| 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 | let gameState = 'menu'; // 'menu', 'playing', 'paused' |
| 24 | let gameMode = 'vs-cpu'; // 'vs-cpu' or 'vs-human' |
| 25 | let aiEnabled = true; |
| 26 | |
| 27 | // Menu state |
| 28 | let menuState = { |
| 29 | selectedOption: 0, // 0 = 1 Player, 1 = 2 Player |
| 30 | options: ['1 Player vs CPU', '2 Player'], |
| 31 | difficultySelected: 1, // 0 = Easy, 1 = Medium, 2 = Hard |
| 32 | difficulties: ['Easy', 'Medium', 'Hard'], |
| 33 | showDifficulty: true |
| 34 | }; |
| 35 | |
| 36 | // AI system |
| 37 | let aiState = { |
| 38 | targetY: 200, |
| 39 | reactionDelay: 0, |
| 40 | difficulty: 'medium', // 'easy', 'medium', 'hard' |
| 41 | lastBallX: 0, |
| 42 | lastUpdateTime: 0, |
| 43 | |
| 44 | // Advanced AI state machine |
| 45 | mode: 'TRACKING', // TRACKING, WINDING_UP, SWINGING, RECOVERING, ANTICIPATING |
| 46 | windupStartTime: 0, |
| 47 | swingStartTime: 0, |
| 48 | interceptY: 200, |
| 49 | windupDirection: 1, // 1 for up, -1 for down |
| 50 | aggressionLevel: 0.5, // 0 = defensive, 1 = maximum aggression |
| 51 | lastHitTime: 0, |
| 52 | |
| 53 | // Oscillation parameters (increased for better windup) |
| 54 | windupDistance: 120, // Much bigger - about half canvas height |
| 55 | swingPower: 1.05, // Reduced from 1.1 for more control |
| 56 | timingWindow: 40, // Slightly longer execution window |
| 57 | |
| 58 | // Lifelike movement |
| 59 | idleTarget: 200, // Where AI "wants" to be when idle |
| 60 | microAdjustment: 0, // Small random movements |
| 61 | breathingOffset: 0, // Subtle breathing-like motion |
| 62 | lastMicroTime: 0 // For micro-movement timing |
| 63 | }; |
| 64 | |
| 65 | // Player input |
| 66 | let keys = {}; |
| 67 | let inputBuffer = { left: 0, right: 0 }; |
| 68 | |
| 69 | // Touch/mouse input |
| 70 | let mouseInput = { |
| 71 | active: false, |
| 72 | targetY: 0, |
| 73 | leftPaddleTarget: 0, |
| 74 | rightPaddleTarget: 0, |
| 75 | smoothing: 0.08, // Slower smoothing for deliberate lag |
| 76 | deadZone: 15 // Minimum distance before movement starts |
| 77 | }; |
| 78 | |
| 79 | // Particle systems |
| 80 | let particles = []; |
| 81 | let impactParticles = []; |
| 82 | |
| 83 | // Canvas settings |
| 84 | const CANVAS_WIDTH = 800; |
| 85 | const CANVAS_HEIGHT = 400; |
| 86 | |
| 87 | // Game constants |
| 88 | const BALL_SPEED = 6; |
| 89 | const BALL_RADIUS = 12; |
| 90 | const PADDLE_WIDTH = 20; |
| 91 | const PADDLE_HEIGHT = 80; |
| 92 | |
| 93 | // Enhanced movement constants (tuned for faster response) |
| 94 | const SUPPORT_SPEED = 6.5; // Bumped up from 4.5 |
| 95 | const SUPPORT_ACCEL = 1.2; // Increased acceleration |
| 96 | const INPUT_SMOOTHING = 0.25; // More responsive |
| 97 | const SUPPORT_MAX_SPEED = 8; // Higher max speed |
| 98 | |
| 99 | // Touch/mouse control constants |
| 100 | const MOUSE_LAG_FACTOR = 0.12; // How much lag in mouse following |
| 101 | const MOUSE_SPEED_LIMIT = 4; // Max speed for mouse movement |
| 102 | const TOUCH_SENSITIVITY = 1.2; // Touch movement multiplier |
| 103 | |
| 104 | // Spring physics constants (adjusted for better oscillation) |
| 105 | const PADDLE_MASS = 0.8; // Back to more stable value |
| 106 | const SPRING_LENGTH = 50; // Increased from 40 for more room |
| 107 | const SPRING_DAMPING = 0.6; // More damping = less erratic |
| 108 | const SPRING_STIFFNESS = 0.025; // Slightly lower for smoother motion |
| 109 | |
| 110 | // AI difficulty settings |
| 111 | const AI_SETTINGS = { |
| 112 | easy: { |
| 113 | reactionTime: 400, // ms delay |
| 114 | accuracy: 0.7, // 70% accuracy |
| 115 | speed: 0.6, // 60% of normal speed |
| 116 | prediction: 0.3, // 30% prediction vs reaction |
| 117 | aggression: 0.2, // Low aggression |
| 118 | oscillation: 0.3 // Minimal oscillation |
| 119 | }, |
| 120 | medium: { |
| 121 | reactionTime: 250, |
| 122 | accuracy: 0.85, |
| 123 | speed: 0.8, |
| 124 | prediction: 0.6, |
| 125 | aggression: 0.5, // Moderate aggression |
| 126 | oscillation: 0.7 // Good oscillation technique |
| 127 | }, |
| 128 | hard: { |
| 129 | reactionTime: 150, |
| 130 | accuracy: 0.95, |
| 131 | speed: 1.0, |
| 132 | prediction: 0.8, |
| 133 | aggression: 0.8, // High aggression |
| 134 | oscillation: 1.0 // Master-level oscillation |
| 135 | } |
| 136 | }; |
| 137 | |
| 138 | // Visual enhancement constants |
| 139 | const TRAIL_SEGMENTS = 8; |
| 140 | const PADDLE_GLOW_DISTANCE = 25; |
| 141 | const SPRING_GLOW_INTENSITY = 120; // More intense glow |
| 142 | |
| 143 | // Particle system constants |
| 144 | const MAX_PARTICLES = 100; |
| 145 | const PARTICLE_LIFE = 60; |
| 146 | const IMPACT_PARTICLES = 8; |
| 147 | const SPRING_PARTICLE_RATE = 0.3; |
| 148 | |
| 149 | function setup() { |
| 150 | // Create p5.js canvas |
| 151 | let canvas = createCanvas(CANVAS_WIDTH, CANVAS_HEIGHT); |
| 152 | canvas.parent('gameCanvas'); |
| 153 | |
| 154 | // Initialize Matter.js physics engine |
| 155 | engine = Engine.create(); |
| 156 | world = engine.world; |
| 157 | |
| 158 | // Disable gravity for classic Pong feel |
| 159 | engine.world.gravity.y = 0; |
| 160 | engine.world.gravity.x = 0; |
| 161 | |
| 162 | // Create game boundaries (top and bottom walls) |
| 163 | let topWall = Bodies.rectangle(width/2, -10, width, 20, { isStatic: true }); |
| 164 | let bottomWall = Bodies.rectangle(width/2, height + 10, width, 20, { isStatic: true }); |
| 165 | boundaries.push(topWall, bottomWall); |
| 166 | |
| 167 | // Create spring paddle systems |
| 168 | createSpringPaddleSystem('left'); |
| 169 | createSpringPaddleSystem('right'); |
| 170 | |
| 171 | // Create ball |
| 172 | resetBall(); |
| 173 | |
| 174 | // Add everything to the world |
| 175 | World.add(world, [ |
| 176 | ...boundaries, |
| 177 | ball, |
| 178 | leftSupport, leftPaddle, leftSpring, |
| 179 | rightSupport, rightPaddle, rightSpring |
| 180 | ]); |
| 181 | |
| 182 | console.log("Sprong Phase 5 Complete!"); |
| 183 | console.log("Particle effects system"); |
| 184 | console.log("Tuned physics for maximum bounce"); |
| 185 | console.log("Faster, more responsive paddles"); |
| 186 | } |
| 187 | |
| 188 | function createSpringPaddleSystem(side) { |
| 189 | let supportX = side === 'left' ? 60 : width - 60; |
| 190 | let paddleX = side === 'left' ? 60 + SPRING_LENGTH : width - 60 - SPRING_LENGTH; |
| 191 | let startY = height / 2; |
| 192 | |
| 193 | if (side === 'left') { |
| 194 | // Left support (invisible anchor point controlled by player) |
| 195 | leftSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 196 | isStatic: true, |
| 197 | render: { visible: false } |
| 198 | }); |
| 199 | |
| 200 | // Left paddle (the actual hitting surface) |
| 201 | leftPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 202 | mass: PADDLE_MASS, |
| 203 | restitution: 1.3, // Even bouncier! |
| 204 | friction: 0, |
| 205 | frictionAir: 0.005 // Less air resistance |
| 206 | }); |
| 207 | |
| 208 | // Spring constraint connecting support to paddle |
| 209 | leftSpring = Constraint.create({ |
| 210 | bodyA: leftSupport, |
| 211 | bodyB: leftPaddle, |
| 212 | length: SPRING_LENGTH, |
| 213 | stiffness: SPRING_STIFFNESS, |
| 214 | damping: SPRING_DAMPING |
| 215 | }); |
| 216 | } else { |
| 217 | // Right support (invisible anchor point controlled by player/AI) |
| 218 | rightSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 219 | isStatic: true, |
| 220 | render: { visible: false } |
| 221 | }); |
| 222 | |
| 223 | // Right paddle (the actual hitting surface) |
| 224 | rightPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 225 | mass: PADDLE_MASS, |
| 226 | restitution: 1.2, // Slightly toned down |
| 227 | friction: 0, |
| 228 | frictionAir: 0.008 // Bit more air resistance for stability |
| 229 | }); |
| 230 | |
| 231 | // Spring constraint connecting support to paddle |
| 232 | rightSpring = Constraint.create({ |
| 233 | bodyA: rightSupport, |
| 234 | bodyB: rightPaddle, |
| 235 | length: SPRING_LENGTH, |
| 236 | stiffness: SPRING_STIFFNESS, |
| 237 | damping: SPRING_DAMPING |
| 238 | }); |
| 239 | } |
| 240 | } |
| 241 | |
| 242 | function draw() { |
| 243 | // Update physics |
| 244 | Engine.update(engine); |
| 245 | |
| 246 | // Clear canvas |
| 247 | background(10, 10, 10); |
| 248 | |
| 249 | if (gameState === 'menu') { |
| 250 | drawMenu(); |
| 251 | } else { |
| 252 | // Handle enhanced player input |
| 253 | handleEnhancedInput(); |
| 254 | |
| 255 | // Update particle systems |
| 256 | updateParticles(); |
| 257 | checkCollisions(); |
| 258 | |
| 259 | // Check for scoring |
| 260 | checkBallPosition(); |
| 261 | |
| 262 | // Draw particles behind everything |
| 263 | drawParticles(); |
| 264 | |
| 265 | // Draw game objects with enhanced visuals |
| 266 | drawSpringPaddleSystemsEnhanced(); |
| 267 | drawBallEnhanced(); |
| 268 | drawBoundaries(); |
| 269 | drawCenterLine(); |
| 270 | |
| 271 | // Draw debug info |
| 272 | drawDebugInfo(); |
| 273 | |
| 274 | // Start message |
| 275 | if (!gameStarted) { |
| 276 | drawStartMessage(); |
| 277 | } |
| 278 | } |
| 279 | } |
| 280 | |
| 281 | function handleEnhancedInput() { |
| 282 | // Handle both keyboard and mouse/touch input |
| 283 | handleKeyboardInput(); |
| 284 | handleMouseTouchInput(); |
| 285 | |
| 286 | // Handle AI if enabled |
| 287 | if (aiEnabled && gameStarted) { |
| 288 | handleAI(); |
| 289 | } |
| 290 | } |
| 291 | |
| 292 | function handleKeyboardInput() { |
| 293 | // Smooth input accumulation with acceleration |
| 294 | let leftInput = 0; |
| 295 | let rightInput = 0; |
| 296 | |
| 297 | // Left paddle input (W/S keys) - always player controlled |
| 298 | if (keys['w'] || keys['W']) leftInput -= 1; |
| 299 | if (keys['s'] || keys['S']) leftInput += 1; |
| 300 | |
| 301 | // Right paddle input (Arrow keys) - only if AI is disabled |
| 302 | if (!aiEnabled) { |
| 303 | if (keys['ArrowUp']) rightInput -= 1; |
| 304 | if (keys['ArrowDown']) rightInput += 1; |
| 305 | } |
| 306 | |
| 307 | // Apply acceleration and smoothing for keyboard |
| 308 | inputBuffer.left = lerp(inputBuffer.left, leftInput, INPUT_SMOOTHING); |
| 309 | if (!aiEnabled) { |
| 310 | inputBuffer.right = lerp(inputBuffer.right, rightInput, INPUT_SMOOTHING); |
| 311 | } |
| 312 | |
| 313 | // Move supports with enhanced physics (only if not using mouse) |
| 314 | if (!mouseInput.active) { |
| 315 | if (Math.abs(inputBuffer.left) > 0.01) { |
| 316 | moveSupportEnhanced(leftSupport, inputBuffer.left * SUPPORT_SPEED); |
| 317 | } |
| 318 | if (!aiEnabled && Math.abs(inputBuffer.right) > 0.01) { |
| 319 | moveSupportEnhanced(rightSupport, inputBuffer.right * SUPPORT_SPEED); |
| 320 | } |
| 321 | } |
| 322 | } |
| 323 | |
| 324 | function handleMouseTouchInput() { |
| 325 | if (!mouseInput.active) return; |
| 326 | |
| 327 | // Determine which paddle to control based on mouse X position |
| 328 | let controllingLeft = mouseX < width / 2; |
| 329 | |
| 330 | // Don't allow mouse control of AI paddle |
| 331 | if (!controllingLeft && aiEnabled) return; |
| 332 | |
| 333 | let targetSupport = controllingLeft ? leftSupport : rightSupport; |
| 334 | |
| 335 | // Calculate target Y with dead zone |
| 336 | let currentY = targetSupport.position.y; |
| 337 | let targetY = mouseY; |
| 338 | let deltaY = targetY - currentY; |
| 339 | |
| 340 | // Apply dead zone - don't move unless mouse is far enough |
| 341 | if (Math.abs(deltaY) < mouseInput.deadZone) { |
| 342 | return; |
| 343 | } |
| 344 | |
| 345 | // Calculate movement with lag and speed limiting |
| 346 | let movement = deltaY * MOUSE_LAG_FACTOR * TOUCH_SENSITIVITY; |
| 347 | |
| 348 | // Limit maximum speed to prevent snappy movement |
| 349 | movement = constrain(movement, -MOUSE_SPEED_LIMIT, MOUSE_SPEED_LIMIT); |
| 350 | |
| 351 | // Apply the lagged movement |
| 352 | moveSupportEnhanced(targetSupport, movement); |
| 353 | |
| 354 | // Visual feedback - update input buffer for particle effects |
| 355 | if (controllingLeft) { |
| 356 | inputBuffer.left = constrain(movement / MOUSE_SPEED_LIMIT, -1, 1); |
| 357 | } else if (!aiEnabled) { |
| 358 | inputBuffer.right = constrain(movement / MOUSE_SPEED_LIMIT, -1, 1); |
| 359 | } |
| 360 | } |
| 361 | |
| 362 | function handleAI() { |
| 363 | let currentTime = millis(); |
| 364 | let ballPos = ball.position; |
| 365 | let ballVel = ball.velocity; |
| 366 | let aiSettings = AI_SETTINGS[aiState.difficulty]; |
| 367 | |
| 368 | // Update aggression based on score difference and time |
| 369 | updateAIAggression(); |
| 370 | |
| 371 | // Add lifelike micro-movements |
| 372 | updateAILifelikeBehavior(currentTime); |
| 373 | |
| 374 | // Advanced AI state machine |
| 375 | switch (aiState.mode) { |
| 376 | case 'TRACKING': |
| 377 | handleAITracking(currentTime, ballPos, ballVel, aiSettings); |
| 378 | break; |
| 379 | case 'WINDING_UP': |
| 380 | handleAIWindup(currentTime, ballPos, ballVel, aiSettings); |
| 381 | break; |
| 382 | case 'SWINGING': |
| 383 | handleAISwing(currentTime, ballPos, ballVel, aiSettings); |
| 384 | break; |
| 385 | case 'RECOVERING': |
| 386 | handleAIRecovery(currentTime, ballPos, ballVel, aiSettings); |
| 387 | break; |
| 388 | case 'ANTICIPATING': |
| 389 | handleAIAnticipation(currentTime, ballPos, ballVel, aiSettings); |
| 390 | break; |
| 391 | } |
| 392 | |
| 393 | // Apply movement with spring physics awareness |
| 394 | executeAIMovement(aiSettings); |
| 395 | } |
| 396 | |
| 397 | function updateAILifelikeBehavior(currentTime) { |
| 398 | // Subtle breathing-like motion when not actively engaged |
| 399 | aiState.breathingOffset = sin(currentTime * 0.003) * 3; |
| 400 | |
| 401 | // Random micro-adjustments every few seconds |
| 402 | if (currentTime - aiState.lastMicroTime > 2000 + random(1000)) { |
| 403 | aiState.microAdjustment = (random() - 0.5) * 15; |
| 404 | aiState.lastMicroTime = currentTime; |
| 405 | } |
| 406 | |
| 407 | // Gradually decay micro-adjustment |
| 408 | aiState.microAdjustment *= 0.98; |
| 409 | |
| 410 | // Update idle target with slight wandering |
| 411 | if (aiState.mode === 'ANTICIPATING' || aiState.mode === 'RECOVERING') { |
| 412 | let centerY = height / 2; |
| 413 | let wanderRadius = 25; |
| 414 | aiState.idleTarget = centerY + sin(currentTime * 0.002) * wanderRadius; |
| 415 | } |
| 416 | } |
| 417 | |
| 418 | function updateAIAggression() { |
| 419 | // Increase aggression when losing |
| 420 | let scoreDiff = leftScore - rightScore; |
| 421 | let baseAggression = AI_SETTINGS[aiState.difficulty].aggression; |
| 422 | |
| 423 | // Rage mode when losing by 2+ points |
| 424 | if (scoreDiff >= 2) { |
| 425 | aiState.aggressionLevel = Math.min(1.0, baseAggression + 0.3); |
| 426 | } else if (scoreDiff >= 1) { |
| 427 | aiState.aggressionLevel = Math.min(1.0, baseAggression + 0.15); |
| 428 | } else { |
| 429 | aiState.aggressionLevel = baseAggression; |
| 430 | } |
| 431 | } |
| 432 | |
| 433 | function handleAITracking(currentTime, ballPos, ballVel, aiSettings) { |
| 434 | // Always track ball position for more responsive movement |
| 435 | let ballApproaching = ballVel.x > 0; |
| 436 | let ballDistance = width - ballPos.x; |
| 437 | let ballSpeed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 438 | |
| 439 | // Calculate where the AI paddle currently is (not the anchor) |
| 440 | let paddlePos = rightPaddle.position; |
| 441 | let anchorPos = rightSupport.position; |
| 442 | |
| 443 | // Continuous ball tracking with paddle awareness |
| 444 | let trackingIntensity = ballApproaching ? 0.08 : 0.03; |
| 445 | |
| 446 | // Calculate where anchor should be to position PADDLE at target Y |
| 447 | let desiredPaddleY = ballPos.y + aiState.microAdjustment; |
| 448 | desiredPaddleY = constrain(desiredPaddleY, 80, height - 80); |
| 449 | |
| 450 | // Estimate anchor position needed to get paddle to desired position |
| 451 | // This is tricky because spring physics affects paddle position |
| 452 | let anchorOffsetNeeded = calculateAnchorOffset(desiredPaddleY, paddlePos, anchorPos); |
| 453 | let targetAnchorY = desiredPaddleY + anchorOffsetNeeded; |
| 454 | |
| 455 | // Always apply some level of paddle-aware tracking |
| 456 | aiState.targetY = lerp(aiState.targetY, targetAnchorY, trackingIntensity); |
| 457 | |
| 458 | // Only do advanced prediction and windup logic if enough time has passed (reaction delay) |
| 459 | if (currentTime - aiState.lastUpdateTime > aiSettings.reactionTime) { |
| 460 | |
| 461 | if (ballApproaching && ballDistance < 300) { |
| 462 | // Calculate intercept point with advanced prediction |
| 463 | let timeToReach = ballDistance / Math.abs(ballVel.x); |
| 464 | let predictedBallY = ballPos.y + ballVel.y * timeToReach; |
| 465 | |
| 466 | // Account for wall bounces |
| 467 | if (predictedBallY < 50) { |
| 468 | predictedBallY = 100 - predictedBallY; |
| 469 | } else if (predictedBallY > height - 50) { |
| 470 | predictedBallY = 2 * (height - 50) - predictedBallY; |
| 471 | } |
| 472 | |
| 473 | // Add accuracy error |
| 474 | let error = (random() - 0.5) * 35 * (1 - aiSettings.accuracy); |
| 475 | predictedBallY += error; |
| 476 | |
| 477 | // Calculate where PADDLE needs to be to hit the ball |
| 478 | aiState.interceptY = predictedBallY; |
| 479 | |
| 480 | // Calculate where ANCHOR needs to be to position paddle correctly |
| 481 | let interceptAnchorOffset = calculateAnchorOffset(aiState.interceptY, paddlePos, anchorPos); |
| 482 | let targetAnchorForIntercept = aiState.interceptY + interceptAnchorOffset; |
| 483 | |
| 484 | // VERY selective windup decision: only for very slow balls |
| 485 | let shouldWindUp = ballSpeed < 4.5 && // Much stricter - very slow balls only |
| 486 | ballDistance > 200 && // Lots of distance required |
| 487 | Math.abs(ballVel.y) < 3 && // Very limited vertical movement |
| 488 | Math.abs(ballVel.x) > 1 && // Ball must be actually moving toward AI |
| 489 | random() < aiSettings.oscillation * aiState.aggressionLevel * 0.3; // Much lower chance |
| 490 | |
| 491 | if (shouldWindUp) { |
| 492 | // Start winding up for power shot |
| 493 | aiState.mode = 'WINDING_UP'; |
| 494 | aiState.windupStartTime = currentTime; |
| 495 | |
| 496 | // Determine windup direction (opposite of where paddle needs to be) |
| 497 | aiState.windupDirection = aiState.interceptY > paddlePos.y ? -1 : 1; |
| 498 | |
| 499 | } else { |
| 500 | // Use paddle-aware intercept positioning |
| 501 | aiState.targetY = lerp(aiState.targetY, targetAnchorForIntercept, 0.3); |
| 502 | } |
| 503 | |
| 504 | aiState.lastUpdateTime = currentTime; |
| 505 | } |
| 506 | } |
| 507 | } |
| 508 | |
| 509 | // Helper function to estimate where anchor should be to position paddle at target Y |
| 510 | function calculateAnchorOffset(targetPaddleY, currentPaddlePos, currentAnchorPos) { |
| 511 | // Calculate current spring vector |
| 512 | let springVectorY = currentPaddlePos.y - currentAnchorPos.y; |
| 513 | |
| 514 | // The paddle tends to lag behind the anchor due to spring physics |
| 515 | // We need to account for this offset when positioning |
| 516 | |
| 517 | // Simple approximation: if spring is compressed/extended, paddle will be offset |
| 518 | let currentSpringLength = dist(currentAnchorPos.x, currentAnchorPos.y, |
| 519 | currentPaddlePos.x, currentPaddlePos.y); |
| 520 | let springCompression = SPRING_LENGTH - currentSpringLength; |
| 521 | |
| 522 | // Estimate the Y offset the paddle will have relative to anchor |
| 523 | // This is a simplified physics approximation |
| 524 | let estimatedPaddleOffset = springVectorY * 0.8; // Paddle lags behind anchor |
| 525 | |
| 526 | // Return the offset needed for anchor positioning |
| 527 | return -estimatedPaddleOffset; |
| 528 | } |
| 529 | |
| 530 | function handleAIWindup(currentTime, ballPos, ballVel, aiSettings) { |
| 531 | let windupTime = currentTime - aiState.windupStartTime; |
| 532 | let maxWindupTime = 500 / Math.max(aiState.aggressionLevel, 0.3); // Longer windup for bigger movement |
| 533 | |
| 534 | // Calculate windup target with much bigger distance |
| 535 | let paddlePos = rightPaddle.position; |
| 536 | let windupTarget = paddlePos.y + aiState.windupDirection * aiState.windupDistance * aiState.aggressionLevel; |
| 537 | windupTarget = constrain(windupTarget, 50, height - 50); // Allow closer to edges for big windup |
| 538 | |
| 539 | // Convert paddle target to anchor target using paddle awareness |
| 540 | let anchorOffsetNeeded = calculateAnchorOffset(windupTarget, paddlePos, rightSupport.position); |
| 541 | aiState.targetY = windupTarget + anchorOffsetNeeded; |
| 542 | |
| 543 | // Check if it's time to swing - allow more time for bigger windups |
| 544 | let ballDistance = width - ballPos.x; |
| 545 | let ballSpeed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 546 | |
| 547 | let shouldSwing = windupTime > maxWindupTime || |
| 548 | ballDistance < 120 || |
| 549 | ballSpeed > 6; // Abort if ball speeds up even slightly |
| 550 | |
| 551 | if (shouldSwing) { |
| 552 | aiState.mode = 'SWINGING'; |
| 553 | aiState.swingStartTime = currentTime; |
| 554 | } |
| 555 | } |
| 556 | |
| 557 | function handleAISwing(currentTime, ballPos, ballVel, aiSettings) { |
| 558 | // Aggressive swing toward intercept point - but position anchor for paddle placement |
| 559 | let paddlePos = rightPaddle.position; |
| 560 | |
| 561 | // Calculate where anchor should be to get paddle to intercept point |
| 562 | let anchorOffsetNeeded = calculateAnchorOffset(aiState.interceptY, paddlePos, rightSupport.position); |
| 563 | aiState.targetY = aiState.interceptY + anchorOffsetNeeded; |
| 564 | |
| 565 | let swingTime = currentTime - aiState.swingStartTime; |
| 566 | let maxSwingTime = aiState.timingWindow; |
| 567 | |
| 568 | // Check if swing is complete |
| 569 | if (swingTime > maxSwingTime || Math.abs(ball.velocity.x) < 2) { |
| 570 | aiState.mode = 'RECOVERING'; |
| 571 | aiState.lastHitTime = currentTime; |
| 572 | } |
| 573 | } |
| 574 | |
| 575 | function handleAIRecovery(currentTime, ballPos, ballVel, aiSettings) { |
| 576 | // Return to idle position with lifelike movement |
| 577 | aiState.targetY = aiState.idleTarget + aiState.breathingOffset; |
| 578 | |
| 579 | let recoveryTime = currentTime - aiState.lastHitTime; |
| 580 | if (recoveryTime > 400) { // Faster recovery |
| 581 | aiState.mode = 'ANTICIPATING'; |
| 582 | } |
| 583 | } |
| 584 | |
| 585 | function handleAIAnticipation(currentTime, ballPos, ballVel, aiSettings) { |
| 586 | // Stay near center with subtle lifelike movements, but use paddle-aware positioning |
| 587 | let baseTarget = aiState.idleTarget + aiState.breathingOffset + aiState.microAdjustment; |
| 588 | let ballTrackingTarget = ballPos.y; |
| 589 | |
| 590 | // Blend idle position with gentle ball tracking |
| 591 | let desiredPaddleY = lerp(baseTarget, ballTrackingTarget, 0.15); |
| 592 | |
| 593 | // Convert paddle target to anchor target |
| 594 | let paddlePos = rightPaddle.position; |
| 595 | let anchorPos = rightSupport.position; |
| 596 | let anchorOffsetNeeded = calculateAnchorOffset(desiredPaddleY, paddlePos, anchorPos); |
| 597 | aiState.targetY = desiredPaddleY + anchorOffsetNeeded; |
| 598 | |
| 599 | // Switch back to tracking when ball changes direction |
| 600 | if (ballVel.x > 0) { |
| 601 | aiState.mode = 'TRACKING'; |
| 602 | } |
| 603 | } |
| 604 | |
| 605 | function executeAIMovement(aiSettings) { |
| 606 | // Move AI paddle toward target with speed limitation |
| 607 | let currentY = rightSupport.position.y; |
| 608 | let deltaY = aiState.targetY - currentY; |
| 609 | |
| 610 | if (Math.abs(deltaY) > 1) { // Very small dead zone for responsive tracking |
| 611 | let baseSpeed = 0.08 * aiSettings.speed; // Back to more responsive speed |
| 612 | |
| 613 | // Apply swing power during swing phase |
| 614 | if (aiState.mode === 'SWINGING') { |
| 615 | baseSpeed *= aiState.swingPower * (1 + aiState.aggressionLevel * 0.3); |
| 616 | } else if (aiState.mode === 'WINDING_UP') { |
| 617 | baseSpeed *= 0.6; // Slower during windup for more deliberate movement |
| 618 | } |
| 619 | |
| 620 | // Apply aggression multiplier |
| 621 | baseSpeed *= (1 + aiState.aggressionLevel * 0.2); |
| 622 | |
| 623 | let movement = deltaY * baseSpeed; |
| 624 | movement = constrain(movement, -SUPPORT_SPEED * 0.9, SUPPORT_SPEED * 0.9); |
| 625 | |
| 626 | moveSupportEnhanced(rightSupport, movement); |
| 627 | |
| 628 | // Update input buffer for visual effects |
| 629 | inputBuffer.right = constrain(movement / (SUPPORT_SPEED * 0.9), -1, 1); |
| 630 | } else { |
| 631 | // Gradually reduce input buffer when AI is not moving |
| 632 | inputBuffer.right *= 0.95; |
| 633 | } |
| 634 | } |
| 635 | |
| 636 | function moveSupportEnhanced(support, deltaY) { |
| 637 | let newY = support.position.y + deltaY; |
| 638 | |
| 639 | // Keep support within reasonable bounds with smooth clamping |
| 640 | let minY = 50; |
| 641 | let maxY = height - 50; |
| 642 | |
| 643 | if (newY < minY) { |
| 644 | newY = minY + (newY - minY) * 0.1; // Soft boundary |
| 645 | } else if (newY > maxY) { |
| 646 | newY = maxY + (newY - maxY) * 0.1; // Soft boundary |
| 647 | } |
| 648 | |
| 649 | Body.setPosition(support, { x: support.position.x, y: newY }); |
| 650 | } |
| 651 | |
| 652 | function checkCollisions() { |
| 653 | let ballPos = ball.position; |
| 654 | let ballVel = ball.velocity; |
| 655 | |
| 656 | // Check paddle collisions for particle effects |
| 657 | let leftDist = dist(ballPos.x, ballPos.y, leftPaddle.position.x, leftPaddle.position.y); |
| 658 | let rightDist = dist(ballPos.x, ballPos.y, rightPaddle.position.x, rightPaddle.position.y); |
| 659 | |
| 660 | // Collision threshold |
| 661 | let collisionDist = BALL_RADIUS + PADDLE_WIDTH/2 + 5; |
| 662 | |
| 663 | // Left paddle collision |
| 664 | if (leftDist < collisionDist && ballVel.x < 0) { |
| 665 | createImpactParticles(ballPos.x, ballPos.y, ballVel.x, ballVel.y); |
| 666 | } |
| 667 | |
| 668 | // Right paddle collision |
| 669 | if (rightDist < collisionDist && ballVel.x > 0) { |
| 670 | createImpactParticles(ballPos.x, ballPos.y, ballVel.x, ballVel.y); |
| 671 | } |
| 672 | } |
| 673 | |
| 674 | function createImpactParticles(x, y, velX, velY) { |
| 675 | for (let i = 0; i < IMPACT_PARTICLES; i++) { |
| 676 | let angle = random(TWO_PI); |
| 677 | let speed = random(2, 8); |
| 678 | let size = random(2, 6); |
| 679 | |
| 680 | particles.push({ |
| 681 | x: x + random(-5, 5), |
| 682 | y: y + random(-5, 5), |
| 683 | vx: cos(angle) * speed - velX * 0.2, |
| 684 | vy: sin(angle) * speed - velY * 0.2, |
| 685 | size: size, |
| 686 | life: PARTICLE_LIFE, |
| 687 | maxLife: PARTICLE_LIFE, |
| 688 | color: { r: 255, g: random(100, 255), b: random(100, 150) }, |
| 689 | type: 'impact' |
| 690 | }); |
| 691 | } |
| 692 | } |
| 693 | |
| 694 | function createSpringParticles(springPos, compression) { |
| 695 | if (random() < SPRING_PARTICLE_RATE * compression) { |
| 696 | let angle = random(TWO_PI); |
| 697 | let speed = random(1, 3) * compression; |
| 698 | |
| 699 | particles.push({ |
| 700 | x: springPos.x + random(-10, 10), |
| 701 | y: springPos.y + random(-10, 10), |
| 702 | vx: cos(angle) * speed, |
| 703 | vy: sin(angle) * speed, |
| 704 | size: random(1, 3), |
| 705 | life: PARTICLE_LIFE * 0.5, |
| 706 | maxLife: PARTICLE_LIFE * 0.5, |
| 707 | color: { r: 0, g: 255, b: 136 }, |
| 708 | type: 'spring' |
| 709 | }); |
| 710 | } |
| 711 | } |
| 712 | |
| 713 | function updateParticles() { |
| 714 | // Update and remove dead particles |
| 715 | for (let i = particles.length - 1; i >= 0; i--) { |
| 716 | let p = particles[i]; |
| 717 | |
| 718 | // Update position |
| 719 | p.x += p.vx; |
| 720 | p.y += p.vy; |
| 721 | |
| 722 | // Apply drag |
| 723 | p.vx *= 0.98; |
| 724 | p.vy *= 0.98; |
| 725 | |
| 726 | // Update life |
| 727 | p.life--; |
| 728 | |
| 729 | // Remove dead particles |
| 730 | if (p.life <= 0) { |
| 731 | particles.splice(i, 1); |
| 732 | } |
| 733 | } |
| 734 | |
| 735 | // Limit particle count |
| 736 | if (particles.length > MAX_PARTICLES) { |
| 737 | particles.splice(0, particles.length - MAX_PARTICLES); |
| 738 | } |
| 739 | } |
| 740 | |
| 741 | function drawParticles() { |
| 742 | for (let p of particles) { |
| 743 | let alpha = map(p.life, 0, p.maxLife, 0, 255); |
| 744 | |
| 745 | push(); |
| 746 | translate(p.x, p.y); |
| 747 | |
| 748 | if (p.type === 'impact') { |
| 749 | // Impact particles: bright sparks |
| 750 | fill(p.color.r, p.color.g, p.color.b, alpha); |
| 751 | noStroke(); |
| 752 | ellipse(0, 0, p.size, p.size); |
| 753 | |
| 754 | // Add glow |
| 755 | fill(p.color.r, p.color.g, p.color.b, alpha * 0.3); |
| 756 | ellipse(0, 0, p.size * 2, p.size * 2); |
| 757 | |
| 758 | } else if (p.type === 'spring') { |
| 759 | // Spring particles: green energy |
| 760 | fill(p.color.r, p.color.g, p.color.b, alpha); |
| 761 | noStroke(); |
| 762 | ellipse(0, 0, p.size, p.size); |
| 763 | } |
| 764 | |
| 765 | pop(); |
| 766 | } |
| 767 | } |
| 768 | |
| 769 | function drawSpringPaddleSystemsEnhanced() { |
| 770 | // Draw springs with enhanced visuals and particles |
| 771 | drawSpringsEnhanced(); |
| 772 | |
| 773 | // Draw paddles with glow effects |
| 774 | drawPaddlesWithGlow(); |
| 775 | |
| 776 | // Draw support points with input feedback |
| 777 | drawSupportPointsEnhanced(); |
| 778 | } |
| 779 | |
| 780 | function drawSpringsEnhanced() { |
| 781 | // Left spring |
| 782 | let leftSupportPos = leftSupport.position; |
| 783 | let leftPaddlePos = leftPaddle.position; |
| 784 | let leftCompression = drawSpringLineEnhanced(leftSupportPos, leftPaddlePos); |
| 785 | createSpringParticles(leftPaddlePos, leftCompression); |
| 786 | |
| 787 | // Right spring |
| 788 | let rightSupportPos = rightSupport.position; |
| 789 | let rightPaddlePos = rightPaddle.position; |
| 790 | let rightCompression = drawSpringLineEnhanced(rightSupportPos, rightPaddlePos); |
| 791 | createSpringParticles(rightPaddlePos, rightCompression); |
| 792 | } |
| 793 | |
| 794 | function drawSpringLineEnhanced(startPos, endPos) { |
| 795 | let segments = 12; // More segments for smoother springs |
| 796 | let amplitude = 10; // Bigger amplitude for more dramatic effect |
| 797 | |
| 798 | // Calculate spring compression for visual effects |
| 799 | let currentLength = dist(startPos.x, startPos.y, endPos.x, endPos.y); |
| 800 | let compression = SPRING_LENGTH / currentLength; |
| 801 | amplitude *= compression; |
| 802 | |
| 803 | // Enhanced spring glow based on compression |
| 804 | let glowIntensity = 150 + compression * SPRING_GLOW_INTENSITY; |
| 805 | stroke(0, 255, 136, glowIntensity); |
| 806 | strokeWeight(3 + compression * 2); // Thicker when compressed |
| 807 | |
| 808 | // Draw spring coil with smooth curves |
| 809 | beginShape(); |
| 810 | noFill(); |
| 811 | |
| 812 | for (let i = 0; i <= segments; i++) { |
| 813 | let t = i / segments; |
| 814 | let x = lerp(startPos.x, endPos.x, t); |
| 815 | let y = lerp(startPos.y, endPos.y, t); |
| 816 | |
| 817 | // Enhanced zigzag with smoother curves |
| 818 | if (i > 0 && i < segments) { |
| 819 | let perpX = -(endPos.y - startPos.y) / currentLength; |
| 820 | let perpY = (endPos.x - startPos.x) / currentLength; |
| 821 | let offset = sin(i * PI * 1.5) * amplitude; // More dramatic oscillation |
| 822 | x += perpX * offset; |
| 823 | y += perpY * offset; |
| 824 | } |
| 825 | |
| 826 | vertex(x, y); |
| 827 | } |
| 828 | |
| 829 | endShape(); |
| 830 | |
| 831 | // Add spring glow effect with pulsing |
| 832 | let pulse = sin(frameCount * 0.1) * 0.2 + 1; |
| 833 | stroke(0, 255, 136, glowIntensity * 0.4 * pulse); |
| 834 | strokeWeight(8 + compression * 3); |
| 835 | beginShape(); |
| 836 | noFill(); |
| 837 | |
| 838 | for (let i = 0; i <= segments; i++) { |
| 839 | let t = i / segments; |
| 840 | let x = lerp(startPos.x, endPos.x, t); |
| 841 | let y = lerp(startPos.y, endPos.y, t); |
| 842 | vertex(x, y); |
| 843 | } |
| 844 | |
| 845 | endShape(); |
| 846 | |
| 847 | return compression; // Return compression for particle effects |
| 848 | } |
| 849 | |
| 850 | function drawPaddlesWithGlow() { |
| 851 | // Calculate ball distance for glow effects |
| 852 | let ballPos = ball.position; |
| 853 | let leftDist = dist(ballPos.x, ballPos.y, leftPaddle.position.x, leftPaddle.position.y); |
| 854 | let rightDist = dist(ballPos.x, ballPos.y, rightPaddle.position.x, rightPaddle.position.y); |
| 855 | |
| 856 | // Enhanced paddle drawing |
| 857 | drawSinglePaddleEnhanced(leftPaddle, leftDist); |
| 858 | drawSinglePaddleEnhanced(rightPaddle, rightDist); |
| 859 | } |
| 860 | |
| 861 | function drawSinglePaddleEnhanced(paddle, ballDistance) { |
| 862 | let pos = paddle.position; |
| 863 | let angle = paddle.angle; |
| 864 | |
| 865 | // Check if this is the AI paddle |
| 866 | let isAI = aiEnabled && paddle === rightPaddle; |
| 867 | |
| 868 | // Calculate glow intensity based on ball proximity |
| 869 | let glowIntensity = map(ballDistance, 0, PADDLE_GLOW_DISTANCE, 150, 0); |
| 870 | glowIntensity = constrain(glowIntensity, 0, 150); |
| 871 | |
| 872 | // Add AI state-based effects |
| 873 | if (isAI) { |
| 874 | // Enhance glow during aggressive states |
| 875 | if (aiState.mode === 'WINDING_UP') { |
| 876 | glowIntensity += 50; |
| 877 | } else if (aiState.mode === 'SWINGING') { |
| 878 | glowIntensity += 100; |
| 879 | } |
| 880 | |
| 881 | // Aggression-based glow |
| 882 | glowIntensity += aiState.aggressionLevel * 30; |
| 883 | } |
| 884 | |
| 885 | push(); |
| 886 | translate(pos.x, pos.y); |
| 887 | rotate(angle); |
| 888 | |
| 889 | // Different color scheme for AI paddle |
| 890 | let paddleColor = isAI ? [255, 100, 100] : [0, 255, 136]; // Red for AI, green for player |
| 891 | |
| 892 | // AI mode indicator colors |
| 893 | if (isAI && aiState.mode === 'WINDING_UP') { |
| 894 | paddleColor = [255, 150, 50]; // Orange during windup |
| 895 | } else if (isAI && aiState.mode === 'SWINGING') { |
| 896 | paddleColor = [255, 50, 50]; // Bright red during swing |
| 897 | } |
| 898 | |
| 899 | // Draw enhanced glow effect first |
| 900 | if (glowIntensity > 0) { |
| 901 | fill(paddleColor[0], paddleColor[1], paddleColor[2], glowIntensity * 0.6); |
| 902 | noStroke(); |
| 903 | rectMode(CENTER); |
| 904 | rect(0, 0, PADDLE_WIDTH + 12, PADDLE_HEIGHT + 12); |
| 905 | |
| 906 | // Add outer glow |
| 907 | fill(paddleColor[0], paddleColor[1], paddleColor[2], glowIntensity * 0.3); |
| 908 | rect(0, 0, PADDLE_WIDTH + 20, PADDLE_HEIGHT + 20); |
| 909 | } |
| 910 | |
| 911 | // Draw main paddle with enhanced visual |
| 912 | fill(paddleColor[0], paddleColor[1], paddleColor[2]); |
| 913 | stroke(paddleColor[0], paddleColor[1], paddleColor[2], 220 + glowIntensity * 0.5); |
| 914 | strokeWeight(3); |
| 915 | rectMode(CENTER); |
| 916 | rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); |
| 917 | |
| 918 | // Add core highlight |
| 919 | if (isAI) { |
| 920 | fill(255, 200, 200, 100); // Light red highlight for AI |
| 921 | } else { |
| 922 | fill(150, 255, 200, 100); // Light green highlight for player |
| 923 | } |
| 924 | noStroke(); |
| 925 | rect(0, 0, PADDLE_WIDTH - 4, PADDLE_HEIGHT - 4); |
| 926 | |
| 927 | pop(); |
| 928 | } |
| 929 | |
| 930 | function drawSupportPointsEnhanced() { |
| 931 | // Enhanced support indicators with input feedback |
| 932 | let leftActivity = Math.abs(inputBuffer.left) * 255; |
| 933 | let rightActivity = Math.abs(inputBuffer.right) * 255; |
| 934 | |
| 935 | // Left support with pulsing effect |
| 936 | let leftPulse = sin(frameCount * 0.2) * 0.3 + 1; |
| 937 | fill(0, 255, 136, 100 + leftActivity * 0.6); |
| 938 | noStroke(); |
| 939 | ellipse(leftSupport.position.x, leftSupport.position.y, |
| 940 | (8 + leftActivity * 0.15) * leftPulse, |
| 941 | (8 + leftActivity * 0.15) * leftPulse); |
| 942 | |
| 943 | // Right support with pulsing effect |
| 944 | let rightPulse = sin(frameCount * 0.2 + PI) * 0.3 + 1; |
| 945 | fill(0, 255, 136, 100 + rightActivity * 0.6); |
| 946 | ellipse(rightSupport.position.x, rightSupport.position.y, |
| 947 | (8 + rightActivity * 0.15) * rightPulse, |
| 948 | (8 + rightActivity * 0.15) * rightPulse); |
| 949 | } |
| 950 | |
| 951 | function drawBallEnhanced() { |
| 952 | let ballPos = ball.position; |
| 953 | let ballVel = ball.velocity; |
| 954 | let speed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 955 | |
| 956 | // Enhanced ball with speed-based effects |
| 957 | let speedIntensity = map(speed, 0, 15, 50, 255); |
| 958 | |
| 959 | // Multi-layered trail effect |
| 960 | for (let i = 0; i < 3; i++) { |
| 961 | let offset = i * 3; |
| 962 | fill(255, 100, 100, 40 - i * 10); |
| 963 | noStroke(); |
| 964 | ellipse(ballPos.x - ballVel.x * offset * 0.1, |
| 965 | ballPos.y - ballVel.y * offset * 0.1, |
| 966 | BALL_RADIUS * (4 - i), BALL_RADIUS * (4 - i)); |
| 967 | } |
| 968 | |
| 969 | // Main ball with enhanced glow |
| 970 | fill(255, 100, 100); |
| 971 | stroke(255, 200, 200, speedIntensity); |
| 972 | strokeWeight(3 + speed * 0.15); |
| 973 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 2, BALL_RADIUS * 2); |
| 974 | |
| 975 | // Speed indicator core |
| 976 | if (speed > 8) { |
| 977 | fill(255, 255, 255, speedIntensity * 0.8); |
| 978 | noStroke(); |
| 979 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 0.8, BALL_RADIUS * 0.8); |
| 980 | } |
| 981 | |
| 982 | // Outer energy ring for high speeds |
| 983 | if (speed > 12) { |
| 984 | noFill(); |
| 985 | stroke(255, 255, 255, speedIntensity * 0.5); |
| 986 | strokeWeight(2); |
| 987 | ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 3, BALL_RADIUS * 3); |
| 988 | } |
| 989 | } |
| 990 | |
| 991 | function drawBoundaries() { |
| 992 | stroke(0, 255, 136, 30); |
| 993 | strokeWeight(1); |
| 994 | noFill(); |
| 995 | line(0, 0, width, 0); |
| 996 | line(0, height, width, height); |
| 997 | } |
| 998 | |
| 999 | function drawCenterLine() { |
| 1000 | stroke(0, 255, 136, 50); |
| 1001 | strokeWeight(2); |
| 1002 | |
| 1003 | for (let y = 0; y < height; y += 20) { |
| 1004 | line(width/2, y, width/2, y + 10); |
| 1005 | } |
| 1006 | } |
| 1007 | |
| 1008 | function drawDebugInfo() { |
| 1009 | fill(255, 100); |
| 1010 | textAlign(LEFT); |
| 1011 | textSize(12); |
| 1012 | text(`FPS: ${Math.round(frameRate())}`, 10, 20); |
| 1013 | text(`Ball Speed: ${Math.round(getBallSpeed())}`, 10, 35); |
| 1014 | text(`Particles: ${particles.length}`, 10, 50); |
| 1015 | text(`Mode: ${aiEnabled ? 'vs CPU' : '2 Player'} | Difficulty: ${aiState.difficulty}`, 10, 65); |
| 1016 | |
| 1017 | // Enhanced spring info |
| 1018 | let leftSpringLength = dist(leftSupport.position.x, leftSupport.position.y, |
| 1019 | leftPaddle.position.x, leftPaddle.position.y); |
| 1020 | let rightSpringLength = dist(rightSupport.position.x, rightSupport.position.y, |
| 1021 | rightPaddle.position.x, rightPaddle.position.y); |
| 1022 | |
| 1023 | text(`L Spring: ${Math.round(leftSpringLength)}px (${((SPRING_LENGTH/leftSpringLength - 1) * 100).toFixed(0)}%)`, 10, 80); |
| 1024 | text(`R Spring: ${Math.round(rightSpringLength)}px (${((SPRING_LENGTH/rightSpringLength - 1) * 100).toFixed(0)}%)`, 10, 95); |
| 1025 | text(`Input: L=${inputBuffer.left.toFixed(2)} R=${inputBuffer.right.toFixed(2)}`, 10, 110); |
| 1026 | |
| 1027 | // Advanced AI debug info |
| 1028 | if (aiEnabled) { |
| 1029 | text(`AI State: ${aiState.mode} | Aggression: ${aiState.aggressionLevel.toFixed(2)}`, 10, 125); |
| 1030 | text(`Target: ${Math.round(aiState.targetY)} | Intercept: ${Math.round(aiState.interceptY)}`, 10, 140); |
| 1031 | text(`Ball: (${Math.round(ball.position.x)}, ${Math.round(ball.position.y)}) Vel: (${ball.velocity.x.toFixed(1)}, ${ball.velocity.y.toFixed(1)})`, 10, 155); |
| 1032 | |
| 1033 | // Show AI technique indicators |
| 1034 | if (aiState.mode === 'WINDING_UP') { |
| 1035 | fill(255, 150, 50, 200); |
| 1036 | text("🔄 AI WINDING UP FOR POWER SHOT", 10, 175); |
| 1037 | } else if (aiState.mode === 'SWINGING') { |
| 1038 | fill(255, 50, 50, 200); |
| 1039 | text("⚡ AI POWER SWING!", 10, 175); |
| 1040 | } |
| 1041 | } |
| 1042 | |
| 1043 | // Mouse/touch input debug |
| 1044 | if (mouseInput.active) { |
| 1045 | text(`Mouse: Active | Side: ${mouseX < width/2 ? 'Left' : 'Right'} | Y: ${mouseY}`, 10, 190); |
| 1046 | } |
| 1047 | } |
| 1048 | |
| 1049 | function drawMenu() { |
| 1050 | // Draw animated background |
| 1051 | drawMenuBackground(); |
| 1052 | |
| 1053 | // Main title |
| 1054 | push(); |
| 1055 | let titlePulse = sin(frameCount * 0.05) * 0.2 + 1; |
| 1056 | fill(0, 255, 136); |
| 1057 | textAlign(CENTER); |
| 1058 | textSize(60 * titlePulse); |
| 1059 | text("SPRONG", width/2, 120); |
| 1060 | |
| 1061 | // Subtitle |
| 1062 | fill(0, 255, 136, 150); |
| 1063 | textSize(16); |
| 1064 | text("Physics-based Pong with Spring Paddles", width/2, 150); |
| 1065 | pop(); |
| 1066 | |
| 1067 | // Menu options |
| 1068 | let startY = height/2 - 20; |
| 1069 | let spacing = 60; |
| 1070 | |
| 1071 | for (let i = 0; i < menuState.options.length; i++) { |
| 1072 | let y = startY + i * spacing; |
| 1073 | let isSelected = i === menuState.selectedOption; |
| 1074 | |
| 1075 | // Selection indicator |
| 1076 | if (isSelected) { |
| 1077 | push(); |
| 1078 | let pulse = sin(frameCount * 0.15) * 0.3 + 1; |
| 1079 | fill(0, 255, 136, 100 * pulse); |
| 1080 | noStroke(); |
| 1081 | rectMode(CENTER); |
| 1082 | rect(width/2, y, 300, 45); |
| 1083 | pop(); |
| 1084 | } |
| 1085 | |
| 1086 | // Option text |
| 1087 | fill(isSelected ? 255 : 200); |
| 1088 | textAlign(CENTER); |
| 1089 | textSize(isSelected ? 24 : 20); |
| 1090 | text(menuState.options[i], width/2, y + 8); |
| 1091 | |
| 1092 | // Show difficulty selector for 1 Player option |
| 1093 | if (i === 0 && isSelected && menuState.showDifficulty) { |
| 1094 | fill(0, 255, 136, 180); |
| 1095 | textSize(14); |
| 1096 | text(`Difficulty: ${menuState.difficulties[menuState.difficultySelected]}`, width/2, y + 28); |
| 1097 | text("(Use ← → to change)", width/2, y + 45); |
| 1098 | } |
| 1099 | } |
| 1100 | |
| 1101 | // Instructions |
| 1102 | fill(0, 255, 136, 120); |
| 1103 | textAlign(CENTER); |
| 1104 | textSize(14); |
| 1105 | text("Use ↑↓ to select, ENTER to confirm", width/2, height - 80); |
| 1106 | text("or click/touch to select", width/2, height - 60); |
| 1107 | |
| 1108 | // Show controls preview |
| 1109 | textSize(12); |
| 1110 | fill(255, 100); |
| 1111 | if (menuState.selectedOption === 0) { |
| 1112 | text("Controls: W/S keys or Mouse/Touch to move paddle", width/2, height - 30); |
| 1113 | } else { |
| 1114 | text("Controls: Player 1 (W/S) | Player 2 (↑/↓) | Mouse/Touch", width/2, height - 30); |
| 1115 | } |
| 1116 | } |
| 1117 | |
| 1118 | function drawMenuBackground() { |
| 1119 | // Draw subtle animated background elements |
| 1120 | push(); |
| 1121 | stroke(0, 255, 136, 30); |
| 1122 | strokeWeight(1); |
| 1123 | |
| 1124 | // Animated grid |
| 1125 | for (let x = 0; x < width; x += 40) { |
| 1126 | let offset = sin(frameCount * 0.01 + x * 0.01) * 5; |
| 1127 | line(x, 0, x, height + offset); |
| 1128 | } |
| 1129 | |
| 1130 | for (let y = 0; y < height; y += 40) { |
| 1131 | let offset = cos(frameCount * 0.01 + y * 0.01) * 5; |
| 1132 | line(0, y, width + offset, y); |
| 1133 | } |
| 1134 | |
| 1135 | // Floating particles |
| 1136 | for (let i = 0; i < 20; i++) { |
| 1137 | let x = (frameCount * 0.5 + i * 137) % width; |
| 1138 | let y = (sin(frameCount * 0.01 + i) * 50 + height/2); |
| 1139 | let alpha = sin(frameCount * 0.02 + i) * 30 + 50; |
| 1140 | |
| 1141 | fill(0, 255, 136, alpha); |
| 1142 | noStroke(); |
| 1143 | ellipse(x, y, 3, 3); |
| 1144 | } |
| 1145 | pop(); |
| 1146 | } |
| 1147 | |
| 1148 | function drawStartMessage() { |
| 1149 | fill(0, 255, 136, 200); |
| 1150 | textAlign(CENTER); |
| 1151 | textSize(20); |
| 1152 | text("Press any key to start!", width/2, height/2 + 100); |
| 1153 | textSize(14); |
| 1154 | |
| 1155 | if (aiEnabled) { |
| 1156 | text("Player vs CPU | Left paddle: W/S or Mouse/Touch", width/2, height/2 + 125); |
| 1157 | text(`AI Difficulty: ${aiState.difficulty.toUpperCase()}`, width/2, height/2 + 145); |
| 1158 | } else { |
| 1159 | text("2 Player Mode | P1: W/S | P2: ↑/↓ | Mouse/Touch: Drag paddles", width/2, height/2 + 125); |
| 1160 | } |
| 1161 | |
| 1162 | textSize(12); |
| 1163 | fill(0, 255, 136, 120); |
| 1164 | text("Press ESC to return to menu", width/2, height/2 + 170); |
| 1165 | } |
| 1166 | |
| 1167 | function resetBall() { |
| 1168 | if (ball) { |
| 1169 | World.remove(world, ball); |
| 1170 | } |
| 1171 | |
| 1172 | // Create new ball at center |
| 1173 | ball = Bodies.circle(width/2, height/2, BALL_RADIUS, { |
| 1174 | restitution: 1, |
| 1175 | friction: 0, |
| 1176 | frictionAir: 0 |
| 1177 | }); |
| 1178 | |
| 1179 | if (world) { |
| 1180 | World.add(world, ball); |
| 1181 | } |
| 1182 | |
| 1183 | // Start ball moving after a short delay |
| 1184 | setTimeout(() => { |
| 1185 | let direction = random() > 0.5 ? 1 : -1; |
| 1186 | let angle = random(-PI/6, PI/6); |
| 1187 | |
| 1188 | Body.setVelocity(ball, { |
| 1189 | x: direction * BALL_SPEED * cos(angle), |
| 1190 | y: BALL_SPEED * sin(angle) |
| 1191 | }); |
| 1192 | |
| 1193 | gameStarted = true; |
| 1194 | }, 1000); |
| 1195 | } |
| 1196 | |
| 1197 | function checkBallPosition() { |
| 1198 | let ballX = ball.position.x; |
| 1199 | |
| 1200 | if (ballX < -BALL_RADIUS) { |
| 1201 | rightScore++; |
| 1202 | updateScore(); |
| 1203 | resetBall(); |
| 1204 | gameStarted = false; |
| 1205 | } |
| 1206 | |
| 1207 | if (ballX > width + BALL_RADIUS) { |
| 1208 | leftScore++; |
| 1209 | updateScore(); |
| 1210 | resetBall(); |
| 1211 | gameStarted = false; |
| 1212 | } |
| 1213 | } |
| 1214 | |
| 1215 | function updateScore() { |
| 1216 | document.getElementById('leftScore').textContent = leftScore; |
| 1217 | document.getElementById('rightScore').textContent = rightScore; |
| 1218 | } |
| 1219 | |
| 1220 | function getBallSpeed() { |
| 1221 | let velocity = ball.velocity; |
| 1222 | return Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); |
| 1223 | } |
| 1224 | |
| 1225 | // Input handling |
| 1226 | function keyPressed() { |
| 1227 | keys[key] = true; |
| 1228 | keys[keyCode] = true; |
| 1229 | |
| 1230 | if (gameState === 'menu') { |
| 1231 | handleMenuInput(); |
| 1232 | return; |
| 1233 | } |
| 1234 | |
| 1235 | if (!gameStarted && key !== ' ') { |
| 1236 | gameStarted = true; |
| 1237 | } |
| 1238 | |
| 1239 | // Toggle game mode (only during gameplay) |
| 1240 | if (key === 'm' || key === 'M') { |
| 1241 | aiEnabled = !aiEnabled; |
| 1242 | gameMode = aiEnabled ? 'vs-cpu' : 'vs-human'; |
| 1243 | console.log("Switched to " + gameMode + " mode"); |
| 1244 | } |
| 1245 | |
| 1246 | // Change AI difficulty (only during gameplay) |
| 1247 | if (key === 'd' || key === 'D') { |
| 1248 | if (aiState.difficulty === 'easy') { |
| 1249 | aiState.difficulty = 'medium'; |
| 1250 | } else if (aiState.difficulty === 'medium') { |
| 1251 | aiState.difficulty = 'hard'; |
| 1252 | } else { |
| 1253 | aiState.difficulty = 'easy'; |
| 1254 | } |
| 1255 | console.log("AI difficulty: " + aiState.difficulty); |
| 1256 | } |
| 1257 | |
| 1258 | // Reset game with spacebar |
| 1259 | if (key === ' ') { |
| 1260 | leftScore = 0; |
| 1261 | rightScore = 0; |
| 1262 | updateScore(); |
| 1263 | resetBall(); |
| 1264 | gameStarted = false; |
| 1265 | |
| 1266 | // Reset input buffers |
| 1267 | inputBuffer.left = 0; |
| 1268 | inputBuffer.right = 0; |
| 1269 | |
| 1270 | // Reset mouse input |
| 1271 | mouseInput.active = false; |
| 1272 | |
| 1273 | // Reset AI state |
| 1274 | aiState.targetY = height / 2; |
| 1275 | aiState.lastUpdateTime = 0; |
| 1276 | aiState.mode = 'ANTICIPATING'; |
| 1277 | aiState.aggressionLevel = AI_SETTINGS[aiState.difficulty].aggression; |
| 1278 | |
| 1279 | // Clear particles |
| 1280 | particles = []; |
| 1281 | |
| 1282 | console.log("Game reset!"); |
| 1283 | } |
| 1284 | |
| 1285 | // Return to menu with ESC |
| 1286 | if (keyCode === 27) { |
| 1287 | gameState = 'menu'; |
| 1288 | gameStarted = false; |
| 1289 | particles = []; |
| 1290 | console.log("Returned to menu"); |
| 1291 | } |
| 1292 | } |
| 1293 | |
| 1294 | function handleMenuInput() { |
| 1295 | // Navigate menu with arrow keys |
| 1296 | if (keyCode === UP_ARROW) { |
| 1297 | menuState.selectedOption = Math.max(0, menuState.selectedOption - 1); |
| 1298 | } else if (keyCode === DOWN_ARROW) { |
| 1299 | menuState.selectedOption = Math.min(menuState.options.length - 1, menuState.selectedOption + 1); |
| 1300 | } |
| 1301 | |
| 1302 | // Change difficulty for 1 Player mode |
| 1303 | if (menuState.selectedOption === 0) { |
| 1304 | if (keyCode === LEFT_ARROW) { |
| 1305 | menuState.difficultySelected = Math.max(0, menuState.difficultySelected - 1); |
| 1306 | } else if (keyCode === RIGHT_ARROW) { |
| 1307 | menuState.difficultySelected = Math.min(menuState.difficulties.length - 1, menuState.difficultySelected + 1); |
| 1308 | } |
| 1309 | } |
| 1310 | |
| 1311 | // Confirm selection with ENTER |
| 1312 | if (keyCode === ENTER || key === ' ') { |
| 1313 | startGameWithSelection(); |
| 1314 | } |
| 1315 | } |
| 1316 | |
| 1317 | function startGameWithSelection() { |
| 1318 | // Set game mode based on selection |
| 1319 | if (menuState.selectedOption === 0) { |
| 1320 | // 1 Player vs CPU |
| 1321 | aiEnabled = true; |
| 1322 | gameMode = 'vs-cpu'; |
| 1323 | aiState.difficulty = menuState.difficulties[menuState.difficultySelected].toLowerCase(); |
| 1324 | } else { |
| 1325 | // 2 Player |
| 1326 | aiEnabled = false; |
| 1327 | gameMode = 'vs-human'; |
| 1328 | } |
| 1329 | |
| 1330 | // Start the game |
| 1331 | gameState = 'playing'; |
| 1332 | gameStarted = false; // Will start when user presses a key |
| 1333 | |
| 1334 | // Reset game state |
| 1335 | leftScore = 0; |
| 1336 | rightScore = 0; |
| 1337 | updateScore(); |
| 1338 | resetBall(); |
| 1339 | |
| 1340 | // Reset input buffers |
| 1341 | inputBuffer.left = 0; |
| 1342 | inputBuffer.right = 0; |
| 1343 | mouseInput.active = false; |
| 1344 | |
| 1345 | // Reset AI state |
| 1346 | aiState.targetY = height / 2; |
| 1347 | aiState.lastUpdateTime = 0; |
| 1348 | |
| 1349 | // Clear particles |
| 1350 | particles = []; |
| 1351 | |
| 1352 | console.log("Started " + gameMode + " mode" + (aiEnabled ? " - Difficulty: " + aiState.difficulty : "")); |
| 1353 | } |
| 1354 | |
| 1355 | function keyReleased() { |
| 1356 | keys[key] = false; |
| 1357 | keys[keyCode] = false; |
| 1358 | } |
| 1359 | |
| 1360 | // Mouse/touch input handlers |
| 1361 | function mousePressed() { |
| 1362 | if (gameState === 'menu') { |
| 1363 | handleMenuClick(); |
| 1364 | return false; |
| 1365 | } |
| 1366 | |
| 1367 | // Start mouse/touch input when clicking in game area |
| 1368 | if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) { |
| 1369 | mouseInput.active = true; |
| 1370 | |
| 1371 | // Start game if not started |
| 1372 | if (!gameStarted) { |
| 1373 | gameStarted = true; |
| 1374 | } |
| 1375 | |
| 1376 | return false; // Prevent default behavior |
| 1377 | } |
| 1378 | } |
| 1379 | |
| 1380 | function handleMenuClick() { |
| 1381 | let startY = height/2 - 20; |
| 1382 | let spacing = 60; |
| 1383 | |
| 1384 | // Check if clicked on menu options |
| 1385 | for (let i = 0; i < menuState.options.length; i++) { |
| 1386 | let y = startY + i * spacing; |
| 1387 | |
| 1388 | if (mouseY > y - 25 && mouseY < y + 25) { |
| 1389 | if (menuState.selectedOption === i) { |
| 1390 | // Double click or click on already selected - start game |
| 1391 | startGameWithSelection(); |
| 1392 | } else { |
| 1393 | // Select this option |
| 1394 | menuState.selectedOption = i; |
| 1395 | } |
| 1396 | break; |
| 1397 | } |
| 1398 | } |
| 1399 | |
| 1400 | // Check difficulty selection area for 1 Player mode |
| 1401 | if (menuState.selectedOption === 0) { |
| 1402 | let diffY = startY + 28; |
| 1403 | if (mouseY > diffY && mouseY < diffY + 20) { |
| 1404 | // Cycle through difficulties on click |
| 1405 | menuState.difficultySelected = (menuState.difficultySelected + 1) % menuState.difficulties.length; |
| 1406 | } |
| 1407 | } |
| 1408 | } |
| 1409 | |
| 1410 | function mouseDragged() { |
| 1411 | // Continue mouse/touch input while dragging |
| 1412 | if (mouseInput.active) { |
| 1413 | return false; // Prevent default behavior |
| 1414 | } |
| 1415 | } |
| 1416 | |
| 1417 | function mouseReleased() { |
| 1418 | // Stop mouse/touch input when releasing |
| 1419 | mouseInput.active = false; |
| 1420 | |
| 1421 | // Gradually reduce input buffer when mouse is released |
| 1422 | inputBuffer.left *= 0.8; |
| 1423 | inputBuffer.right *= 0.8; |
| 1424 | } |
| 1425 | |
| 1426 | function touchStarted() { |
| 1427 | // Handle touch events same as mouse |
| 1428 | return mousePressed(); |
| 1429 | } |
| 1430 | |
| 1431 | function touchMoved() { |
| 1432 | // Handle touch drag same as mouse |
| 1433 | return mouseDragged(); |
| 1434 | } |
| 1435 | |
| 1436 | function touchEnded() { |
| 1437 | // Handle touch end same as mouse |
| 1438 | mouseReleased(); |
| 1439 | return false; |
| 1440 | } |