@@ -23,6 +23,7 @@ let gameStarted = false; |
| 23 | | 23 | |
| 24 | // Player input | 24 | // Player input |
| 25 | let keys = {}; | 25 | let keys = {}; |
| | 26 | +let inputBuffer = { left: 0, right: 0 }; |
| 26 | | 27 | |
| 27 | // Canvas settings | 28 | // Canvas settings |
| 28 | const CANVAS_WIDTH = 800; | 29 | const CANVAS_WIDTH = 800; |
@@ -33,7 +34,12 @@ const BALL_SPEED = 8; |
| 33 | const BALL_RADIUS = 12; | 34 | const BALL_RADIUS = 12; |
| 34 | const PADDLE_WIDTH = 20; | 35 | const PADDLE_WIDTH = 20; |
| 35 | const PADDLE_HEIGHT = 80; | 36 | const PADDLE_HEIGHT = 80; |
| 36 | -const SUPPORT_SPEED = 4; | 37 | + |
| | 38 | +// Enhanced movement constants |
| | 39 | +const SUPPORT_SPEED = 4.5; |
| | 40 | +const SUPPORT_ACCEL = 0.8; |
| | 41 | +const INPUT_SMOOTHING = 0.15; |
| | 42 | +const SUPPORT_MAX_SPEED = 6; |
| 37 | | 43 | |
| 38 | // Spring physics constants | 44 | // Spring physics constants |
| 39 | const PADDLE_MASS = 0.8; | 45 | const PADDLE_MASS = 0.8; |
@@ -41,6 +47,11 @@ const SPRING_LENGTH = 40; |
| 41 | const SPRING_DAMPING = 0.8; | 47 | const SPRING_DAMPING = 0.8; |
| 42 | const SPRING_STIFFNESS = 0.02; | 48 | const SPRING_STIFFNESS = 0.02; |
| 43 | | 49 | |
| | 50 | +// Visual enhancement constants |
| | 51 | +const TRAIL_SEGMENTS = 8; |
| | 52 | +const PADDLE_GLOW_DISTANCE = 25; |
| | 53 | +const SPRING_GLOW_INTENSITY = 80; |
| | 54 | + |
| 44 | function setup() { | 55 | function setup() { |
| 45 | // Create p5.js canvas | 56 | // Create p5.js canvas |
| 46 | let canvas = createCanvas(CANVAS_WIDTH, CANVAS_HEIGHT); | 57 | let canvas = createCanvas(CANVAS_WIDTH, CANVAS_HEIGHT); |
@@ -73,6 +84,11 @@ function setup() { |
| 73 | leftSupport, leftPaddle, leftSpring, | 84 | leftSupport, leftPaddle, leftSpring, |
| 74 | rightSupport, rightPaddle, rightSpring | 85 | rightSupport, rightPaddle, rightSpring |
| 75 | ]); | 86 | ]); |
| | 87 | + |
| | 88 | + console.log("🎮 Sprong Phase 4 Complete!"); |
| | 89 | + console.log("✓ Enhanced player controls with acceleration"); |
| | 90 | + console.log("✓ Smooth input buffering and movement"); |
| | 91 | + console.log("✓ Improved visual feedback and polish"); |
| 76 | } | 92 | } |
| 77 | | 93 | |
| 78 | function createSpringPaddleSystem(side) { | 94 | function createSpringPaddleSystem(side) { |
@@ -133,8 +149,8 @@ function draw() { |
| 133 | // Update physics | 149 | // Update physics |
| 134 | Engine.update(engine); | 150 | Engine.update(engine); |
| 135 | | 151 | |
| 136 | - // Handle player input | 152 | + // Handle enhanced player input |
| 137 | - handleInput(); | 153 | + handleEnhancedInput(); |
| 138 | | 154 | |
| 139 | // Check for scoring | 155 | // Check for scoring |
| 140 | checkBallPosition(); | 156 | checkBallPosition(); |
@@ -142,9 +158,9 @@ function draw() { |
| 142 | // Clear canvas | 158 | // Clear canvas |
| 143 | background(10, 10, 10); | 159 | background(10, 10, 10); |
| 144 | | 160 | |
| 145 | - // Draw game objects | 161 | + // Draw game objects with enhanced visuals |
| 146 | - drawSpringPaddleSystems(); | 162 | + drawSpringPaddleSystemsEnhanced(); |
| 147 | - drawBall(); | 163 | + drawBallEnhanced(); |
| 148 | drawBoundaries(); | 164 | drawBoundaries(); |
| 149 | drawCenterLine(); | 165 | drawCenterLine(); |
| 150 | | 166 | |
@@ -157,110 +173,205 @@ function draw() { |
| 157 | } | 173 | } |
| 158 | } | 174 | } |
| 159 | | 175 | |
| 160 | -function drawSpringPaddleSystems() { | 176 | +function handleEnhancedInput() { |
| 161 | - // Draw springs first (behind paddles) | 177 | + // Smooth input accumulation with acceleration |
| 162 | - drawSprings(); | 178 | + let leftInput = 0; |
| | 179 | + let rightInput = 0; |
| | 180 | + |
| | 181 | + // Left paddle input (W/S keys) |
| | 182 | + if (keys['w'] || keys['W']) leftInput -= 1; |
| | 183 | + if (keys['s'] || keys['S']) leftInput += 1; |
| | 184 | + |
| | 185 | + // Right paddle input (Arrow keys) |
| | 186 | + if (keys['ArrowUp']) rightInput -= 1; |
| | 187 | + if (keys['ArrowDown']) rightInput += 1; |
| | 188 | + |
| | 189 | + // Apply acceleration and smoothing |
| | 190 | + inputBuffer.left = lerp(inputBuffer.left, leftInput, INPUT_SMOOTHING); |
| | 191 | + inputBuffer.right = lerp(inputBuffer.right, rightInput, INPUT_SMOOTHING); |
| | 192 | + |
| | 193 | + // Move supports with enhanced physics |
| | 194 | + if (Math.abs(inputBuffer.left) > 0.01) { |
| | 195 | + moveSupportEnhanced(leftSupport, inputBuffer.left * SUPPORT_SPEED); |
| | 196 | + } |
| | 197 | + if (Math.abs(inputBuffer.right) > 0.01) { |
| | 198 | + moveSupportEnhanced(rightSupport, inputBuffer.right * SUPPORT_SPEED); |
| | 199 | + } |
| | 200 | +} |
| | 201 | + |
| | 202 | +function moveSupportEnhanced(support, deltaY) { |
| | 203 | + let newY = support.position.y + deltaY; |
| 163 | | 204 | |
| 164 | - // Draw paddles | 205 | + // Keep support within reasonable bounds with smooth clamping |
| 165 | - fill(0, 255, 136); | 206 | + let minY = 50; |
| 166 | - stroke(0, 255, 136); | 207 | + let maxY = height - 50; |
| 167 | - strokeWeight(2); | | |
| 168 | | 208 | |
| 169 | - // Left paddle | 209 | + if (newY < minY) { |
| 170 | - let leftPos = leftPaddle.position; | 210 | + newY = minY + (newY - minY) * 0.1; // Soft boundary |
| 171 | - let leftAngle = leftPaddle.angle; | 211 | + } else if (newY > maxY) { |
| 172 | - push(); | 212 | + newY = maxY + (newY - maxY) * 0.1; // Soft boundary |
| 173 | - translate(leftPos.x, leftPos.y); | 213 | + } |
| 174 | - rotate(leftAngle); | | |
| 175 | - rectMode(CENTER); | | |
| 176 | - rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); | | |
| 177 | - pop(); | | |
| 178 | - | | |
| 179 | - // Right paddle | | |
| 180 | - let rightPos = rightPaddle.position; | | |
| 181 | - let rightAngle = rightPaddle.angle; | | |
| 182 | - push(); | | |
| 183 | - translate(rightPos.x, rightPos.y); | | |
| 184 | - rotate(rightAngle); | | |
| 185 | - rectMode(CENTER); | | |
| 186 | - rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); | | |
| 187 | - pop(); | | |
| 188 | | 214 | |
| 189 | - // Draw support points (small indicators) | 215 | + Body.setPosition(support, { x: support.position.x, y: newY }); |
| 190 | - fill(0, 255, 136, 100); | | |
| 191 | - noStroke(); | | |
| 192 | - ellipse(leftSupport.position.x, leftSupport.position.y, 8, 8); | | |
| 193 | - ellipse(rightSupport.position.x, rightSupport.position.y, 8, 8); | | |
| 194 | } | 216 | } |
| 195 | | 217 | |
| 196 | -function drawSprings() { | 218 | +function drawSpringPaddleSystemsEnhanced() { |
| 197 | - stroke(0, 255, 136, 150); | 219 | + // Draw springs with enhanced visuals |
| 198 | - strokeWeight(3); | 220 | + drawSpringsEnhanced(); |
| | 221 | + |
| | 222 | + // Draw paddles with glow effects |
| | 223 | + drawPaddlesWithGlow(); |
| 199 | | 224 | |
| | 225 | + // Draw support points with input feedback |
| | 226 | + drawSupportPointsEnhanced(); |
| | 227 | +} |
| | 228 | + |
| | 229 | +function drawSpringsEnhanced() { |
| 200 | // Left spring | 230 | // Left spring |
| 201 | let leftSupportPos = leftSupport.position; | 231 | let leftSupportPos = leftSupport.position; |
| 202 | let leftPaddlePos = leftPaddle.position; | 232 | let leftPaddlePos = leftPaddle.position; |
| 203 | - | 233 | + drawSpringLineEnhanced(leftSupportPos, leftPaddlePos); |
| 204 | - // Draw spring as a zigzag line | | |
| 205 | - drawSpringLine(leftSupportPos, leftPaddlePos, 'left'); | | |
| 206 | | 234 | |
| 207 | // Right spring | 235 | // Right spring |
| 208 | let rightSupportPos = rightSupport.position; | 236 | let rightSupportPos = rightSupport.position; |
| 209 | let rightPaddlePos = rightPaddle.position; | 237 | let rightPaddlePos = rightPaddle.position; |
| 210 | - | 238 | + drawSpringLineEnhanced(rightSupportPos, rightPaddlePos); |
| 211 | - drawSpringLine(rightSupportPos, rightPaddlePos, 'right'); | | |
| 212 | } | 239 | } |
| 213 | | 240 | |
| 214 | -function drawSpringLine(startPos, endPos, side) { | 241 | +function drawSpringLineEnhanced(startPos, endPos) { |
| 215 | - let segments = 8; | 242 | + let segments = 10; |
| 216 | let amplitude = 8; | 243 | let amplitude = 8; |
| 217 | | 244 | |
| 218 | - // Calculate spring compression (affects visual amplitude) | 245 | + // Calculate spring compression for visual effects |
| 219 | let currentLength = dist(startPos.x, startPos.y, endPos.x, endPos.y); | 246 | let currentLength = dist(startPos.x, startPos.y, endPos.x, endPos.y); |
| 220 | let compression = SPRING_LENGTH / currentLength; | 247 | let compression = SPRING_LENGTH / currentLength; |
| 221 | amplitude *= compression; | 248 | amplitude *= compression; |
| 222 | | 249 | |
| 223 | - stroke(0, 255, 136, 150 + compression * 50); // Brighter when compressed | 250 | + // Enhanced spring glow based on compression |
| 224 | - strokeWeight(2 + compression); | 251 | + let glowIntensity = 150 + compression * SPRING_GLOW_INTENSITY; |
| | 252 | + stroke(0, 255, 136, glowIntensity); |
| | 253 | + strokeWeight(2 + compression * 1.5); |
| | 254 | + |
| | 255 | + // Draw spring coil with smooth curves |
| | 256 | + beginShape(); |
| | 257 | + noFill(); |
| 225 | | 258 | |
| 226 | for (let i = 0; i <= segments; i++) { | 259 | for (let i = 0; i <= segments; i++) { |
| 227 | let t = i / segments; | 260 | let t = i / segments; |
| 228 | let x = lerp(startPos.x, endPos.x, t); | 261 | let x = lerp(startPos.x, endPos.x, t); |
| 229 | let y = lerp(startPos.y, endPos.y, t); | 262 | let y = lerp(startPos.y, endPos.y, t); |
| 230 | | 263 | |
| 231 | - // Add zigzag offset | 264 | + // Enhanced zigzag with smoother curves |
| 232 | if (i > 0 && i < segments) { | 265 | if (i > 0 && i < segments) { |
| 233 | let perpX = -(endPos.y - startPos.y) / currentLength; | 266 | let perpX = -(endPos.y - startPos.y) / currentLength; |
| 234 | let perpY = (endPos.x - startPos.x) / currentLength; | 267 | let perpY = (endPos.x - startPos.x) / currentLength; |
| 235 | - let offset = sin(i * PI) * amplitude; | 268 | + let offset = sin(i * PI * 1.2) * amplitude; |
| 236 | x += perpX * offset; | 269 | x += perpX * offset; |
| 237 | y += perpY * offset; | 270 | y += perpY * offset; |
| 238 | } | 271 | } |
| 239 | | 272 | |
| 240 | - if (i === 0) { | 273 | + vertex(x, y); |
| 241 | - beginShape(); | | |
| 242 | - vertex(x, y); | | |
| 243 | - } else { | | |
| 244 | - vertex(x, y); | | |
| 245 | - if (i === segments) { | | |
| 246 | - endShape(); | | |
| 247 | - } | | |
| 248 | - } | | |
| 249 | } | 274 | } |
| | 275 | + |
| | 276 | + endShape(); |
| | 277 | + |
| | 278 | + // Add spring glow effect |
| | 279 | + stroke(0, 255, 136, glowIntensity * 0.3); |
| | 280 | + strokeWeight(6 + compression * 2); |
| | 281 | + beginShape(); |
| | 282 | + noFill(); |
| | 283 | + |
| | 284 | + for (let i = 0; i <= segments; i++) { |
| | 285 | + let t = i / segments; |
| | 286 | + let x = lerp(startPos.x, endPos.x, t); |
| | 287 | + let y = lerp(startPos.y, endPos.y, t); |
| | 288 | + vertex(x, y); |
| | 289 | + } |
| | 290 | + |
| | 291 | + endShape(); |
| 250 | } | 292 | } |
| 251 | | 293 | |
| 252 | -function drawBall() { | 294 | +function drawPaddlesWithGlow() { |
| 253 | - fill(255, 100, 100); | 295 | + // Calculate ball distance for glow effects |
| 254 | - stroke(255, 150, 150); | 296 | + let ballPos = ball.position; |
| | 297 | + let leftDist = dist(ballPos.x, ballPos.y, leftPaddle.position.x, leftPaddle.position.y); |
| | 298 | + let rightDist = dist(ballPos.x, ballPos.y, rightPaddle.position.x, rightPaddle.position.y); |
| | 299 | + |
| | 300 | + // Enhanced paddle drawing |
| | 301 | + drawSinglePaddleEnhanced(leftPaddle, leftDist); |
| | 302 | + drawSinglePaddleEnhanced(rightPaddle, rightDist); |
| | 303 | +} |
| | 304 | + |
| | 305 | +function drawSinglePaddleEnhanced(paddle, ballDistance) { |
| | 306 | + let pos = paddle.position; |
| | 307 | + let angle = paddle.angle; |
| | 308 | + |
| | 309 | + // Calculate glow intensity based on ball proximity |
| | 310 | + let glowIntensity = map(ballDistance, 0, PADDLE_GLOW_DISTANCE, 100, 0); |
| | 311 | + glowIntensity = constrain(glowIntensity, 0, 100); |
| | 312 | + |
| | 313 | + push(); |
| | 314 | + translate(pos.x, pos.y); |
| | 315 | + rotate(angle); |
| | 316 | + |
| | 317 | + // Draw glow effect first |
| | 318 | + if (glowIntensity > 0) { |
| | 319 | + fill(0, 255, 136, glowIntensity * 0.5); |
| | 320 | + noStroke(); |
| | 321 | + rectMode(CENTER); |
| | 322 | + rect(0, 0, PADDLE_WIDTH + 8, PADDLE_HEIGHT + 8); |
| | 323 | + } |
| | 324 | + |
| | 325 | + // Draw main paddle |
| | 326 | + fill(0, 255, 136); |
| | 327 | + stroke(0, 255, 136, 200 + glowIntensity); |
| 255 | strokeWeight(2); | 328 | strokeWeight(2); |
| | 329 | + rectMode(CENTER); |
| | 330 | + rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); |
| 256 | | 331 | |
| | 332 | + pop(); |
| | 333 | +} |
| | 334 | + |
| | 335 | +function drawSupportPointsEnhanced() { |
| | 336 | + // Enhanced support indicators with input feedback |
| | 337 | + let leftActivity = Math.abs(inputBuffer.left) * 255; |
| | 338 | + let rightActivity = Math.abs(inputBuffer.right) * 255; |
| | 339 | + |
| | 340 | + // Left support |
| | 341 | + fill(0, 255, 136, 100 + leftActivity * 0.5); |
| | 342 | + noStroke(); |
| | 343 | + ellipse(leftSupport.position.x, leftSupport.position.y, 8 + leftActivity * 0.1, 8 + leftActivity * 0.1); |
| | 344 | + |
| | 345 | + // Right support |
| | 346 | + fill(0, 255, 136, 100 + rightActivity * 0.5); |
| | 347 | + ellipse(rightSupport.position.x, rightSupport.position.y, 8 + rightActivity * 0.1, 8 + rightActivity * 0.1); |
| | 348 | +} |
| | 349 | + |
| | 350 | +function drawBallEnhanced() { |
| 257 | let ballPos = ball.position; | 351 | let ballPos = ball.position; |
| 258 | - ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 2, BALL_RADIUS * 2); | 352 | + let ballVel = ball.velocity; |
| | 353 | + let speed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| | 354 | + |
| | 355 | + // Enhanced ball with speed-based effects |
| | 356 | + let speedIntensity = map(speed, 0, 15, 50, 255); |
| 259 | | 357 | |
| 260 | // Ball trail effect | 358 | // Ball trail effect |
| 261 | - fill(255, 100, 100, 50); | 359 | + fill(255, 100, 100, 30); |
| 262 | noStroke(); | 360 | noStroke(); |
| 263 | - ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 3, BALL_RADIUS * 3); | 361 | + ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 4, BALL_RADIUS * 4); |
| | 362 | + |
| | 363 | + // Main ball |
| | 364 | + fill(255, 100, 100); |
| | 365 | + stroke(255, 150, 150, speedIntensity); |
| | 366 | + strokeWeight(2 + speed * 0.1); |
| | 367 | + ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 2, BALL_RADIUS * 2); |
| | 368 | + |
| | 369 | + // Speed indicator |
| | 370 | + if (speed > 10) { |
| | 371 | + fill(255, 255, 255, speedIntensity * 0.5); |
| | 372 | + noStroke(); |
| | 373 | + ellipse(ballPos.x, ballPos.y, BALL_RADIUS, BALL_RADIUS); |
| | 374 | + } |
| 264 | } | 375 | } |
| 265 | | 376 | |
| 266 | function drawBoundaries() { | 377 | function drawBoundaries() { |
@@ -287,7 +398,7 @@ function drawDebugInfo() { |
| 287 | text(`FPS: ${Math.round(frameRate())}`, 10, 20); | 398 | text(`FPS: ${Math.round(frameRate())}`, 10, 20); |
| 288 | text(`Ball Speed: ${Math.round(getBallSpeed())}`, 10, 35); | 399 | text(`Ball Speed: ${Math.round(getBallSpeed())}`, 10, 35); |
| 289 | | 400 | |
| 290 | - // Spring info | 401 | + // Enhanced spring info |
| 291 | let leftSpringLength = dist(leftSupport.position.x, leftSupport.position.y, | 402 | let leftSpringLength = dist(leftSupport.position.x, leftSupport.position.y, |
| 292 | leftPaddle.position.x, leftPaddle.position.y); | 403 | leftPaddle.position.x, leftPaddle.position.y); |
| 293 | let rightSpringLength = dist(rightSupport.position.x, rightSupport.position.y, | 404 | let rightSpringLength = dist(rightSupport.position.x, rightSupport.position.y, |
@@ -295,7 +406,7 @@ function drawDebugInfo() { |
| 295 | | 406 | |
| 296 | text(`Left Spring: ${Math.round(leftSpringLength)}px`, 10, 50); | 407 | text(`Left Spring: ${Math.round(leftSpringLength)}px`, 10, 50); |
| 297 | text(`Right Spring: ${Math.round(rightSpringLength)}px`, 10, 65); | 408 | text(`Right Spring: ${Math.round(rightSpringLength)}px`, 10, 65); |
| 298 | - text(`Spring Rest Length: ${SPRING_LENGTH}px`, 10, 80); | 409 | + text(`Input Buffer: L=${inputBuffer.left.toFixed(2)} R=${inputBuffer.right.toFixed(2)}`, 10, 80); |
| 299 | } | 410 | } |
| 300 | | 411 | |
| 301 | function drawStartMessage() { | 412 | function drawStartMessage() { |
@@ -304,34 +415,7 @@ function drawStartMessage() { |
| 304 | textSize(20); | 415 | textSize(20); |
| 305 | text("Press any key to start!", width/2, height/2 + 100); | 416 | text("Press any key to start!", width/2, height/2 + 100); |
| 306 | textSize(14); | 417 | textSize(14); |
| 307 | - text("Watch the springs compress and extend!", width/2, height/2 + 125); | 418 | + text("Enhanced controls with smooth acceleration!", width/2, height/2 + 125); |
| 308 | -} | | |
| 309 | - | | |
| 310 | -function handleInput() { | | |
| 311 | - // Left paddle (W/S keys) - move the support point | | |
| 312 | - if (keys['w'] || keys['W']) { | | |
| 313 | - moveSupport(leftSupport, -SUPPORT_SPEED); | | |
| 314 | - } | | |
| 315 | - if (keys['s'] || keys['S']) { | | |
| 316 | - moveSupport(leftSupport, SUPPORT_SPEED); | | |
| 317 | - } | | |
| 318 | - | | |
| 319 | - // Right paddle (Arrow keys) - move the support point | | |
| 320 | - if (keys['ArrowUp']) { | | |
| 321 | - moveSupport(rightSupport, -SUPPORT_SPEED); | | |
| 322 | - } | | |
| 323 | - if (keys['ArrowDown']) { | | |
| 324 | - moveSupport(rightSupport, SUPPORT_SPEED); | | |
| 325 | - } | | |
| 326 | -} | | |
| 327 | - | | |
| 328 | -function moveSupport(support, deltaY) { | | |
| 329 | - let newY = support.position.y + deltaY; | | |
| 330 | - | | |
| 331 | - // Keep support within reasonable bounds | | |
| 332 | - newY = constrain(newY, 50, height - 50); | | |
| 333 | - | | |
| 334 | - Body.setPosition(support, { x: support.position.x, y: newY }); | | |
| 335 | } | 419 | } |
| 336 | | 420 | |
| 337 | function resetBall() { | 421 | function resetBall() { |
@@ -408,6 +492,11 @@ function keyPressed() { |
| 408 | updateScore(); | 492 | updateScore(); |
| 409 | resetBall(); | 493 | resetBall(); |
| 410 | gameStarted = false; | 494 | gameStarted = false; |
| | 495 | + |
| | 496 | + // Reset input buffers |
| | 497 | + inputBuffer.left = 0; |
| | 498 | + inputBuffer.right = 0; |
| | 499 | + |
| 411 | console.log("🔄 Game reset!"); | 500 | console.log("🔄 Game reset!"); |
| 412 | } | 501 | } |
| 413 | } | 502 | } |