990 | // Check paddle collisions for particle effects |
| 991 | let leftDist = dist(ballPos.x, ballPos.y, leftPaddle.position.x, leftPaddle.position.y); |
| 992 | let rightDist = dist(ballPos.x, ballPos.y, rightPaddle.position.x, rightPaddle.position.y); |
| 993 | |
| 994 | // Collision threshold |
| 995 | let collisionDist = BALL_RADIUS + PADDLE_WIDTH/2 + 5; |
| 996 | |
| 997 | // Left paddle collision |
| 998 | if (leftDist < collisionDist && ballVel.x < 0) { |
| 999 | createImpactParticles(ballPos.x, ballPos.y, ballVel.x, ballVel.y); |
| 1000 | } |
| 1001 | |
| 1002 | // Right paddle collision |
| 1003 | if (rightDist < collisionDist && ballVel.x > 0) { |
| 1004 | createImpactParticles(ballPos.x, ballPos.y, ballVel.x, ballVel.y); |
| 1005 | } |
| 1006 | } |
| 1007 | |
| 1008 | function createImpactParticles(x, y, velX, velY) { |
| 1009 | for (let i = 0; i < IMPACT_PARTICLES; i++) { |
| 1010 | let angle = random(TWO_PI); |
| 1011 | let speed = random(2, 8); |
| 1012 | let size = random(2, 6); |
| 1013 | |
| 1014 | particles.push({ |
| 1015 | x: x + random(-5, 5), |
| 1016 | y: y + random(-5, 5), |
| 1017 | vx: cos(angle) * speed - velX * 0.2, |
| 1018 | vy: sin(angle) * speed - velY * 0.2, |
| 1019 | size: size, |
| 1020 | life: PARTICLE_LIFE, |
| 1021 | maxLife: PARTICLE_LIFE, |
| 1022 | color: { r: 255, g: random(100, 255), b: random(100, 150) }, |
| 1023 | type: 'impact' |
| 1024 | }); |
| 1025 | } |
| 1026 | } |
| 1027 | |
| 1028 | function createSpringParticles(springPos, compression) { |
| 1029 | if (random() < SPRING_PARTICLE_RATE * compression) { |
| 1030 | let angle = random(TWO_PI); |
| 1031 | let speed = random(1, 3) * compression; |
| 1032 | |
| 1033 | particles.push({ |
| 1034 | x: springPos.x + random(-10, 10), |
| 1035 | y: springPos.y + random(-10, 10), |
| 1036 | vx: cos(angle) * speed, |
| 1037 | vy: sin(angle) * speed, |
| 1038 | size: random(1, 3), |
| 1039 | life: PARTICLE_LIFE * 0.5, |
| 1040 | maxLife: PARTICLE_LIFE * 0.5, |
| 1041 | color: { r: 0, g: 255, b: 136 }, |
| 1042 | type: 'spring' |
| 1043 | }); |
| 1044 | } |
| 1045 | } |
| 1046 | |
| 1047 | function updateParticles() { |
| 1048 | // Update and remove dead particles |
| 1049 | for (let i = particles.length - 1; i >= 0; i--) { |
| 1050 | let p = particles[i]; |
| 1051 | |
| 1052 | // Update position |
| 1053 | p.x += p.vx; |
| 1054 | p.y += p.vy; |
| 1055 | |
| 1056 | // Apply drag |
| 1057 | p.vx *= 0.98; |
| 1058 | p.vy *= 0.98; |
| 1059 | |
| 1060 | // Update life |
| 1061 | p.life--; |
| 1062 | |
| 1063 | // Remove dead particles |
| 1064 | if (p.life <= 0) { |
| 1065 | particles.splice(i, 1); |
| 1066 | } |
| 1067 | } |
| 1068 | |
| 1069 | // Limit particle count |
| 1070 | if (particles.length > MAX_PARTICLES) { |
| 1071 | particles.splice(0, particles.length - MAX_PARTICLES); |
| 1072 | } |
| 1073 | } |
| 1074 | |
| 1075 | function drawParticles() { |
| 1076 | for (let p of particles) { |
| 1077 | let alpha = map(p.life, 0, p.maxLife, 0, 255); |
| 1078 | |
| 1079 | push(); |
| 1080 | translate(p.x, p.y); |
| 1081 | |
| 1082 | if (p.type === 'impact') { |
| 1083 | // Impact particles: bright sparks |
| 1084 | fill(p.color.r, p.color.g, p.color.b, alpha); |
| 1085 | noStroke(); |
| 1086 | ellipse(0, 0, p.size, p.size); |
| 1087 | |
| 1088 | // Add glow |
| 1089 | fill(p.color.r, p.color.g, p.color.b, alpha * 0.3); |
| 1090 | ellipse(0, 0, p.size * 2, p.size * 2); |
| 1091 | |
| 1092 | } else if (p.type === 'spring') { |
| 1093 | // Spring particles: green energy |
| 1094 | fill(p.color.r, p.color.g, p.color.b, alpha); |
| 1095 | noStroke(); |
| 1096 | ellipse(0, 0, p.size, p.size); |
| 1097 | } |
| 1098 | |
| 1099 | pop(); |
| 1100 | } |
| 1101 | } |
| 1102 | |
| 1103 | function drawSpringPaddleSystemsEnhanced() { |
| 1104 | // Draw springs with enhanced visuals and particles |
| 1105 | drawSpringsEnhanced(); |
| 1106 | |
| 1107 | // Draw paddles with glow effects |
| 1108 | drawPaddlesWithGlow(); |
| 1109 | |
| 1110 | // Draw support points with input feedback |
| 1111 | drawSupportPointsEnhanced(); |
| 1112 | } |
| 1113 | |
| 1114 | function drawSpringsEnhanced() { |
| 1115 | // Left spring |
| 1116 | let leftSupportPos = leftSupport.position; |
| 1117 | let leftPaddlePos = leftPaddle.position; |
| 1118 | let leftCompression = drawSpringLineEnhanced(leftSupportPos, leftPaddlePos); |
| 1119 | createSpringParticles(leftPaddlePos, leftCompression); |
| 1120 | |
| 1121 | // Right spring |
| 1122 | let rightSupportPos = rightSupport.position; |
| 1123 | let rightPaddlePos = rightPaddle.position; |
| 1124 | let rightCompression = drawSpringLineEnhanced(rightSupportPos, rightPaddlePos); |
| 1125 | createSpringParticles(rightPaddlePos, rightCompression); |
| 1126 | } |
| 1127 | |
| 1128 | function drawSpringLineEnhanced(startPos, endPos) { |
| 1129 | let segments = 12; // More segments for smoother springs |
| 1130 | let amplitude = 10; // Bigger amplitude for more dramatic effect |
| 1131 | |
| 1132 | // Calculate spring compression for visual effects |
| 1133 | let currentLength = dist(startPos.x, startPos.y, endPos.x, endPos.y); |
| 1134 | let compression = SPRING_LENGTH / currentLength; |
| 1135 | amplitude *= compression; |
| 1136 | |
| 1137 | // Enhanced spring glow based on compression |
| 1138 | let glowIntensity = 150 + compression * SPRING_GLOW_INTENSITY; |
| 1139 | stroke(0, 255, 136, glowIntensity); |
| 1140 | strokeWeight(3 + compression * 2); // Thicker when compressed |
| 1141 | |
| 1142 | // Draw spring coil with smooth curves |
| 1143 | beginShape(); |
| 1144 | noFill(); |
| 1145 | |
| 1146 | for (let i = 0; i <= segments; i++) { |
| 1147 | let t = i / segments; |
| 1148 | let x = lerp(startPos.x, endPos.x, t); |
| 1149 | let y = lerp(startPos.y, endPos.y, t); |
| 1150 | |
| 1151 | // Enhanced zigzag with smoother curves |
| 1152 | if (i > 0 && i < segments) { |
| 1153 | let perpX = -(endPos.y - startPos.y) / currentLength; |
| 1154 | let perpY = (endPos.x - startPos.x) / currentLength; |
| 1155 | let offset = sin(i * PI * 1.5) * amplitude; // More dramatic oscillation |
| 1156 | x += perpX * offset; |
| 1157 | y += perpY * offset; |
| 1158 | } |
| 1159 | |
| 1160 | vertex(x, y); |
| 1161 | } |
| 1162 | |
| 1163 | endShape(); |
| 1164 | |
| 1165 | // Add spring glow effect with pulsing |
| 1166 | let pulse = sin(frameCount * 0.1) * 0.2 + 1; |
| 1167 | stroke(0, 255, 136, glowIntensity * 0.4 * pulse); |
| 1168 | strokeWeight(8 + compression * 3); |
| 1169 | beginShape(); |
| 1170 | noFill(); |
| 1171 | |
| 1172 | for (let i = 0; i <= segments; i++) { |
| 1173 | let t = i / segments; |
| 1174 | let x = lerp(startPos.x, endPos.x, t); |
| 1175 | let y = lerp(startPos.y, endPos.y, t); |
| 1176 | vertex(x, y); |
| 1177 | } |
| 1178 | |
| 1179 | endShape(); |
| 1180 | |
| 1181 | return compression; // Return compression for particle effects |
| 1182 | } |
| 1183 | |
| 1184 | function drawPaddlesWithGlow() { |
| 1185 | // Calculate ball distance for glow effects |
| 1186 | let ballPos = ball.position; |
| 1187 | let leftDist = dist(ballPos.x, ballPos.y, leftPaddle.position.x, leftPaddle.position.y); |
| 1188 | let rightDist = dist(ballPos.x, ballPos.y, rightPaddle.position.x, rightPaddle.position.y); |
| 1189 | |
| 1190 | // Enhanced paddle drawing |
| 1191 | drawSinglePaddleEnhanced(leftPaddle, leftDist); |
| 1192 | drawSinglePaddleEnhanced(rightPaddle, rightDist); |
| 1193 | } |
| 1194 | |
| 1195 | function drawSinglePaddleEnhanced(paddle, ballDistance) { |
| 1196 | let pos = paddle.position; |
| 1197 | let angle = paddle.angle; |
| 1198 | |
| 1199 | // Check if this is the AI paddle |
| 1200 | let isAI = aiEnabled && paddle === rightPaddle; |
| 1201 | let isLeft = paddle === leftPaddle; |
| 1202 | |
| 1203 | // Calculate glow intensity based on ball proximity |
| 1204 | let glowIntensity = map(ballDistance, 0, PADDLE_GLOW_DISTANCE, 150, 0); |
| 1205 | glowIntensity = constrain(glowIntensity, 0, 150); |
| 1206 | |
| 1207 | // Add bop glow effect |
| 1208 | let bopGlow = 0; |
| 1209 | if (isLeft && bopState.left.active) { |
| 1210 | let bopProgress = (millis() - bopState.left.startTime) / bopState.left.duration; |
| 1211 | bopGlow = (1 - bopProgress) * 100; // Fade out over bop duration |
| 1212 | } else if (!isLeft && !isAI && bopState.right.active) { |
| 1213 | let bopProgress = (millis() - bopState.right.startTime) / bopState.right.duration; |
| 1214 | bopGlow = (1 - bopProgress) * 100; |
| 1215 | } |
| 1216 | |
| 1217 | glowIntensity += bopGlow; |
| 1218 | |
| 1219 | // Add AI state-based effects |
| 1220 | if (isAI) { |
| 1221 | // Enhance glow during aggressive states |
| 1222 | if (aiState.mode === 'WINDING_UP') { |
| 1223 | glowIntensity += 50; |
| 1224 | } else if (aiState.mode === 'SWINGING') { |
| 1225 | glowIntensity += 100; |
| 1226 | } |
| 1227 | |
| 1228 | // Aggression-based glow |
| 1229 | glowIntensity += aiState.aggressionLevel * 30; |
| 1230 | } |
| 1231 | |
| 1232 | push(); |
| 1233 | translate(pos.x, pos.y); |
| 1234 | rotate(angle); |
| 1235 | |
| 1236 | // Different color scheme for AI paddle |
| 1237 | let paddleColor = isAI ? [255, 100, 100] : [0, 255, 136]; // Red for AI, green for player |
| 1238 | |
| 1239 | // AI mode indicator colors |
| 1240 | if (isAI && aiState.mode === 'WINDING_UP') { |
| 1241 | paddleColor = [255, 150, 50]; // Orange during windup |
| 1242 | } else if (isAI && aiState.mode === 'SWINGING') { |
| 1243 | paddleColor = [255, 50, 50]; // Bright red during swing |
| 1244 | } |
| 1245 | |
| 1246 | // Bop color override |
| 1247 | if ((isLeft && bopState.left.active) || (!isLeft && !isAI && bopState.right.active)) { |
| 1248 | paddleColor = [255, 255, 100]; // Bright yellow during bop |
| 1249 | } |
| 1250 | |
| 1251 | // Draw enhanced glow effect first |
| 1252 | if (glowIntensity > 0) { |
| 1253 | fill(paddleColor[0], paddleColor[1], paddleColor[2], glowIntensity * 0.6); |
| 1254 | noStroke(); |
| 1255 | rectMode(CENTER); |
| 1256 | rect(0, 0, PADDLE_WIDTH + 12, PADDLE_HEIGHT + 12); |
| 1257 | |
| 1258 | // Add outer glow |
| 1259 | fill(paddleColor[0], paddleColor[1], paddleColor[2], glowIntensity * 0.3); |
| 1260 | rect(0, 0, PADDLE_WIDTH + 20, PADDLE_HEIGHT + 20); |
| 1261 | } |
| 1262 | |
| 1263 | // Draw main paddle with enhanced visual |
| 1264 | fill(paddleColor[0], paddleColor[1], paddleColor[2]); |
| 1265 | stroke(paddleColor[0], paddleColor[1], paddleColor[2], 220 + glowIntensity * 0.5); |
| 1266 | strokeWeight(3); |
| 1267 | rectMode(CENTER); |
| 1268 | rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); |
| 1269 | |
| 1270 | // Add core highlight |
| 1271 | if (isAI) { |
| 1272 | fill(255, 200, 200, 100); // Light red highlight for AI |
| 1273 | } else { |
| 1274 | fill(150, 255, 200, 100); // Light green highlight for player |
| 1275 | } |
| 1276 | noStroke(); |
| 1277 | rect(0, 0, PADDLE_WIDTH - 4, PADDLE_HEIGHT - 4); |
| 1278 | |
| 1279 | pop(); |
| 1280 | } |
| 1281 | |
| 1282 | function drawSupportPointsEnhanced() { |
| 1283 | // Enhanced support indicators with input feedback |
| 1284 | let leftActivity = Math.abs(inputBuffer.left) * 255; |
| 1285 | let rightActivity = Math.abs(inputBuffer.right) * 255; |
| 1286 | |
| 1287 | // Left support with pulsing effect |
| 1288 | let leftPulse = sin(frameCount * 0.2) * 0.3 + 1; |
| 1289 | fill(0, 255, 136, 100 + leftActivity * 0.6); |
| 1290 | noStroke(); |
| 1291 | ellipse(leftSupport.position.x, leftSupport.position.y, |
| 1292 | (8 + leftActivity * 0.15) * leftPulse, |
| 1293 | (8 + leftActivity * 0.15) * leftPulse); |
| 1294 | |
| 1295 | // Right support with pulsing effect |
| 1296 | let rightPulse = sin(frameCount * 0.2 + PI) * 0.3 + 1; |
| 1297 | fill(0, 255, 136, 100 + rightActivity * 0.6); |
| 1298 | ellipse(rightSupport.position.x, rightSupport.position.y, |
| 1299 | (8 + rightActivity * 0.15) * rightPulse, |
| 1300 | (8 + rightActivity * 0.15) * rightPulse); |
| 1301 | } |
| 1302 | |
| 1303 | function drawBallEnhanced() { |
| 1304 | let ballPos = ball.position; |
| 1305 | let ballVel = ball.velocity; |
| 1306 | let speed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 1307 | |
| 1308 | // Enhanced ball with speed-based effects |
| 1309 | let speedIntensity = map(speed, 0, 15, 50, 255); |
| 1310 | |
| 1311 | // Multi-layered trail effect |
| 1312 | for (let i = 0; i < 3; i++) { |
| 1313 | let offset = i * 3; |
| 1314 | fill(255, 100, 100, 40 - i * 10); |
| 1315 | noStroke(); |
| 1316 | ellipse(ballPos.x - ballVel.x * offset * 0.1, |
| 1317 | ballPos.y - ballVel.y * offset * 0.1, |
| 1318 | BALL_RADIUS * (4 - i), BALL_RADIUS * (4 - i)); |
| 1319 | } |
| 1320 | |
| 1321 | // Main ball with enhanced glow |
| 1322 | fill(255, 100, 100); |
| 1323 | stroke(255, 200, 200, speedIntensity); |
| 1324 | strokeWeight(3 + speed * 0.15); |
| 1325 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 2, BALL_RADIUS * 2); |
| 1326 | |
| 1327 | // Speed indicator core |
| 1328 | if (speed > 8) { |
| 1329 | fill(255, 255, 255, speedIntensity * 0.8); |
| 1330 | noStroke(); |
| 1331 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 0.8, BALL_RADIUS * 0.8); |
| 1332 | } |
| 1333 | |
| 1334 | // Outer energy ring for high speeds |
| 1335 | if (speed > 12) { |
| 1336 | noFill(); |
| 1337 | stroke(255, 255, 255, speedIntensity * 0.5); |
| 1338 | strokeWeight(2); |
| 1339 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 3, BALL_RADIUS * 3); |
| 1340 | } |
| 1341 | } |
| 1342 | |
| 1343 | function drawBoundaries() { |
| 1344 | stroke(0, 255, 136, 30); |
| 1345 | strokeWeight(1); |
| 1346 | noFill(); |
| 1347 | line(0, 0, width, 0); |
| 1348 | line(0, height, width, height); |
| 1349 | } |
| 1350 | |
| 1351 | function drawCenterLine() { |
| 1352 | stroke(0, 255, 136, 50); |
| 1353 | strokeWeight(2); |
| 1354 | |
| 1355 | for (let y = 0; y < height; y += 20) { |
| 1356 | line(width/2, y, width/2, y + 10); |
| 1357 | } |
| 1358 | } |
| 1359 | |
| 1360 | function drawDebugInfo() { |
| 1361 | fill(255, 100); |
| 1362 | textAlign(LEFT); |
| 1363 | textSize(12); |
| 1364 | text(`FPS: ${Math.round(frameRate())}`, 10, 20); |
| 1365 | text(`Ball Speed: ${Math.round(getBallSpeed())}`, 10, 35); |
| 1366 | text(`Particles: ${particles.length}`, 10, 50); |
| 1367 | text(`Mode: ${aiEnabled ? 'vs CPU' : '2 Player'} | Difficulty: ${aiState.difficulty}`, 10, 65); |
| 1368 | |
| 1369 | // Enhanced spring info |
| 1370 | let leftSpringLength = dist(leftSupport.position.x, leftSupport.position.y, |
| 1371 | leftPaddle.position.x, leftPaddle.position.y); |
| 1372 | let rightSpringLength = dist(rightSupport.position.x, rightSupport.position.y, |
| 1373 | rightPaddle.position.x, rightPaddle.position.y); |
| 1374 | |
| 1375 | text(`L Spring: ${Math.round(leftSpringLength)}px (${((SPRING_LENGTH/leftSpringLength - 1) * 100).toFixed(0)}%)`, 10, 80); |
| 1376 | text(`R Spring: ${Math.round(rightSpringLength)}px (${((SPRING_LENGTH/rightSpringLength - 1) * 100).toFixed(0)}%)`, 10, 95); |
| 1377 | text(`Input: L=${inputBuffer.left.toFixed(2)} R=${inputBuffer.right.toFixed(2)}`, 10, 110); |
| 1378 | |
| 1379 | // Advanced AI debug info |
| 1380 | if (aiEnabled) { |
| 1381 | text(`AI State: ${aiState.mode} | Aggression: ${aiState.aggressionLevel.toFixed(2)}`, 10, 125); |
| 1382 | text(`Target: ${Math.round(aiState.targetY)} | Intercept: ${Math.round(aiState.interceptY)}`, 10, 140); |
| 1383 | text(`Ball: (${Math.round(ball.position.x)}, ${Math.round(ball.position.y)}) Vel: (${ball.velocity.x.toFixed(1)}, ${ball.velocity.y.toFixed(1)})`, 10, 155); |
| 1384 | |
| 1385 | // Show AI technique indicators |
| 1386 | if (aiState.mode === 'WINDING_UP') { |
| 1387 | fill(255, 150, 50, 200); |
| 1388 | text("🔄 AI WINDING UP FOR POWER SHOT", 10, 175); |
| 1389 | } else if (aiState.mode === 'SWINGING') { |
| 1390 | fill(255, 50, 50, 200); |
| 1391 | text("⚡ AI POWER SWING!", 10, 175); |
| 1392 | } |
| 1393 | } |
| 1394 | |
| 1395 | // Mouse/touch input debug |
| 1396 | if (mouseInput.active) { |
| 1397 | text(`Mouse: Active | Side: ${mouseX < width/2 ? 'Left' : 'Right'} | Y: ${mouseY}`, 10, 190); |
| 1398 | } |
| 1399 | } |
| 1400 | |
| 1401 | function drawMenu() { |
| 1402 | // Draw animated background |
| 1403 | drawMenuBackground(); |
| 1404 | |
| 1405 | // Main title |
| 1406 | push(); |
| 1407 | let titlePulse = sin(frameCount * 0.05) * 0.2 + 1; |
| 1408 | fill(0, 255, 136); |
| 1409 | textAlign(CENTER); |
| 1410 | textSize(60 * titlePulse); |
| 1411 | text("SPRONG", width/2, 120); |
| 1412 | |
| 1413 | // Subtitle |
| 1414 | fill(0, 255, 136, 150); |
| 1415 | textSize(16); |
| 1416 | text("Physics-based Pong with Spring Paddles", width/2, 150); |
| 1417 | pop(); |
| 1418 | |
| 1419 | // Menu options |
| 1420 | let startY = height/2 - 20; |
| 1421 | let spacing = 60; |
| 1422 | |
| 1423 | for (let i = 0; i < menuState.options.length; i++) { |
| 1424 | let y = startY + i * spacing; |
| 1425 | let isSelected = i === menuState.selectedOption; |
| 1426 | |
| 1427 | // Selection indicator |
| 1428 | if (isSelected) { |
| 1429 | push(); |
| 1430 | let pulse = sin(frameCount * 0.15) * 0.3 + 1; |
| 1431 | fill(0, 255, 136, 100 * pulse); |
| 1432 | noStroke(); |
| 1433 | rectMode(CENTER); |
| 1434 | rect(width/2, y, 300, 45); |
| 1435 | pop(); |
| 1436 | } |
| 1437 | |
| 1438 | // Option text |
| 1439 | fill(isSelected ? 255 : 200); |
| 1440 | textAlign(CENTER); |
| 1441 | textSize(isSelected ? 24 : 20); |
| 1442 | text(menuState.options[i], width/2, y + 8); |
| 1443 | |
| 1444 | // Show difficulty selector for 1 Player option |
| 1445 | if (i === 0 && isSelected && menuState.showDifficulty) { |
| 1446 | fill(0, 255, 136, 180); |
| 1447 | textSize(14); |
| 1448 | text(`Difficulty: ${menuState.difficulties[menuState.difficultySelected]}`, width/2, y + 28); |
| 1449 | text("(Use ← → to change)", width/2, y + 45); |
| 1450 | } |
| 1451 | } |
| 1452 | |
| 1453 | // Instructions |
| 1454 | fill(0, 255, 136, 120); |
| 1455 | textAlign(CENTER); |
| 1456 | textSize(14); |
| 1457 | text("Use ↑↓ to select, ENTER to confirm", width/2, height - 80); |
| 1458 | text("or click/touch to select", width/2, height - 60); |
| 1459 | |
| 1460 | // Show controls preview |
| 1461 | textSize(12); |
| 1462 | fill(255, 100); |
| 1463 | if (menuState.selectedOption === 0) { |
| 1464 | text("Controls: W/S keys + LEFT SHIFT (bop) or Mouse/Touch", width/2, height - 30); |
| 1465 | } else { |
| 1466 | text("Controls: P1 (W/S + L.Shift) | P2 (↑/↓ + Enter) | Mouse/Touch", width/2, height - 30); |
| 1467 | } |
| 1468 | } |
| 1469 | |
| 1470 | function drawMenuBackground() { |
| 1471 | // Draw subtle animated background elements |
| 1472 | push(); |
| 1473 | stroke(0, 255, 136, 30); |
| 1474 | strokeWeight(1); |
| 1475 | |
| 1476 | // Animated grid |
| 1477 | for (let x = 0; x < width; x += 40) { |
| 1478 | let offset = sin(frameCount * 0.01 + x * 0.01) * 5; |
| 1479 | line(x, 0, x, height + offset); |
| 1480 | } |
| 1481 | |
| 1482 | for (let y = 0; y < height; y += 40) { |
| 1483 | let offset = cos(frameCount * 0.01 + y * 0.01) * 5; |
| 1484 | line(0, y, width + offset, y); |
| 1485 | } |
| 1486 | |
| 1487 | // Floating particles |
| 1488 | for (let i = 0; i < 20; i++) { |
| 1489 | let x = (frameCount * 0.5 + i * 137) % width; |
| 1490 | let y = (sin(frameCount * 0.01 + i) * 50 + height/2); |
| 1491 | let alpha = sin(frameCount * 0.02 + i) * 30 + 50; |
| 1492 | |
| 1493 | fill(0, 255, 136, alpha); |
| 1494 | noStroke(); |
| 1495 | ellipse(x, y, 3, 3); |
| 1496 | } |
| 1497 | pop(); |
| 1498 | } |
| 1499 | |
| 1500 | function drawStartMessage() { |
| 1501 | fill(0, 255, 136, 200); |
| 1502 | textAlign(CENTER); |
| 1503 | textSize(20); |
| 1504 | text("Press any key to start!", width/2, height/2 + 100); |
| 1505 | textSize(14); |
| 1506 | |
| 1507 | if (aiEnabled) { |
| 1508 | text("Player vs CPU | Left paddle: W/S or Mouse/Touch", width/2, height/2 + 125); |
| 1509 | text(`AI Difficulty: ${aiState.difficulty.toUpperCase()}`, width/2, height/2 + 145); |
| 1510 | } else { |
| 1511 | text("2 Player Mode | P1: W/S | P2: ↑/↓ | Mouse/Touch: Drag paddles", width/2, height/2 + 125); |
| 1512 | } |
| 1513 | |
| 1514 | textSize(12); |
| 1515 | fill(0, 255, 136, 120); |
| 1516 | text("Press ESC to return to menu", width/2, height/2 + 170); |
| 1517 | } |
| 1518 | |
| 1519 | function resetBall() { |
| 1520 | if (ball) { |
| 1521 | World.remove(world, ball); |
| 1522 | } |
| 1523 | |
| 1524 | // Create new ball at center with collision filter |
| 1525 | ball = Bodies.circle(width/2, height/2, BALL_RADIUS, { |
| 1526 | restitution: 1, |
| 1527 | friction: 0, |
| 1528 | frictionAir: 0, |
| 1529 | slop: 0.01, // Tighter collision detection |
| 1530 | collisionFilter: { |
| 1531 | category: 0x0001, |
| 1532 | mask: 0xFFFF |
| 1533 | }, |
| 1534 | render: { |
| 1535 | fillStyle: '#ff6464' |
| 1536 | } |
| 1537 | }); |
| 1538 | |
| 1539 | if (world) { |
| 1540 | World.add(world, ball); |
| 1541 | } |
| 1542 | |
| 1543 | // Start ball moving after a short delay |
| 1544 | setTimeout(() => { |
| 1545 | let direction = random() > 0.5 ? 1 : -1; |
| 1546 | let angle = random(-PI/6, PI/6); |
| 1547 | |
| 1548 | Body.setVelocity(ball, { |
| 1549 | x: direction * BALL_SPEED * cos(angle), |
| 1550 | y: BALL_SPEED * sin(angle) |
| 1551 | }); |
| 1552 | |
| 1553 | gameStarted = true; |
| 1554 | }, 1000); |
| 1555 | } |
| 1556 | |
| 1557 | function checkBallPosition() { |
| 1558 | let ballX = ball.position.x; |
| 1559 | |
| 1560 | if (ballX < -BALL_RADIUS) { |
| 1561 | rightScore++; |
| 1562 | updateScore(); |
| 1563 | resetBall(); |
| 1564 | gameStarted = false; |
| 1565 | } |
| 1566 | |
| 1567 | if (ballX > width + BALL_RADIUS) { |
| 1568 | leftScore++; |
| 1569 | updateScore(); |
| 1570 | resetBall(); |
| 1571 | gameStarted = false; |
| 1572 | } |
| 1573 | } |
| 1574 | |
| 1575 | function updateScore() { |
| 1576 | document.getElementById('leftScore').textContent = leftScore; |
| 1577 | document.getElementById('rightScore').textContent = rightScore; |
| 1578 | } |
| 1579 | |
| 1580 | function getBallSpeed() { |
| 1581 | let velocity = ball.velocity; |
| 1582 | return Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); |
| 1583 | } |
| 1584 | |
| 1585 | // Input handling |
| 1586 | function keyPressed() { |
| 1587 | keys[key] = true; |
| 1588 | keys[keyCode] = true; |
| 1589 | |
| 1590 | if (gameState === 'menu') { |
| 1591 | handleMenuInput(); |
| 1592 | return; |
| 1593 | } |
| 1594 | |
| 1595 | if (!gameStarted && key !== ' ') { |
| 1596 | gameStarted = true; |
| 1597 | } |
| 1598 | |
| 1599 | // Toggle game mode (only during gameplay) |
| 1600 | if (key === 'm' || key === 'M') { |
| 1601 | aiEnabled = !aiEnabled; |
| 1602 | gameMode = aiEnabled ? 'vs-cpu' : 'vs-human'; |
| 1603 | console.log("Switched to " + gameMode + " mode"); |
| 1604 | } |
| 1605 | |
| 1606 | // Change AI difficulty (only during gameplay) |
| 1607 | if (key === 'd' || key === 'D') { |
| 1608 | if (aiState.difficulty === 'easy') { |
| 1609 | aiState.difficulty = 'medium'; |
| 1610 | } else if (aiState.difficulty === 'medium') { |
| 1611 | aiState.difficulty = 'hard'; |
| 1612 | } else { |
| 1613 | aiState.difficulty = 'easy'; |
| 1614 | } |
| 1615 | console.log("AI difficulty: " + aiState.difficulty); |
| 1616 | } |
| 1617 | |
| 1618 | // Reset game with spacebar |
| 1619 | if (key === ' ') { |
| 1620 | leftScore = 0; |
| 1621 | rightScore = 0; |
| 1622 | updateScore(); |
| 1623 | resetBall(); |
| 1624 | gameStarted = false; |
| 1625 | |
| 1626 | // Reset input buffers |
| 1627 | inputBuffer.left = 0; |
| 1628 | inputBuffer.right = 0; |
| 1629 | |
| 1630 | // Reset mouse input |
| 1631 | mouseInput.active = false; |
| 1632 | |
| 1633 | // Reset AI state |
| 1634 | aiState.targetY = height / 2; |
| 1635 | aiState.lastUpdateTime = 0; |
| 1636 | aiState.mode = 'ANTICIPATING'; |
| 1637 | aiState.aggressionLevel = AI_SETTINGS[aiState.difficulty].aggression; |
| 1638 | aiState.windupProgress = 0; |
| 1639 | |
| 1640 | // Clear particles |
| 1641 | particles = []; |
| 1642 | |
| 1643 | console.log("Game reset!"); |
| 1644 | } |
| 1645 | |
| 1646 | // Return to menu with ESC |
| 1647 | if (keyCode === 27) { // ESC key |
| 1648 | gameState = 'menu'; |
| 1649 | gameStarted = false; |
| 1650 | particles = []; |
| 1651 | console.log("Returned to menu"); |
| 1652 | } |
| 1653 | } |
| 1654 | |
| 1655 | function handleMenuInput() { |
| 1656 | // Navigate menu with arrow keys |
| 1657 | if (keyCode === UP_ARROW) { |
| 1658 | menuState.selectedOption = Math.max(0, menuState.selectedOption - 1); |
| 1659 | } else if (keyCode === DOWN_ARROW) { |
| 1660 | menuState.selectedOption = Math.min(menuState.options.length - 1, menuState.selectedOption + 1); |
| 1661 | } |
| 1662 | |
| 1663 | // Change difficulty for 1 Player mode |
| 1664 | if (menuState.selectedOption === 0) { |
| 1665 | if (keyCode === LEFT_ARROW) { |
| 1666 | menuState.difficultySelected = Math.max(0, menuState.difficultySelected - 1); |
| 1667 | } else if (keyCode === RIGHT_ARROW) { |
| 1668 | menuState.difficultySelected = Math.min(menuState.difficulties.length - 1, menuState.difficultySelected + 1); |
| 1669 | } |
| 1670 | } |
| 1671 | |
| 1672 | // Confirm selection with ENTER |
| 1673 | if (keyCode === ENTER || key === ' ') { |
| 1674 | startGameWithSelection(); |
| 1675 | } |
| 1676 | } |
| 1677 | |
| 1678 | function startGameWithSelection() { |
| 1679 | // Set game mode based on selection |
| 1680 | if (menuState.selectedOption === 0) { |
| 1681 | // 1 Player vs CPU |
| 1682 | aiEnabled = true; |
| 1683 | gameMode = 'vs-cpu'; |
| 1684 | aiState.difficulty = menuState.difficulties[menuState.difficultySelected].toLowerCase(); |
| 1685 | } else { |
| 1686 | // 2 Player |
| 1687 | aiEnabled = false; |
| 1688 | gameMode = 'vs-human'; |
| 1689 | } |
| 1690 | |
| 1691 | // Start the game |
| 1692 | gameState = 'playing'; |
| 1693 | gameStarted = false; // Will start when user presses a key |
| 1694 | |
| 1695 | // Reset game state |
| 1696 | leftScore = 0; |
| 1697 | rightScore = 0; |
| 1698 | updateScore(); |
| 1699 | resetBall(); |
| 1700 | |
| 1701 | // Reset input buffers |
| 1702 | inputBuffer.left = 0; |
| 1703 | inputBuffer.right = 0; |
| 1704 | mouseInput.active = false; |
| 1705 | |
| 1706 | // Reset AI state |
| 1707 | aiState.targetY = height / 2; |
| 1708 | aiState.lastUpdateTime = 0; |
| 1709 | |
| 1710 | // Clear particles |
| 1711 | particles = []; |
| 1712 | |
| 1713 | console.log("Started " + gameMode + " mode" + (aiEnabled ? " - Difficulty: " + aiState.difficulty : "")); |
| 1714 | } |
| 1715 | |
| 1716 | function keyReleased() { |
| 1717 | keys[key] = false; |
| 1718 | keys[keyCode] = false; |
| 1719 | } |
| 1720 | |
| 1721 | // Mouse/touch input handlers |
| 1722 | function mousePressed() { |
| 1723 | if (gameState === 'menu') { |
| 1724 | handleMenuClick(); |
| 1725 | return false; |
| 1726 | } |
| 1727 | |
| 1728 | // Start mouse/touch input when clicking in game area |
| 1729 | if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) { |
| 1730 | mouseInput.active = true; |
| 1731 | |
| 1732 | // Start game if not started |
| 1733 | if (!gameStarted) { |
| 1734 | gameStarted = true; |
| 1735 | } |
| 1736 | |
| 1737 | return false; // Prevent default behavior |
| 1738 | } |
| 1739 | } |
| 1740 | |
| 1741 | function handleMenuClick() { |
| 1742 | let startY = height/2 - 20; |
| 1743 | let spacing = 60; |
| 1744 | |
| 1745 | // Check if clicked on menu options |
| 1746 | for (let i = 0; i < menuState.options.length; i++) { |
| 1747 | let y = startY + i * spacing; |
| 1748 | |
| 1749 | if (mouseY > y - 25 && mouseY < y + 25) { |
| 1750 | if (menuState.selectedOption === i) { |
| 1751 | // Double click or click on already selected - start game |
| 1752 | startGameWithSelection(); |
| 1753 | } else { |
| 1754 | // Select this option |
| 1755 | menuState.selectedOption = i; |
| 1756 | } |
| 1757 | break; |
| 1758 | } |
| 1759 | } |
| 1760 | |
| 1761 | // Check difficulty selection area for 1 Player mode |
| 1762 | if (menuState.selectedOption === 0) { |
| 1763 | let diffY = startY + 28; |
| 1764 | if (mouseY > diffY && mouseY < diffY + 20) { |
| 1765 | // Cycle through difficulties on click |
| 1766 | menuState.difficultySelected = (menuState.difficultySelected + 1) % menuState.difficulties.length; |
| 1767 | } |
| 1768 | } |
| 1769 | } |
| 1770 | |
| 1771 | function mouseDragged() { |
| 1772 | // Continue mouse/touch input while dragging |
| 1773 | if (mouseInput.active) { |
| 1774 | return false; // Prevent default behavior |
| 1775 | } |
| 1776 | } |
| 1777 | |
| 1778 | function mouseReleased() { |
| 1779 | // Stop mouse/touch input when releasing |
| 1780 | mouseInput.active = false; |
| 1781 | |
| 1782 | // Gradually reduce input buffer when mouse is released |
| 1783 | inputBuffer.left *= 0.8; |
| 1784 | inputBuffer.right *= 0.8; |
| 1785 | } |
| 1786 | |
| 1787 | function touchStarted() { |
| 1788 | // Handle touch events same as mouse |
| 1789 | return mousePressed(); |
| 1790 | } |
| 1791 | |
| 1792 | function touchMoved() { |
| 1793 | // Handle touch drag same as mouse |
| 1794 | return mouseDragged(); |
| 1795 | } |
| 1796 | |
| 1797 | function touchEnded() { |
| 1798 | // Handle touch end same as mouse |
| 1799 | mouseReleased(); |
| 1800 | return false; |
| 1801 | } |