@@ -1,20 +1,46 @@ |
| 1 | 1 | // Matter.js module aliases |
| 2 | | -const Engine = Matter.Engine; |
| 2 | +const Body = Matter.Body; |
| 3 | 3 | const World = Matter.World; |
| 4 | +const Engine = Matter.Engine; |
| 4 | 5 | const Bodies = Matter.Bodies; |
| 5 | | -const Body = Matter.Body; |
| 6 | 6 | const Render = Matter.Render; |
| 7 | 7 | const Constraint = Matter.Constraint; |
| 8 | 8 | |
| 9 | 9 | // Game variables |
| 10 | | -let engine; |
| 10 | +let ball; |
| 11 | 11 | let world; |
| 12 | | -let testBox; |
| 12 | +let engine; |
| 13 | + |
| 14 | +// Spring paddle system components |
| 15 | +let boundaries = []; |
| 16 | +let leftSupport, leftPaddle, leftSpring; |
| 17 | +let rightSupport, rightPaddle, rightSpring; |
| 18 | + |
| 19 | +// Game state |
| 20 | +let leftScore = 0; |
| 21 | +let rightScore = 0; |
| 22 | +let gameStarted = false; |
| 23 | + |
| 24 | +// Player input |
| 25 | +let keys = {}; |
| 13 | 26 | |
| 14 | 27 | // Canvas settings |
| 15 | | -const CANVAS_WIDTH = 800; |
| 28 | +const CANVAS_WIDTH = 800; |
| 16 | 29 | const CANVAS_HEIGHT = 400; |
| 17 | 30 | |
| 31 | +// Game constants |
| 32 | +const BALL_SPEED = 8; |
| 33 | +const BALL_RADIUS = 12; |
| 34 | +const PADDLE_WIDTH = 20; |
| 35 | +const PADDLE_HEIGHT = 80; |
| 36 | +const SUPPORT_SPEED = 4; |
| 37 | + |
| 38 | +// Spring physics constants |
| 39 | +const PADDLE_MASS = 0.8; |
| 40 | +const SPRING_LENGTH = 40; |
| 41 | +const SPRING_DAMPING = 0.8; |
| 42 | +const SPRING_STIFFNESS = 0.02; |
| 43 | + |
| 18 | 44 | function setup() { |
| 19 | 45 | // Create p5.js canvas |
| 20 | 46 | let canvas = createCanvas(CANVAS_WIDTH, CANVAS_HEIGHT); |
@@ -28,77 +54,365 @@ function setup() { |
| 28 | 54 | engine.world.gravity.y = 0; |
| 29 | 55 | engine.world.gravity.x = 0; |
| 30 | 56 | |
| 31 | | - // Create a test rectangle to confirm everything is working |
| 32 | | - testBox = Bodies.rectangle(width/2, height/2, 60, 60); |
| 57 | + // Create game boundaries (top and bottom walls) |
| 58 | + let topWall = Bodies.rectangle(width/2, -10, width, 20, { isStatic: true }); |
| 59 | + let bottomWall = Bodies.rectangle(width/2, height + 10, width, 20, { isStatic: true }); |
| 60 | + boundaries.push(topWall, bottomWall); |
| 61 | + |
| 62 | + // Create spring paddle systems |
| 63 | + createSpringPaddleSystem('left'); |
| 64 | + createSpringPaddleSystem('right'); |
| 65 | + |
| 66 | + // Create ball |
| 67 | + resetBall(); |
| 33 | 68 | |
| 34 | | - // Add the test box to the world |
| 35 | | - World.add(world, testBox); |
| 69 | + // Add everything to the world |
| 70 | + World.add(world, [ |
| 71 | + ...boundaries, |
| 72 | + ball, |
| 73 | + leftSupport, leftPaddle, leftSpring, |
| 74 | + rightSupport, rightPaddle, rightSpring |
| 75 | + ]); |
| 76 | +} |
| 77 | + |
| 78 | +function createSpringPaddleSystem(side) { |
| 79 | + let supportX = side === 'left' ? 60 : width - 60; |
| 80 | + let paddleX = side === 'left' ? 60 + SPRING_LENGTH : width - 60 - SPRING_LENGTH; |
| 81 | + let startY = height / 2; |
| 82 | + |
| 83 | + if (side === 'left') { |
| 84 | + // Left support (invisible anchor point controlled by player) |
| 85 | + leftSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 86 | + isStatic: true, |
| 87 | + render: { visible: false } |
| 88 | + }); |
| 89 | + |
| 90 | + // Left paddle (the actual hitting surface) |
| 91 | + leftPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 92 | + mass: PADDLE_MASS, |
| 93 | + restitution: 1.2, |
| 94 | + friction: 0, |
| 95 | + frictionAir: 0.01 |
| 96 | + }); |
| 97 | + |
| 98 | + // Spring constraint connecting support to paddle |
| 99 | + leftSpring = Constraint.create({ |
| 100 | + bodyA: leftSupport, |
| 101 | + bodyB: leftPaddle, |
| 102 | + length: SPRING_LENGTH, |
| 103 | + stiffness: SPRING_STIFFNESS, |
| 104 | + damping: SPRING_DAMPING |
| 105 | + }); |
| 106 | + } else { |
| 107 | + // Right support (invisible anchor point controlled by player/AI) |
| 108 | + rightSupport = Bodies.rectangle(supportX, startY, 10, 10, { |
| 109 | + isStatic: true, |
| 110 | + render: { visible: false } |
| 111 | + }); |
| 112 | + |
| 113 | + // Right paddle (the actual hitting surface) |
| 114 | + rightPaddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, { |
| 115 | + mass: PADDLE_MASS, |
| 116 | + restitution: 1.2, |
| 117 | + friction: 0, |
| 118 | + frictionAir: 0.01 |
| 119 | + }); |
| 120 | + |
| 121 | + // Spring constraint connecting support to paddle |
| 122 | + rightSpring = Constraint.create({ |
| 123 | + bodyA: rightSupport, |
| 124 | + bodyB: rightPaddle, |
| 125 | + length: SPRING_LENGTH, |
| 126 | + stiffness: SPRING_STIFFNESS, |
| 127 | + damping: SPRING_DAMPING |
| 128 | + }); |
| 129 | + } |
| 36 | 130 | } |
| 37 | 131 | |
| 38 | 132 | function draw() { |
| 39 | 133 | // Update physics |
| 40 | 134 | Engine.update(engine); |
| 41 | 135 | |
| 42 | | - // Clear canvas with dark background |
| 43 | | - background(26, 26, 26); |
| 136 | + // Handle player input |
| 137 | + handleInput(); |
| 44 | 138 | |
| 45 | | - // Draw test box |
| 46 | | - push(); |
| 47 | | - fill(0, 255, 136); // Bright green |
| 139 | + // Check for scoring |
| 140 | + checkBallPosition(); |
| 141 | + |
| 142 | + // Clear canvas |
| 143 | + background(10, 10, 10); |
| 144 | + |
| 145 | + // Draw game objects |
| 146 | + drawSpringPaddleSystems(); |
| 147 | + drawBall(); |
| 148 | + drawBoundaries(); |
| 149 | + drawCenterLine(); |
| 150 | + |
| 151 | + // Draw debug info |
| 152 | + drawDebugInfo(); |
| 153 | + |
| 154 | + // Start message |
| 155 | + if (!gameStarted) { |
| 156 | + drawStartMessage(); |
| 157 | + } |
| 158 | +} |
| 159 | + |
| 160 | +function drawSpringPaddleSystems() { |
| 161 | + // Draw springs first (behind paddles) |
| 162 | + drawSprings(); |
| 163 | + |
| 164 | + // Draw paddles |
| 165 | + fill(0, 255, 136); |
| 48 | 166 | stroke(0, 255, 136); |
| 49 | 167 | strokeWeight(2); |
| 50 | 168 | |
| 51 | | - // Get the test box position and angle from Matter.js |
| 52 | | - let pos = testBox.position; |
| 53 | | - let angle = testBox.angle; |
| 169 | + // Left paddle |
| 170 | + let leftPos = leftPaddle.position; |
| 171 | + let leftAngle = leftPaddle.angle; |
| 172 | + push(); |
| 173 | + translate(leftPos.x, leftPos.y); |
| 174 | + rotate(leftAngle); |
| 175 | + rectMode(CENTER); |
| 176 | + rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); |
| 177 | + pop(); |
| 54 | 178 | |
| 55 | | - // Draw the box at its physics position |
| 56 | | - translate(pos.x, pos.y); |
| 57 | | - rotate(angle); |
| 179 | + // Right paddle |
| 180 | + let rightPos = rightPaddle.position; |
| 181 | + let rightAngle = rightPaddle.angle; |
| 182 | + push(); |
| 183 | + translate(rightPos.x, rightPos.y); |
| 184 | + rotate(rightAngle); |
| 58 | 185 | rectMode(CENTER); |
| 59 | | - rect(0, 0, 60, 60); |
| 186 | + rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT); |
| 60 | 187 | pop(); |
| 61 | 188 | |
| 62 | | - // Draw some helpful debug info |
| 63 | | - fill(255); |
| 189 | + // Draw support points (small indicators) |
| 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 | +} |
| 195 | + |
| 196 | +function drawSprings() { |
| 197 | + stroke(0, 255, 136, 150); |
| 198 | + strokeWeight(3); |
| 199 | + |
| 200 | + // Left spring |
| 201 | + let leftSupportPos = leftSupport.position; |
| 202 | + let leftPaddlePos = leftPaddle.position; |
| 203 | + |
| 204 | + // Draw spring as a zigzag line |
| 205 | + drawSpringLine(leftSupportPos, leftPaddlePos, 'left'); |
| 206 | + |
| 207 | + // Right spring |
| 208 | + let rightSupportPos = rightSupport.position; |
| 209 | + let rightPaddlePos = rightPaddle.position; |
| 210 | + |
| 211 | + drawSpringLine(rightSupportPos, rightPaddlePos, 'right'); |
| 212 | +} |
| 213 | + |
| 214 | +function drawSpringLine(startPos, endPos, side) { |
| 215 | + let segments = 8; |
| 216 | + let amplitude = 8; |
| 217 | + |
| 218 | + // Calculate spring compression (affects visual amplitude) |
| 219 | + let currentLength = dist(startPos.x, startPos.y, endPos.x, endPos.y); |
| 220 | + let compression = SPRING_LENGTH / currentLength; |
| 221 | + amplitude *= compression; |
| 222 | + |
| 223 | + stroke(0, 255, 136, 150 + compression * 50); // Brighter when compressed |
| 224 | + strokeWeight(2 + compression); |
| 225 | + |
| 226 | + for (let i = 0; i <= segments; i++) { |
| 227 | + let t = i / segments; |
| 228 | + let x = lerp(startPos.x, endPos.x, t); |
| 229 | + let y = lerp(startPos.y, endPos.y, t); |
| 230 | + |
| 231 | + // Add zigzag offset |
| 232 | + if (i > 0 && i < segments) { |
| 233 | + let perpX = -(endPos.y - startPos.y) / currentLength; |
| 234 | + let perpY = (endPos.x - startPos.x) / currentLength; |
| 235 | + let offset = sin(i * PI) * amplitude; |
| 236 | + x += perpX * offset; |
| 237 | + y += perpY * offset; |
| 238 | + } |
| 239 | + |
| 240 | + if (i === 0) { |
| 241 | + beginShape(); |
| 242 | + vertex(x, y); |
| 243 | + } else { |
| 244 | + vertex(x, y); |
| 245 | + if (i === segments) { |
| 246 | + endShape(); |
| 247 | + } |
| 248 | + } |
| 249 | + } |
| 250 | +} |
| 251 | + |
| 252 | +function drawBall() { |
| 253 | + fill(255, 100, 100); |
| 254 | + stroke(255, 150, 150); |
| 255 | + strokeWeight(2); |
| 256 | + |
| 257 | + let ballPos = ball.position; |
| 258 | + ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 2, BALL_RADIUS * 2); |
| 259 | + |
| 260 | + // Ball trail effect |
| 261 | + fill(255, 100, 100, 50); |
| 262 | + noStroke(); |
| 263 | + ellipse(ballPos.x, ballPos.y, BALL_RADIUS * 3, BALL_RADIUS * 3); |
| 264 | +} |
| 265 | + |
| 266 | +function drawBoundaries() { |
| 267 | + stroke(0, 255, 136, 30); |
| 268 | + strokeWeight(1); |
| 269 | + noFill(); |
| 270 | + line(0, 0, width, 0); |
| 271 | + line(0, height, width, height); |
| 272 | +} |
| 273 | + |
| 274 | +function drawCenterLine() { |
| 275 | + stroke(0, 255, 136, 50); |
| 276 | + strokeWeight(2); |
| 277 | + |
| 278 | + for (let y = 0; y < height; y += 20) { |
| 279 | + line(width/2, y, width/2, y + 10); |
| 280 | + } |
| 281 | +} |
| 282 | + |
| 283 | +function drawDebugInfo() { |
| 284 | + fill(255, 100); |
| 64 | 285 | textAlign(LEFT); |
| 286 | + textSize(12); |
| 65 | 287 | text(`FPS: ${Math.round(frameRate())}`, 10, 20); |
| 66 | | - text(`Physics Bodies: ${world.bodies.length}`, 10, 40); |
| 67 | | - text(`Test Box Position: (${Math.round(pos.x)}, ${Math.round(pos.y)})`, 10, 60); |
| 288 | + text(`Ball Speed: ${Math.round(getBallSpeed())}`, 10, 35); |
| 289 | + |
| 290 | + // Spring info |
| 291 | + let leftSpringLength = dist(leftSupport.position.x, leftSupport.position.y, |
| 292 | + leftPaddle.position.x, leftPaddle.position.y); |
| 293 | + let rightSpringLength = dist(rightSupport.position.x, rightSupport.position.y, |
| 294 | + rightPaddle.position.x, rightPaddle.position.y); |
| 295 | + |
| 296 | + text(`Left Spring: ${Math.round(leftSpringLength)}px`, 10, 50); |
| 297 | + text(`Right Spring: ${Math.round(rightSpringLength)}px`, 10, 65); |
| 298 | + text(`Spring Rest Length: ${SPRING_LENGTH}px`, 10, 80); |
| 299 | +} |
| 300 | + |
| 301 | +function drawStartMessage() { |
| 302 | + fill(0, 255, 136, 200); |
| 303 | + textAlign(CENTER); |
| 304 | + textSize(20); |
| 305 | + text("Press any key to start!", width/2, height/2 + 100); |
| 306 | + textSize(14); |
| 307 | + text("Watch the springs compress and extend!", 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 | + } |
| 68 | 326 | } |
| 69 | 327 | |
| 70 | | -// Add some interactivity - click to move the test box |
| 71 | | -function mousePressed() { |
| 72 | | - if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) { |
| 73 | | - // Set the test box position to mouse position |
| 74 | | - Body.setPosition(testBox, { x: mouseX, y: mouseY }); |
| 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 | +} |
| 336 | + |
| 337 | +function resetBall() { |
| 338 | + if (ball) { |
| 339 | + World.remove(world, ball); |
| 340 | + } |
| 341 | + |
| 342 | + // Create new ball at center |
| 343 | + ball = Bodies.circle(width/2, height/2, BALL_RADIUS, { |
| 344 | + restitution: 1, |
| 345 | + friction: 0, |
| 346 | + frictionAir: 0 |
| 347 | + }); |
| 348 | + |
| 349 | + if (world) { |
| 350 | + World.add(world, ball); |
| 351 | + } |
| 352 | + |
| 353 | + // Start ball moving after a short delay |
| 354 | + setTimeout(() => { |
| 355 | + let direction = random() > 0.5 ? 1 : -1; |
| 356 | + let angle = random(-PI/6, PI/6); |
| 75 | 357 | |
| 76 | | - // Add a little spin for fun |
| 77 | | - Body.setAngularVelocity(testBox, random(-0.1, 0.1)); |
| 358 | + Body.setVelocity(ball, { |
| 359 | + x: direction * BALL_SPEED * cos(angle), |
| 360 | + y: BALL_SPEED * sin(angle) |
| 361 | + }); |
| 78 | 362 | |
| 79 | | - console.log(`🎯 Test box moved to (${mouseX}, ${mouseY})`); |
| 363 | + gameStarted = true; |
| 364 | + }, 1000); |
| 365 | +} |
| 366 | + |
| 367 | +function checkBallPosition() { |
| 368 | + let ballX = ball.position.x; |
| 369 | + |
| 370 | + if (ballX < -BALL_RADIUS) { |
| 371 | + rightScore++; |
| 372 | + updateScore(); |
| 373 | + resetBall(); |
| 374 | + gameStarted = false; |
| 80 | 375 | } |
| 376 | + |
| 377 | + if (ballX > width + BALL_RADIUS) { |
| 378 | + leftScore++; |
| 379 | + updateScore(); |
| 380 | + resetBall(); |
| 381 | + gameStarted = false; |
| 382 | + } |
| 383 | +} |
| 384 | + |
| 385 | +function updateScore() { |
| 386 | + document.getElementById('leftScore').textContent = leftScore; |
| 387 | + document.getElementById('rightScore').textContent = rightScore; |
| 81 | 388 | } |
| 82 | 389 | |
| 83 | | -// Keyboard interaction for testing |
| 390 | +function getBallSpeed() { |
| 391 | + let velocity = ball.velocity; |
| 392 | + return Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); |
| 393 | +} |
| 394 | + |
| 395 | +// Input handling |
| 84 | 396 | function keyPressed() { |
| 85 | | - if (key === ' ') { |
| 86 | | - // Spacebar: reset test box to center |
| 87 | | - Body.setPosition(testBox, { x: width/2, y: height/2 }); |
| 88 | | - Body.setAngle(testBox, 0); |
| 89 | | - Body.setVelocity(testBox, { x: 0, y: 0 }); |
| 90 | | - Body.setAngularVelocity(testBox, 0); |
| 91 | | - console.log("🔄 Test box reset to center"); |
| 397 | + keys[key] = true; |
| 398 | + keys[keyCode] = true; |
| 399 | + |
| 400 | + if (!gameStarted && key !== ' ') { |
| 401 | + gameStarted = true; |
| 92 | 402 | } |
| 93 | 403 | |
| 94 | | - if (key === 'g' || key === 'G') { |
| 95 | | - // Toggle gravity for fun |
| 96 | | - if (engine.world.gravity.y === 0) { |
| 97 | | - engine.world.gravity.y = 0.8; |
| 98 | | - console.log("🌍 Gravity enabled"); |
| 99 | | - } else { |
| 100 | | - engine.world.gravity.y = 0; |
| 101 | | - console.log("🚀 Gravity disabled"); |
| 102 | | - } |
| 404 | + // Reset game with spacebar |
| 405 | + if (key === ' ') { |
| 406 | + leftScore = 0; |
| 407 | + rightScore = 0; |
| 408 | + updateScore(); |
| 409 | + resetBall(); |
| 410 | + gameStarted = false; |
| 411 | + console.log("🔄 Game reset!"); |
| 103 | 412 | } |
| 413 | +} |
| 414 | + |
| 415 | +function keyReleased() { |
| 416 | + keys[key] = false; |
| 417 | + keys[keyCode] = false; |
| 104 | 418 | } |