| 1 | // game-systems.js - Core game mechanics and physics |
| 2 | // TODO redocument |
| 3 | |
| 4 | // ============= CONSTANTS ============= |
| 5 | // Canvas settings |
| 6 | const CANVAS_WIDTH = 800; |
| 7 | const CANVAS_HEIGHT = 400; |
| 8 | |
| 9 | // Game constants |
| 10 | const BALL_SPEED = 5; |
| 11 | const BALL_RADIUS = 12; |
| 12 | const PADDLE_WIDTH = 20; |
| 13 | const PADDLE_HEIGHT = 80; |
| 14 | |
| 15 | // Enhanced movement constants |
| 16 | const SUPPORT_SPEED = 6.5; |
| 17 | const SUPPORT_ACCEL = 1.2; |
| 18 | const INPUT_SMOOTHING = 0.25; |
| 19 | const SUPPORT_MAX_SPEED = 8; |
| 20 | |
| 21 | // Touch/mouse control constants |
| 22 | const MOUSE_SPEED_LIMIT = 4; |
| 23 | const MOUSE_LAG_FACTOR = 0.12; |
| 24 | const TOUCH_SENSITIVITY = 1.2; |
| 25 | |
| 26 | // Spring physics constants |
| 27 | const PADDLE_MASS = 0.8; |
| 28 | const SPRING_LENGTH = 50; |
| 29 | const SPRING_DAMPING = 0.6; |
| 30 | const SPRING_STIFFNESS = 0.025; |
| 31 | |
| 32 | // Visual enhancement constants |
| 33 | const TRAIL_SEGMENTS = 8; |
| 34 | const PADDLE_GLOW_DISTANCE = 25; |
| 35 | const SPRING_GLOW_INTENSITY = 120; |
| 36 | |
| 37 | // Particle system constants |
| 38 | const MAX_PARTICLES = 100; |
| 39 | const PARTICLE_LIFE = 60; |
| 40 | const IMPACT_PARTICLES = 8; |
| 41 | const SPRING_PARTICLE_RATE = 0.3; |
| 42 | |
| 43 | // Bop system constants |
| 44 | const BOP_FORCE = 1.0; // self explanatory. BOP it. |
| 45 | const BOP_RANGE = 500; // also self explanatory. TWIST it. |
| 46 | const BOP_DURATION = 1000; // traversal duration. SHAKE it. |
| 47 | const BOP_COOLDOWN = 0; // also also self expl. PULL it. |
| 48 | const ANCHOR_RECOIL = 60; // How far the anchor moves backward during bop |
| 49 | const BOP_VELOCITY_BOOST = 5; // Initial velocity boost for paddle |
| 50 | |
| 51 | // ============= BOP SYSTEM ============= |
| 52 | let bopState = { |
| 53 | left: { |
| 54 | active: false, |
| 55 | startTime: 0, |
| 56 | duration: BOP_DURATION, |
| 57 | power: BOP_FORCE, |
| 58 | cooldown: BOP_COOLDOWN, |
| 59 | lastBopTime: 0, |
| 60 | originalPos: null |
| 61 | }, |
| 62 | right: { |
| 63 | active: false, |
| 64 | startTime: 0, |
| 65 | duration: BOP_DURATION, |
| 66 | power: BOP_FORCE, |
| 67 | cooldown: BOP_COOLDOWN, |
| 68 | lastBopTime: 0, |
| 69 | originalPos: null |
| 70 | } |
| 71 | }; |
| 72 | |
| 73 | function handleBopInput(keys, aiEnabled, currentTime, leftPaddle, rightPaddle, leftSupport, rightSupport, engine, particles) { |
| 74 | // Left player bop - use Left Shift for both modes |
| 75 | let leftBopPressed = keys['Shift'] && !keys['Control']; |
| 76 | |
| 77 | // BOP_COOLDOWN controls the minimum time between bops |
| 78 | if (leftBopPressed && !bopState.left.active && |
| 79 | currentTime - bopState.left.lastBopTime > BOP_COOLDOWN) { |
| 80 | activateBop('left', currentTime, leftPaddle, leftSupport, engine, particles); |
| 81 | } |
| 82 | |
| 83 | // Right player bop (Enter - only in two player mode) |
| 84 | if (!aiEnabled) { |
| 85 | let rightBopPressed = keys['Enter']; |
| 86 | |
| 87 | // BOP_COOLDOWN controls the minimum time between bops |
| 88 | if (rightBopPressed && !bopState.right.active && |
| 89 | currentTime - bopState.right.lastBopTime > BOP_COOLDOWN) { |
| 90 | activateBop('right', currentTime, rightPaddle, rightSupport, engine, particles); |
| 91 | } |
| 92 | } |
| 93 | |
| 94 | // Update active bops |
| 95 | updateBopStates(currentTime, leftSupport, rightSupport, leftPaddle, rightPaddle); |
| 96 | } |
| 97 | |
| 98 | function activateBop(side, currentTime, paddle, support, engine, particles) { |
| 99 | const Body = Matter.Body; |
| 100 | |
| 101 | bopState[side].active = true; |
| 102 | bopState[side].startTime = currentTime; |
| 103 | bopState[side].lastBopTime = currentTime; |
| 104 | |
| 105 | // Calculate direction from support to paddle |
| 106 | let dx = paddle.position.x - support.position.x; |
| 107 | let dy = paddle.position.y - support.position.y; |
| 108 | |
| 109 | // Normalize direction |
| 110 | let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 111 | if (magnitude > 0) { |
| 112 | dx /= magnitude; |
| 113 | dy /= magnitude; |
| 114 | |
| 115 | // ANCHOR_RECOIL now properly controls the recoil distance |
| 116 | let anchorRecoilDistance = ANCHOR_RECOIL * 0.3; // Can adjust the 0.3 multiplier |
| 117 | |
| 118 | // Move support and paddle backward together |
| 119 | Body.translate(support, { x: -dx * anchorRecoilDistance, y: -dy * anchorRecoilDistance }); |
| 120 | Body.translate(paddle, { x: -dx * anchorRecoilDistance, y: -dy * anchorRecoilDistance }); |
| 121 | |
| 122 | // Remember where the support started so we can ease it back later |
| 123 | bopState[side].originalPos = { |
| 124 | x: support.position.x + dx * anchorRecoilDistance, |
| 125 | y: support.position.y + dy * anchorRecoilDistance |
| 126 | }; |
| 127 | |
| 128 | // BOP_VELOCITY_BOOST controls the initial forward velocity |
| 129 | let forwardSpeed = BOP_VELOCITY_BOOST; |
| 130 | Body.setVelocity(paddle, { |
| 131 | x: paddle.velocity.x + dx * forwardSpeed, |
| 132 | y: paddle.velocity.y + dy * forwardSpeed |
| 133 | }); |
| 134 | |
| 135 | // BOP_FORCE controls the sustained forward thrust |
| 136 | // Combined with BOP_RANGE for the total force applied |
| 137 | Body.applyForce(paddle, paddle.position, { |
| 138 | x: dx * BOP_FORCE * BOP_RANGE * 0.002, // Scaled down for Matter.js |
| 139 | y: dy * BOP_FORCE * BOP_RANGE * 0.002 |
| 140 | }); |
| 141 | |
| 142 | // Create particle burst for visual feedback |
| 143 | for (let i = 0; i < 5; i++) { |
| 144 | let angle = Math.atan2(dy, dx) + (Math.random() - 0.5) * 0.5; |
| 145 | let speed = Math.random() * 4 + 2; |
| 146 | particles.push({ |
| 147 | x: support.position.x, |
| 148 | y: support.position.y, |
| 149 | vx: Math.cos(angle) * speed * -1, |
| 150 | vy: Math.sin(angle) * speed * -1, |
| 151 | size: Math.random() * 3 + 2, |
| 152 | life: 30, |
| 153 | maxLife: 30, |
| 154 | color: { r: 255, g: 255, b: 100 }, |
| 155 | type: 'impact' |
| 156 | }); |
| 157 | } |
| 158 | } |
| 159 | |
| 160 | console.log(`${side} player BOP! Duration: ${BOP_DURATION}ms, Cooldown: ${BOP_COOLDOWN}ms`); |
| 161 | } |
| 162 | |
| 163 | function updateBopStates(currentTime, leftSupport, rightSupport, leftPaddle, rightPaddle) { |
| 164 | const Body = Matter.Body; |
| 165 | |
| 166 | // Update left bop |
| 167 | if (bopState.left.active) { |
| 168 | let elapsed = currentTime - bopState.left.startTime; |
| 169 | let progress = elapsed / BOP_DURATION; // BOP_DURATION controls how long the effect lasts |
| 170 | |
| 171 | if (progress >= 1.0) { |
| 172 | bopState.left.active = false; |
| 173 | bopState.left.originalPos = null; |
| 174 | console.log("Left bop ended after", elapsed, "ms"); |
| 175 | } else { |
| 176 | if (bopState.left.originalPos) { |
| 177 | let support = leftSupport; |
| 178 | let currentX = support.position.x; |
| 179 | let currentY = support.position.y; |
| 180 | |
| 181 | // Smooth return motion with easing |
| 182 | let returnSpeed = 0.15 * (1 - Math.pow(1 - progress, 3)); |
| 183 | let newX = currentX + (bopState.left.originalPos.x - currentX) * returnSpeed; |
| 184 | let newY = currentY + (bopState.left.originalPos.y - currentY) * returnSpeed; |
| 185 | |
| 186 | Body.setPosition(support, { x: newX, y: newY }); |
| 187 | } |
| 188 | |
| 189 | limitBopRange(leftSupport, leftPaddle); |
| 190 | } |
| 191 | } |
| 192 | |
| 193 | // Update right bop (same logic) |
| 194 | if (bopState.right.active) { |
| 195 | let elapsed = currentTime - bopState.right.startTime; |
| 196 | let progress = elapsed / BOP_DURATION; // BOP_DURATION controls how long the effect lasts |
| 197 | |
| 198 | if (progress >= 1.0) { |
| 199 | bopState.right.active = false; |
| 200 | bopState.right.originalPos = null; |
| 201 | console.log("Right bop ended after", elapsed, "ms"); |
| 202 | } else { |
| 203 | if (bopState.right.originalPos) { |
| 204 | let support = rightSupport; |
| 205 | let currentX = support.position.x; |
| 206 | let currentY = support.position.y; |
| 207 | |
| 208 | let returnSpeed = 0.15 * (1 - Math.pow(1 - progress, 3)); |
| 209 | let newX = currentX + (bopState.right.originalPos.x - currentX) * returnSpeed; |
| 210 | let newY = currentY + (bopState.right.originalPos.y - currentY) * returnSpeed; |
| 211 | |
| 212 | Body.setPosition(support, { x: newX, y: newY }); |
| 213 | } |
| 214 | |
| 215 | limitBopRange(rightSupport, rightPaddle); |
| 216 | } |
| 217 | } |
| 218 | } |
| 219 | |
| 220 | function limitBopRange(support, paddle) { |
| 221 | const Body = Matter.Body; |
| 222 | |
| 223 | let currentDistance = dist(support.position.x, support.position.y, |
| 224 | paddle.position.x, paddle.position.y); |
| 225 | |
| 226 | // BOP_RANGE controls the maximum extension allowed |
| 227 | let maxDistance = SPRING_LENGTH + BOP_RANGE; |
| 228 | if (currentDistance > maxDistance) { |
| 229 | let dx = paddle.position.x - support.position.x; |
| 230 | let dy = paddle.position.y - support.position.y; |
| 231 | |
| 232 | let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 233 | dx /= magnitude; |
| 234 | dy /= magnitude; |
| 235 | |
| 236 | // Clamp paddle position to max range |
| 237 | let newX = support.position.x + dx * maxDistance; |
| 238 | let newY = support.position.y + dy * maxDistance; |
| 239 | |
| 240 | let currentVel = paddle.velocity; |
| 241 | Body.setPosition(paddle, { x: newX, y: newY }); |
| 242 | |
| 243 | // Dampen velocity when hitting the range limit |
| 244 | Body.setVelocity(paddle, { |
| 245 | x: currentVel.x * 0.7, |
| 246 | y: currentVel.y * 0.7 |
| 247 | }); |
| 248 | } |
| 249 | } |
| 250 | |
| 251 | // ============= PADDLE SYSTEM ============= |
| 252 | function createSpringPaddleSystem(side, width, height) { |
| 253 | const Bodies = Matter.Bodies; |
| 254 | const Constraint = Matter.Constraint; |
| 255 | |
| 256 | let supportX = side === 'left' ? 60 : width - 60; |
| 257 | let paddleX = side === 'left' ? 60 + SPRING_LENGTH : width - 60 - SPRING_LENGTH; |
| 258 | let startY = height / 2; |
| 259 | |
| 260 | let support = Bodies.rectangle(supportX, startY, 10, 10, { |
| 261 | isStatic: true, |
| 262 | render: { visible: false } |
| 263 | }); |
| 264 | |
| 265 | let paddleOptions = { |
| 266 | mass: PADDLE_MASS, |
| 267 | restitution: side === 'left' ? 1.3 : 1.2, |
| 268 | friction: 0, |
| 269 | frictionAir: side === 'left' ? 0.005 : 0.008, |
| 270 | isSensor: false, |
| 271 | slop: 0.01, |
| 272 | // Add rotational physics |
| 273 | inertia: PADDLE_MASS * 200, // Lower inertia = more rotation |
| 274 | frictionAngular: 0.02, // Slight angular damping |
| 275 | render: { |
| 276 | fillStyle: side === 'left' ? '#00ff88' : '#ff6464' |
| 277 | } |
| 278 | }; |
| 279 | |
| 280 | let paddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, paddleOptions); |
| 281 | |
| 282 | paddle.collisionFilter = { |
| 283 | category: side === 'left' ? 0x0002 : 0x0004, |
| 284 | mask: 0xFFFF |
| 285 | }; |
| 286 | |
| 287 | let spring = Constraint.create({ |
| 288 | bodyA: support, |
| 289 | bodyB: paddle, |
| 290 | length: SPRING_LENGTH, |
| 291 | stiffness: SPRING_STIFFNESS, |
| 292 | damping: SPRING_DAMPING, |
| 293 | // Add angular stiffness to create torque from movement |
| 294 | angularStiffness: 0.01, // Allows paddle to rotate based on spring tension |
| 295 | render: { visible: false } |
| 296 | }); |
| 297 | |
| 298 | return { support, paddle, spring }; |
| 299 | } |
| 300 | |
| 301 | // ============= MOVEMENT ============= |
| 302 | function moveSupportEnhanced(support, deltaY, height) { |
| 303 | const Body = Matter.Body; |
| 304 | |
| 305 | let newY = support.position.y + deltaY; |
| 306 | |
| 307 | let minY = 50; |
| 308 | let maxY = height - 50; |
| 309 | |
| 310 | if (newY < minY) { |
| 311 | newY = minY + (newY - minY) * 0.1; |
| 312 | } else if (newY > maxY) { |
| 313 | newY = maxY + (newY - maxY) * 0.1; |
| 314 | } |
| 315 | |
| 316 | Body.setPosition(support, { x: support.position.x, y: newY }); |
| 317 | } |
| 318 | |
| 319 | // ============= BALL SYSTEM ============= |
| 320 | function resetBall(ball, world, width, height) { |
| 321 | const Bodies = Matter.Bodies; |
| 322 | const World = Matter.World; |
| 323 | const Body = Matter.Body; |
| 324 | |
| 325 | if (ball) { |
| 326 | World.remove(world, ball); |
| 327 | } |
| 328 | |
| 329 | ball = Bodies.circle(width/2, height/2, BALL_RADIUS, { |
| 330 | restitution: 1, |
| 331 | friction: 0, |
| 332 | frictionAir: 0, |
| 333 | slop: 0.01, |
| 334 | collisionFilter: { |
| 335 | category: 0x0001, |
| 336 | mask: 0xFFFF |
| 337 | }, |
| 338 | render: { |
| 339 | fillStyle: '#ff6464' |
| 340 | } |
| 341 | }); |
| 342 | |
| 343 | World.add(world, ball); |
| 344 | |
| 345 | // Start ball moving after a short delay |
| 346 | setTimeout(() => { |
| 347 | let direction = Math.random() > 0.5 ? 1 : -1; |
| 348 | let angle = (Math.random() - 0.5) * Math.PI/3; |
| 349 | |
| 350 | Body.setVelocity(ball, { |
| 351 | x: direction * BALL_SPEED * Math.cos(angle), |
| 352 | y: BALL_SPEED * Math.sin(angle) |
| 353 | }); |
| 354 | }, 1000); |
| 355 | |
| 356 | return ball; |
| 357 | } |
| 358 | |
| 359 | // ============= COLLISION ============= |
| 360 | // ============= COLLISION ============= |
| 361 | function setupCollisionHandlers(engine, ball, leftPaddle, rightPaddle, particles) { |
| 362 | const Body = Matter.Body; |
| 363 | |
| 364 | // Track collision state to prevent double-triggering |
| 365 | let collisionState = { |
| 366 | left: { inCollision: false, lastCollisionTime: 0 }, |
| 367 | right: { inCollision: false, lastCollisionTime: 0 } |
| 368 | }; |
| 369 | |
| 370 | Matter.Events.on(engine, 'collisionStart', function(event) { |
| 371 | let pairs = event.pairs; |
| 372 | |
| 373 | for (let i = 0; i < pairs.length; i++) { |
| 374 | let pair = pairs[i]; |
| 375 | |
| 376 | if ((pair.bodyA === ball && (pair.bodyB === leftPaddle || pair.bodyB === rightPaddle)) || |
| 377 | (pair.bodyB === ball && (pair.bodyA === leftPaddle || pair.bodyA === rightPaddle))) { |
| 378 | |
| 379 | let paddle = pair.bodyA === ball ? pair.bodyB : pair.bodyA; |
| 380 | let isLeftPaddle = paddle === leftPaddle; |
| 381 | let side = isLeftPaddle ? 'left' : 'right'; |
| 382 | |
| 383 | // Prevent multiple collisions in quick succession |
| 384 | let currentTime = Date.now(); |
| 385 | if (currentTime - collisionState[side].lastCollisionTime < 100) { |
| 386 | continue; // Skip if we just had a collision |
| 387 | } |
| 388 | |
| 389 | collisionState[side].lastCollisionTime = currentTime; |
| 390 | |
| 391 | // Apply bop boost if paddle is currently bopping |
| 392 | if ((isLeftPaddle && bopState.left.active) || (!isLeftPaddle && bopState.right.active)) { |
| 393 | // Get actual collision point from Matter.js |
| 394 | let collision = pair.collision; |
| 395 | let contactPoint = collision.supports[0]; |
| 396 | |
| 397 | // Check if this is a valid collision |
| 398 | let isValidCollision = false; |
| 399 | |
| 400 | if (contactPoint) { |
| 401 | isValidCollision = true; |
| 402 | } else { |
| 403 | // Use penetration depth as fallback to avoid false positives |
| 404 | const depth = collision.depth || 0; |
| 405 | isValidCollision = depth > 0.5; |
| 406 | } |
| 407 | |
| 408 | if (isValidCollision) { |
| 409 | // During bop, ALWAYS apply boost |
| 410 | let ballVel = ball.velocity; |
| 411 | let paddleVel = paddle.velocity; |
| 412 | |
| 413 | // Calculate the normal collision response first |
| 414 | let normal = collision.normal; |
| 415 | let relativeVelocity = { |
| 416 | x: ballVel.x - paddleVel.x, |
| 417 | y: ballVel.y - paddleVel.y |
| 418 | }; |
| 419 | |
| 420 | // Calculate the velocity along the collision normal |
| 421 | let velocityAlongNormal = relativeVelocity.x * normal.x + relativeVelocity.y * normal.y; |
| 422 | |
| 423 | // Only apply boost if ball is approaching paddle |
| 424 | if (velocityAlongNormal < 0) { |
| 425 | // Base reflection velocity (enhanced during bop) |
| 426 | let restitution = 1.5; // Higher restitution during bop |
| 427 | let impulse = 2 * velocityAlongNormal * restitution; |
| 428 | |
| 429 | // Apply the impulse |
| 430 | let newVelX = ballVel.x - impulse * normal.x; |
| 431 | let newVelY = ballVel.y - impulse * normal.y; |
| 432 | |
| 433 | // Add paddle velocity influence (more during bop) |
| 434 | let paddleInfluence = 0.6; // Higher influence during bop |
| 435 | newVelX += paddleVel.x * paddleInfluence; |
| 436 | newVelY += paddleVel.y * paddleInfluence; |
| 437 | |
| 438 | // Add bop boost in the direction of the normal |
| 439 | let bopBoostMagnitude = 3; // Extra boost during bop |
| 440 | newVelX += normal.x * bopBoostMagnitude; |
| 441 | newVelY += normal.y * bopBoostMagnitude; |
| 442 | |
| 443 | // Ensure minimum speed after bop |
| 444 | let newSpeed = Math.sqrt(newVelX * newVelX + newVelY * newVelY); |
| 445 | let minSpeed = BALL_SPEED * 1.3; // At least 30% faster than normal |
| 446 | |
| 447 | if (newSpeed < minSpeed) { |
| 448 | let scale = minSpeed / newSpeed; |
| 449 | newVelX *= scale; |
| 450 | newVelY *= scale; |
| 451 | } |
| 452 | |
| 453 | // Apply the new velocity |
| 454 | Body.setVelocity(ball, { |
| 455 | x: newVelX, |
| 456 | y: newVelY |
| 457 | }); |
| 458 | |
| 459 | // Move ball slightly away from paddle to prevent sticking |
| 460 | let separation = 2; // pixels |
| 461 | Body.setPosition(ball, { |
| 462 | x: ball.position.x + normal.x * separation, |
| 463 | y: ball.position.y + normal.y * separation |
| 464 | }); |
| 465 | |
| 466 | // Create impact particles |
| 467 | for (let j = 0; j < IMPACT_PARTICLES * 2; j++) { // More particles for bop |
| 468 | let angle = Math.atan2(normal.y, normal.x) + (Math.random() - 0.5) * Math.PI; |
| 469 | let speed = Math.random() * 8 + 4; |
| 470 | |
| 471 | particles.push({ |
| 472 | x: contactPoint ? contactPoint.x : ball.position.x, |
| 473 | y: contactPoint ? contactPoint.y : ball.position.y, |
| 474 | vx: Math.cos(angle) * speed, |
| 475 | vy: Math.sin(angle) * speed, |
| 476 | size: Math.random() * 5 + 3, |
| 477 | life: PARTICLE_LIFE, |
| 478 | maxLife: PARTICLE_LIFE, |
| 479 | color: { r: 255, g: Math.random() * 155 + 100, b: 50 }, |
| 480 | type: 'impact' |
| 481 | }); |
| 482 | } |
| 483 | |
| 484 | console.log(`BOP HIT! Clean bounce. New speed: ${newSpeed.toFixed(1)}, Side: ${side}`); |
| 485 | } |
| 486 | } |
| 487 | } |
| 488 | } |
| 489 | } |
| 490 | }); |
| 491 | |
| 492 | // Reset collision state on collision end |
| 493 | Matter.Events.on(engine, 'collisionEnd', function(event) { |
| 494 | let pairs = event.pairs; |
| 495 | |
| 496 | for (let i = 0; i < pairs.length; i++) { |
| 497 | let pair = pairs[i]; |
| 498 | |
| 499 | if ((pair.bodyA === ball && (pair.bodyB === leftPaddle || pair.bodyB === rightPaddle)) || |
| 500 | (pair.bodyB === ball && (pair.bodyA === leftPaddle || pair.bodyA === rightPaddle))) { |
| 501 | |
| 502 | let paddle = pair.bodyA === ball ? pair.bodyB : pair.bodyA; |
| 503 | let isLeftPaddle = paddle === leftPaddle; |
| 504 | let side = isLeftPaddle ? 'left' : 'right'; |
| 505 | |
| 506 | collisionState[side].inCollision = false; |
| 507 | } |
| 508 | } |
| 509 | }); |
| 510 | } |