@@ -6,23 +6,73 @@ const Bodies = Matter.Bodies; |
| 6 | 6 | const Render = Matter.Render; |
| 7 | 7 | const Constraint = Matter.Constraint; |
| 8 | 8 | |
| 9 | +// Canvas settings |
| 10 | +const CANVAS_WIDTH = 800; |
| 11 | +const CANVAS_HEIGHT = 400; |
| 12 | + |
| 13 | +// Game constants |
| 14 | +const BALL_SPEED = 6; |
| 15 | +const BALL_RADIUS = 12; |
| 16 | +const PADDLE_WIDTH = 20; |
| 17 | +const PADDLE_HEIGHT = 80; |
| 18 | + |
| 19 | +// Enhanced movement constants (tuned for faster response) |
| 20 | +const SUPPORT_SPEED = 6.5; // Bumped up |
| 21 | +const SUPPORT_ACCEL = 1.2; // Increased acceleration |
| 22 | +const INPUT_SMOOTHING = 0.25; // More responsive |
| 23 | +const SUPPORT_MAX_SPEED = 8; // Higher max speed |
| 24 | + |
| 25 | +// Touch/mouse control constants |
| 26 | +const MOUSE_SPEED_LIMIT = 4; // Max speed for mouse movement |
| 27 | +const MOUSE_LAG_FACTOR = 0.12; // How much lag in mouse following |
| 28 | +const TOUCH_SENSITIVITY = 1.2; // Touch movement multiplier |
| 29 | + |
| 30 | +// Spring physics constants (using your current settings) |
| 31 | +const PADDLE_MASS = 0.8; |
| 32 | +const SPRING_LENGTH = 50; |
| 33 | +const SPRING_DAMPING = 0.6; |
| 34 | +const SPRING_STIFFNESS = 0.025; |
| 35 | + |
| 36 | +// Visual enhancement constants |
| 37 | +const TRAIL_SEGMENTS = 8; |
| 38 | +const PADDLE_GLOW_DISTANCE = 25; |
| 39 | +const SPRING_GLOW_INTENSITY = 120; // More intense glow |
| 40 | + |
| 41 | +// Particle system constants |
| 42 | +const MAX_PARTICLES = 100; |
| 43 | +const PARTICLE_LIFE = 60; |
| 44 | +const IMPACT_PARTICLES = 8; |
| 45 | +const SPRING_PARTICLE_RATE = 0.3; |
| 46 | + |
| 47 | +// Bop system constants |
| 48 | +const BOP_FORCE = 1.0; |
| 49 | +const BOP_DURATION = 300; |
| 50 | +const BOP_COOLDOWN = 500; |
| 51 | +const ANCHOR_RECOIL = 40; // How far the anchor moves backward during bop |
| 52 | +const BOP_RANGE = 600; // How far the paddle can thrust forward |
| 53 | +const BOP_VELOCITY_BOOST = 12; // Initial velocity boost for paddle |
| 54 | + |
| 9 | 55 | // Game variables |
| 10 | 56 | let ball; |
| 11 | 57 | let world; |
| 12 | 58 | let engine; |
| 13 | 59 | |
| 60 | +// Particle systems |
| 61 | +let particles = []; |
| 62 | +let impactParticles = []; |
| 63 | + |
| 14 | 64 | // Spring paddle system components |
| 15 | 65 | let boundaries = []; |
| 16 | 66 | let leftSupport, leftPaddle, leftSpring; |
| 17 | 67 | let rightSupport, rightPaddle, rightSpring; |
| 18 | 68 | |
| 19 | 69 | // Game state |
| 20 | | -let leftScore = 0; |
| 70 | +let leftScore = 0; |
| 21 | 71 | 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 | 72 | let aiEnabled = true; |
| 73 | +let gameState = 'menu'; // 'menu', 'playing', 'paused' |
| 74 | +let gameMode = 'vs-cpu'; // 'vs-cpu' or 'vs-human' |
| 75 | +let gameStarted = false; |
| 26 | 76 | |
| 27 | 77 | // Menu state |
| 28 | 78 | let menuState = { |
@@ -59,13 +109,229 @@ let aiState = { |
| 59 | 109 | idleTarget: 200, // Where AI "wants" to be when idle |
| 60 | 110 | microAdjustment: 0, // Small random movements |
| 61 | 111 | breathingOffset: 0, // Subtle breathing-like motion |
| 62 | | - lastMicroTime: 0 // For micro-movement timing |
| 112 | + lastMicroTime: 0, // For micro-movement timing |
| 113 | + |
| 114 | + // AI Bop system |
| 115 | + consideringBop: false, // Is AI thinking about bopping? |
| 116 | + bopDecisionTime: 0, // When AI decided to bop |
| 117 | + bopTiming: 200 // How long before ball contact to bop (ms) |
| 63 | 118 | }; |
| 64 | 119 | |
| 65 | 120 | // Player input |
| 66 | 121 | let keys = {}; |
| 67 | 122 | let inputBuffer = { left: 0, right: 0 }; |
| 68 | 123 | |
| 124 | +// Bop system |
| 125 | +let bopState = { |
| 126 | + left: { |
| 127 | + active: false, |
| 128 | + startTime: 0, |
| 129 | + duration: BOP_DURATION, |
| 130 | + power: BOP_FORCE, |
| 131 | + cooldown: BOP_COOLDOWN, |
| 132 | + lastBopTime: 0, |
| 133 | + originalPos: null |
| 134 | + }, |
| 135 | + right: { |
| 136 | + active: false, |
| 137 | + startTime: 0, |
| 138 | + duration: BOP_DURATION, |
| 139 | + power: BOP_FORCE, |
| 140 | + cooldown: BOP_COOLDOWN, |
| 141 | + lastBopTime: 0, |
| 142 | + originalPos: null |
| 143 | + } |
| 144 | +}; |
| 145 | + |
| 146 | +function handleBopInput() { |
| 147 | + let currentTime = millis(); |
| 148 | + |
| 149 | + // Left player bop - use Left Shift for both modes |
| 150 | + let leftBopPressed = keys['Shift'] && !keys['Control']; // Left shift (without Ctrl) |
| 151 | + |
| 152 | + if (leftBopPressed && !bopState.left.active && |
| 153 | + currentTime - bopState.left.lastBopTime > bopState.left.cooldown) { |
| 154 | + activateBop('left', currentTime); |
| 155 | + } |
| 156 | + |
| 157 | + // Right player bop (Enter - only in two player mode) |
| 158 | + if (!aiEnabled) { |
| 159 | + let rightBopPressed = keys['Enter']; |
| 160 | + |
| 161 | + if (rightBopPressed && !bopState.right.active && |
| 162 | + currentTime - bopState.right.lastBopTime > bopState.right.cooldown) { |
| 163 | + activateBop('right', currentTime); |
| 164 | + } |
| 165 | + } |
| 166 | + |
| 167 | + // Update active bops |
| 168 | + updateBopStates(currentTime); |
| 169 | +} |
| 170 | + |
| 171 | +function activateBop(side, currentTime) { |
| 172 | + bopState[side].active = true; |
| 173 | + bopState[side].startTime = currentTime; |
| 174 | + bopState[side].lastBopTime = currentTime; |
| 175 | + |
| 176 | + // Get the relevant bodies |
| 177 | + let paddle = side === 'left' ? leftPaddle : rightPaddle; |
| 178 | + let support = side === 'left' ? leftSupport : rightSupport; |
| 179 | + |
| 180 | + // Calculate direction from support to paddle (this is the bop direction) |
| 181 | + let dx = paddle.position.x - support.position.x; |
| 182 | + let dy = paddle.position.y - support.position.y; |
| 183 | + |
| 184 | + // Normalize direction |
| 185 | + let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 186 | + if (magnitude > 0) { |
| 187 | + dx /= magnitude; |
| 188 | + dy /= magnitude; |
| 189 | + |
| 190 | + // Calculate anchor recoil distance |
| 191 | + let anchorRecoilDistance = ANCHOR_RECOIL * 0.4; |
| 192 | + |
| 193 | + // Move the support BACKWARD (recoil effect) |
| 194 | + let newSupportX = support.position.x - dx * anchorRecoilDistance; |
| 195 | + let newSupportY = support.position.y - dy * anchorRecoilDistance; |
| 196 | + |
| 197 | + // Apply the support movement |
| 198 | + Body.setPosition(support, { x: newSupportX, y: newSupportY }); |
| 199 | + |
| 200 | + // Store original support position for recovery |
| 201 | + bopState[side].originalPos = { |
| 202 | + x: support.position.x + dx * anchorRecoilDistance, |
| 203 | + y: support.position.y + dy * anchorRecoilDistance |
| 204 | + }; |
| 205 | + |
| 206 | + // IMPORTANT: Set paddle velocity directly for immediate forward thrust |
| 207 | + // This creates the "shooting forward" effect based on BOP_RANGE |
| 208 | + let forwardSpeed = (BOP_RANGE / SPRING_LENGTH) * BOP_VELOCITY_BOOST; |
| 209 | + Body.setVelocity(paddle, { |
| 210 | + x: paddle.velocity.x + dx * forwardSpeed, |
| 211 | + y: paddle.velocity.y + dy * forwardSpeed |
| 212 | + }); |
| 213 | + |
| 214 | + // Also apply a strong forward force for continued acceleration |
| 215 | + Body.applyForce(paddle, paddle.position, { |
| 216 | + x: dx * bopState[side].power * BOP_RANGE * 0.1, |
| 217 | + y: dy * bopState[side].power * BOP_RANGE * 0.1 |
| 218 | + }); |
| 219 | + |
| 220 | + // Create particle burst for visual feedback |
| 221 | + for (let i = 0; i < 5; i++) { |
| 222 | + let angle = Math.atan2(dy, dx) + (Math.random() - 0.5) * 0.5; |
| 223 | + let speed = Math.random() * 4 + 2; |
| 224 | + particles.push({ |
| 225 | + x: support.position.x, |
| 226 | + y: support.position.y, |
| 227 | + vx: Math.cos(angle) * speed * -1, // Particles go backward |
| 228 | + vy: Math.sin(angle) * speed * -1, |
| 229 | + size: Math.random() * 3 + 2, |
| 230 | + life: 30, |
| 231 | + maxLife: 30, |
| 232 | + color: { r: 255, g: 255, b: 100 }, |
| 233 | + type: 'impact' |
| 234 | + }); |
| 235 | + } |
| 236 | + |
| 237 | + // Force collision detection update |
| 238 | + Engine.update(engine, 0); |
| 239 | + } |
| 240 | + |
| 241 | + console.log(side + " player BOP!"); |
| 242 | +} |
| 243 | + |
| 244 | +function updateBopStates(currentTime) { |
| 245 | + // Update left bop |
| 246 | + if (bopState.left.active) { |
| 247 | + let elapsed = currentTime - bopState.left.startTime; |
| 248 | + let progress = elapsed / bopState.left.duration; |
| 249 | + |
| 250 | + if (progress >= 1.0) { |
| 251 | + // Bop finished |
| 252 | + bopState.left.active = false; |
| 253 | + bopState.left.originalPos = null; |
| 254 | + } else { |
| 255 | + // Smoothly return support to original position |
| 256 | + if (bopState.left.originalPos) { |
| 257 | + let support = leftSupport; |
| 258 | + let currentX = support.position.x; |
| 259 | + let currentY = support.position.y; |
| 260 | + |
| 261 | + // Ease back to original position |
| 262 | + let returnSpeed = 0.15 * (1 - Math.pow(1 - progress, 3)); // Ease out cubic |
| 263 | + let newX = currentX + (bopState.left.originalPos.x - currentX) * returnSpeed; |
| 264 | + let newY = currentY + (bopState.left.originalPos.y - currentY) * returnSpeed; |
| 265 | + |
| 266 | + Body.setPosition(support, { x: newX, y: newY }); |
| 267 | + } |
| 268 | + |
| 269 | + // Apply range limiting during active bop |
| 270 | + limitBopRange(leftSupport, leftPaddle); |
| 271 | + } |
| 272 | + } |
| 273 | + |
| 274 | + // Update right bop |
| 275 | + if (bopState.right.active) { |
| 276 | + let elapsed = currentTime - bopState.right.startTime; |
| 277 | + let progress = elapsed / bopState.right.duration; |
| 278 | + |
| 279 | + if (progress >= 1.0) { |
| 280 | + // Bop finished |
| 281 | + bopState.right.active = false; |
| 282 | + bopState.right.originalPos = null; |
| 283 | + } else { |
| 284 | + // Smoothly return support to original position |
| 285 | + if (bopState.right.originalPos) { |
| 286 | + let support = rightSupport; |
| 287 | + let currentX = support.position.x; |
| 288 | + let currentY = support.position.y; |
| 289 | + |
| 290 | + // Ease back to original position |
| 291 | + let returnSpeed = 0.15 * (1 - Math.pow(1 - progress, 3)); // Ease out cubic |
| 292 | + let newX = currentX + (bopState.right.originalPos.x - currentX) * returnSpeed; |
| 293 | + let newY = currentY + (bopState.right.originalPos.y - currentY) * returnSpeed; |
| 294 | + |
| 295 | + Body.setPosition(support, { x: newX, y: newY }); |
| 296 | + } |
| 297 | + |
| 298 | + // Apply range limiting during active bop |
| 299 | + limitBopRange(rightSupport, rightPaddle); |
| 300 | + } |
| 301 | + } |
| 302 | +} |
| 303 | + |
| 304 | +function limitBopRange(support, paddle) { |
| 305 | + // Calculate current distance |
| 306 | + let currentDistance = dist(support.position.x, support.position.y, |
| 307 | + paddle.position.x, paddle.position.y); |
| 308 | + |
| 309 | + // If paddle is beyond max range (spring length + bop range), pull it back |
| 310 | + let maxDistance = SPRING_LENGTH + BOP_RANGE; |
| 311 | + if (currentDistance > maxDistance) { |
| 312 | + // Calculate direction from support to paddle |
| 313 | + let dx = paddle.position.x - support.position.x; |
| 314 | + let dy = paddle.position.y - support.position.y; |
| 315 | + |
| 316 | + // Normalize |
| 317 | + let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 318 | + dx /= magnitude; |
| 319 | + dy /= magnitude; |
| 320 | + |
| 321 | + // Set paddle position at max distance |
| 322 | + let newX = support.position.x + dx * maxDistance; |
| 323 | + let newY = support.position.y + dy * maxDistance; |
| 324 | + |
| 325 | + // Preserve some velocity but dampen it |
| 326 | + let currentVel = paddle.velocity; |
| 327 | + Body.setPosition(paddle, { x: newX, y: newY }); |
| 328 | + Body.setVelocity(paddle, { |
| 329 | + x: currentVel.x * 0.7, |
| 330 | + y: currentVel.y * 0.7 |
| 331 | + }); |
| 332 | + } |
| 333 | +} |
| 334 | + |
| 69 | 335 | // Touch/mouse input |
| 70 | 336 | let mouseInput = { |
| 71 | 337 | active: false, |
@@ -76,43 +342,13 @@ let mouseInput = { |
| 76 | 342 | deadZone: 15 // Minimum distance before movement starts |
| 77 | 343 | }; |
| 78 | 344 | |
| 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 | 345 | |
| 110 | 346 | // AI difficulty settings |
| 111 | 347 | const AI_SETTINGS = { |
| 112 | 348 | easy: { |
| 113 | 349 | reactionTime: 400, // ms delay |
| 114 | 350 | accuracy: 0.7, // 70% accuracy |
| 115 | | - speed: 0.6, // 60% of normal speed |
| 351 | + speed: 0.8, // Increased from 0.6 |
| 116 | 352 | prediction: 0.3, // 30% prediction vs reaction |
| 117 | 353 | aggression: 0.2, // Low aggression |
| 118 | 354 | oscillation: 0.3 // Minimal oscillation |
@@ -120,7 +356,7 @@ const AI_SETTINGS = { |
| 120 | 356 | medium: { |
| 121 | 357 | reactionTime: 250, |
| 122 | 358 | accuracy: 0.85, |
| 123 | | - speed: 0.8, |
| 359 | + speed: 1.0, // Increased from 0.8 |
| 124 | 360 | prediction: 0.6, |
| 125 | 361 | aggression: 0.5, // Moderate aggression |
| 126 | 362 | oscillation: 0.7 // Good oscillation technique |
@@ -128,24 +364,13 @@ const AI_SETTINGS = { |
| 128 | 364 | hard: { |
| 129 | 365 | reactionTime: 150, |
| 130 | 366 | accuracy: 0.95, |
| 131 | | - speed: 1.0, |
| 367 | + speed: 1.2, // Increased from 1.0 |
| 132 | 368 | prediction: 0.8, |
| 133 | 369 | aggression: 0.8, // High aggression |
| 134 | 370 | oscillation: 1.0 // Master-level oscillation |
| 135 | 371 | } |
| 136 | 372 | }; |
| 137 | 373 | |
| 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 | 374 | function setup() { |
| 150 | 375 | // Create p5.js canvas |
| 151 | 376 | let canvas = createCanvas(CANVAS_WIDTH, CANVAS_HEIGHT); |
@@ -179,10 +404,42 @@ function setup() { |
| 179 | 404 | rightSupport, rightPaddle, rightSpring |
| 180 | 405 | ]); |
| 181 | 406 | |
| 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"); |
| 407 | + // Set up collision events |
| 408 | + Matter.Events.on(engine, 'collisionStart', function(event) { |
| 409 | + let pairs = event.pairs; |
| 410 | + |
| 411 | + for (let i = 0; i < pairs.length; i++) { |
| 412 | + let pair = pairs[i]; |
| 413 | + |
| 414 | + // Check if collision involves ball and paddle |
| 415 | + if ((pair.bodyA === ball && (pair.bodyB === leftPaddle || pair.bodyB === rightPaddle)) || |
| 416 | + (pair.bodyB === ball && (pair.bodyA === leftPaddle || pair.bodyA === rightPaddle))) { |
| 417 | + |
| 418 | + let paddle = pair.bodyA === ball ? pair.bodyB : pair.bodyA; |
| 419 | + let isLeftPaddle = paddle === leftPaddle; |
| 420 | + |
| 421 | + // Apply bop boost if paddle is currently bopping |
| 422 | + if ((isLeftPaddle && bopState.left.active) || (!isLeftPaddle && bopState.right.active)) { |
| 423 | + // Get current velocities |
| 424 | + let ballVel = ball.velocity; |
| 425 | + let paddleVel = paddle.velocity; |
| 426 | + |
| 427 | + // Calculate boost based on paddle velocity |
| 428 | + let boostX = paddleVel.x * 0.5; |
| 429 | + let boostY = paddleVel.y * 0.5; |
| 430 | + |
| 431 | + // Apply extra velocity to ball |
| 432 | + Body.setVelocity(ball, { |
| 433 | + x: ballVel.x * 1.3 + boostX, |
| 434 | + y: ballVel.y * 1.3 + boostY |
| 435 | + }); |
| 436 | + |
| 437 | + // Create extra impact particles |
| 438 | + createImpactParticles(ball.position.x, ball.position.y, ballVel.x, ballVel.y); |
| 439 | + } |
| 440 | + } |
| 441 | + } |
| 442 | + }); |
| 186 | 443 | } |
| 187 | 444 | |
| 188 | 445 | function createSpringPaddleSystem(side) { |
@@ -202,9 +459,20 @@ function createSpringPaddleSystem(side) { |
| 202 | 459 | mass: PADDLE_MASS, |
| 203 | 460 | restitution: 1.3, // Even bouncier! |
| 204 | 461 | friction: 0, |
| 205 | | - frictionAir: 0.005 // Less air resistance |
| 462 | + frictionAir: 0.005, // Less air resistance |
| 463 | + isSensor: false, |
| 464 | + slop: 0.01, // Tighter collision detection |
| 465 | + render: { |
| 466 | + fillStyle: '#00ff88' |
| 467 | + } |
| 206 | 468 | }); |
| 207 | 469 | |
| 470 | + // Enable continuous collision detection for better bop collisions |
| 471 | + leftPaddle.collisionFilter = { |
| 472 | + category: 0x0002, |
| 473 | + mask: 0xFFFF |
| 474 | + }; |
| 475 | + |
| 208 | 476 | // Spring constraint connecting support to paddle |
| 209 | 477 | leftSpring = Constraint.create({ |
| 210 | 478 | bodyA: leftSupport, |
@@ -225,9 +493,20 @@ function createSpringPaddleSystem(side) { |
| 225 | 493 | mass: PADDLE_MASS, |
| 226 | 494 | restitution: 1.2, // Slightly toned down |
| 227 | 495 | friction: 0, |
| 228 | | - frictionAir: 0.008 // Bit more air resistance for stability |
| 496 | + frictionAir: 0.008, // Bit more air resistance for stability |
| 497 | + isSensor: false, |
| 498 | + slop: 0.01, // Tighter collision detection |
| 499 | + render: { |
| 500 | + fillStyle: '#ff6464' |
| 501 | + } |
| 229 | 502 | }); |
| 230 | 503 | |
| 504 | + // Enable continuous collision detection for better bop collisions |
| 505 | + rightPaddle.collisionFilter = { |
| 506 | + category: 0x0004, |
| 507 | + mask: 0xFFFF |
| 508 | + }; |
| 509 | + |
| 231 | 510 | // Spring constraint connecting support to paddle |
| 232 | 511 | rightSpring = Constraint.create({ |
| 233 | 512 | bodyA: rightSupport, |
@@ -256,6 +535,13 @@ function draw() { |
| 256 | 535 | updateParticles(); |
| 257 | 536 | checkCollisions(); |
| 258 | 537 | |
| 538 | + // Enhanced collision detection during bops - just more frequent updates |
| 539 | + if (bopState.left.active || bopState.right.active) { |
| 540 | + // Multiple smaller physics updates for better collision detection |
| 541 | + Engine.update(engine, 8); |
| 542 | + Engine.update(engine, 8); |
| 543 | + } |
| 544 | + |
| 259 | 545 | // Check for scoring |
| 260 | 546 | checkBallPosition(); |
| 261 | 547 | |
@@ -283,6 +569,9 @@ function handleEnhancedInput() { |
| 283 | 569 | handleKeyboardInput(); |
| 284 | 570 | handleMouseTouchInput(); |
| 285 | 571 | |
| 572 | + // Handle bop mechanics |
| 573 | + handleBopInput(); |
| 574 | + |
| 286 | 575 | // Handle AI if enabled |
| 287 | 576 | if (aiEnabled && gameStarted) { |
| 288 | 577 | handleAI(); |
@@ -448,13 +737,44 @@ function handleAITracking(currentTime, ballPos, ballVel, aiSettings) { |
| 448 | 737 | desiredPaddleY = constrain(desiredPaddleY, 80, height - 80); |
| 449 | 738 | |
| 450 | 739 | // Estimate anchor position needed to get paddle to desired position |
| 451 | | - // This is tricky because spring physics affects paddle position |
| 452 | 740 | let anchorOffsetNeeded = calculateAnchorOffset(desiredPaddleY, paddlePos, anchorPos); |
| 453 | 741 | let targetAnchorY = desiredPaddleY + anchorOffsetNeeded; |
| 454 | 742 | |
| 455 | 743 | // Always apply some level of paddle-aware tracking |
| 456 | 744 | aiState.targetY = lerp(aiState.targetY, targetAnchorY, trackingIntensity); |
| 457 | 745 | |
| 746 | + // AI Bop decision logic |
| 747 | + if (ballApproaching && ballDistance < 150 && !aiState.consideringBop) { |
| 748 | + // Consider bopping if ball is close and conditions are right |
| 749 | + let shouldConsiderBop = ballSpeed > 8 && // Fast incoming ball |
| 750 | + Math.abs(ballVel.y) < 4 && // Not too much vertical movement |
| 751 | + random() < aiSettings.aggression * 0.4; // Chance based on aggression |
| 752 | + |
| 753 | + if (shouldConsiderBop) { |
| 754 | + aiState.consideringBop = true; |
| 755 | + aiState.bopDecisionTime = currentTime; |
| 756 | + } |
| 757 | + } |
| 758 | + |
| 759 | + // Execute bop at the right moment |
| 760 | + if (aiState.consideringBop && ballApproaching) { |
| 761 | + let timeToBop = currentTime - aiState.bopDecisionTime; |
| 762 | + let shouldBop = timeToBop > aiState.bopTiming && |
| 763 | + ballDistance < 100 && |
| 764 | + !bopState.right.active && |
| 765 | + currentTime - bopState.right.lastBopTime > BOP_COOLDOWN; |
| 766 | + |
| 767 | + if (shouldBop) { |
| 768 | + activateBop('right', currentTime); |
| 769 | + aiState.consideringBop = false; |
| 770 | + } |
| 771 | + |
| 772 | + // Cancel bop consideration if ball gets too far |
| 773 | + if (ballDistance > 150) { |
| 774 | + aiState.consideringBop = false; |
| 775 | + } |
| 776 | + } |
| 777 | + |
| 458 | 778 | // Only do advanced prediction and windup logic if enough time has passed (reaction delay) |
| 459 | 779 | if (currentTime - aiState.lastUpdateTime > aiSettings.reactionTime) { |
| 460 | 780 | |
@@ -486,6 +806,7 @@ function handleAITracking(currentTime, ballPos, ballVel, aiSettings) { |
| 486 | 806 | ballDistance > 200 && // Lots of distance required |
| 487 | 807 | Math.abs(ballVel.y) < 3 && // Very limited vertical movement |
| 488 | 808 | Math.abs(ballVel.x) > 1 && // Ball must be actually moving toward AI |
| 809 | + !aiState.consideringBop && // Don't windup if considering bop |
| 489 | 810 | random() < aiSettings.oscillation * aiState.aggressionLevel * 0.3; // Much lower chance |
| 490 | 811 | |
| 491 | 812 | if (shouldWindUp) { |
@@ -529,28 +850,39 @@ function calculateAnchorOffset(targetPaddleY, currentPaddlePos, currentAnchorPos |
| 529 | 850 | |
| 530 | 851 | function handleAIWindup(currentTime, ballPos, ballVel, aiSettings) { |
| 531 | 852 | let windupTime = currentTime - aiState.windupStartTime; |
| 532 | | - let maxWindupTime = 500 / Math.max(aiState.aggressionLevel, 0.3); // Longer windup for bigger movement |
| 533 | 853 | |
| 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 |
| 854 | + // Smooth windup progression with easing |
| 855 | + let maxWindupTime = 800; // Longer time for smooth movement |
| 856 | + let timeProgress = Math.min(windupTime / maxWindupTime, 1.0); |
| 857 | + |
| 858 | + // Ease-in-out for smooth acceleration/deceleration |
| 859 | + let easedProgress = timeProgress < 0.5 |
| 860 | + ? 2 * timeProgress * timeProgress |
| 861 | + : 1 - Math.pow(-2 * timeProgress + 2, 3) / 2; |
| 862 | + |
| 863 | + aiState.windupProgress = easedProgress; |
| 864 | + |
| 865 | + // Calculate smooth windup target based on intercept position |
| 866 | + let windupTargetY = aiState.interceptY + aiState.windupDirection * aiState.windupDistance * aiState.aggressionLevel * easedProgress; |
| 867 | + windupTargetY = constrain(windupTargetY, 50, height - 50); |
| 538 | 868 | |
| 539 | 869 | // Convert paddle target to anchor target using paddle awareness |
| 540 | | - let anchorOffsetNeeded = calculateAnchorOffset(windupTarget, paddlePos, rightSupport.position); |
| 541 | | - aiState.targetY = windupTarget + anchorOffsetNeeded; |
| 870 | + let anchorOffsetNeeded = calculateAnchorOffset(windupTargetY, rightPaddle.position, rightSupport.position); |
| 871 | + aiState.targetY = windupTargetY + anchorOffsetNeeded; |
| 542 | 872 | |
| 543 | | - // Check if it's time to swing - allow more time for bigger windups |
| 873 | + // Check if it's time to swing |
| 544 | 874 | let ballDistance = width - ballPos.x; |
| 545 | 875 | let ballSpeed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 546 | 876 | |
| 547 | 877 | let shouldSwing = windupTime > maxWindupTime || |
| 548 | 878 | ballDistance < 120 || |
| 549 | | - ballSpeed > 6; // Abort if ball speeds up even slightly |
| 879 | + ballSpeed > 6 || |
| 880 | + easedProgress > 0.85; // Swing when windup is mostly complete |
| 550 | 881 | |
| 551 | 882 | if (shouldSwing) { |
| 552 | 883 | aiState.mode = 'SWINGING'; |
| 553 | 884 | aiState.swingStartTime = currentTime; |
| 885 | + aiState.windupProgress = 0; // Reset for next time |
| 554 | 886 | } |
| 555 | 887 | } |
| 556 | 888 | |
@@ -608,25 +940,27 @@ function executeAIMovement(aiSettings) { |
| 608 | 940 | let deltaY = aiState.targetY - currentY; |
| 609 | 941 | |
| 610 | 942 | if (Math.abs(deltaY) > 1) { // Very small dead zone for responsive tracking |
| 611 | | - let baseSpeed = 0.08 * aiSettings.speed; // Back to more responsive speed |
| 943 | + let baseSpeed = 0.12 * aiSettings.speed; // Increased base speed significantly |
| 612 | 944 | |
| 613 | 945 | // Apply swing power during swing phase |
| 614 | 946 | if (aiState.mode === 'SWINGING') { |
| 615 | 947 | baseSpeed *= aiState.swingPower * (1 + aiState.aggressionLevel * 0.3); |
| 616 | 948 | } else if (aiState.mode === 'WINDING_UP') { |
| 617 | | - baseSpeed *= 0.6; // Slower during windup for more deliberate movement |
| 949 | + // Slower at start of windup, faster as it progresses |
| 950 | + let windupSpeedMultiplier = 0.3 + (aiState.windupProgress * 0.4); |
| 951 | + baseSpeed *= windupSpeedMultiplier; |
| 618 | 952 | } |
| 619 | 953 | |
| 620 | 954 | // Apply aggression multiplier |
| 621 | | - baseSpeed *= (1 + aiState.aggressionLevel * 0.2); |
| 955 | + baseSpeed *= (1 + aiState.aggressionLevel * 0.3); |
| 622 | 956 | |
| 623 | 957 | let movement = deltaY * baseSpeed; |
| 624 | | - movement = constrain(movement, -SUPPORT_SPEED * 0.9, SUPPORT_SPEED * 0.9); |
| 958 | + movement = constrain(movement, -SUPPORT_SPEED * 1.1, SUPPORT_SPEED * 1.1); // Allow slightly faster than player |
| 625 | 959 | |
| 626 | 960 | moveSupportEnhanced(rightSupport, movement); |
| 627 | 961 | |
| 628 | 962 | // Update input buffer for visual effects |
| 629 | | - inputBuffer.right = constrain(movement / (SUPPORT_SPEED * 0.9), -1, 1); |
| 963 | + inputBuffer.right = constrain(movement / (SUPPORT_SPEED * 1.1), -1, 1); |
| 630 | 964 | } else { |
| 631 | 965 | // Gradually reduce input buffer when AI is not moving |
| 632 | 966 | inputBuffer.right *= 0.95; |
@@ -864,11 +1198,24 @@ function drawSinglePaddleEnhanced(paddle, ballDistance) { |
| 864 | 1198 | |
| 865 | 1199 | // Check if this is the AI paddle |
| 866 | 1200 | let isAI = aiEnabled && paddle === rightPaddle; |
| 1201 | + let isLeft = paddle === leftPaddle; |
| 867 | 1202 | |
| 868 | 1203 | // Calculate glow intensity based on ball proximity |
| 869 | 1204 | let glowIntensity = map(ballDistance, 0, PADDLE_GLOW_DISTANCE, 150, 0); |
| 870 | 1205 | glowIntensity = constrain(glowIntensity, 0, 150); |
| 871 | 1206 | |
| 1207 | + // Add bop glow effect |
| 1208 | + let bopGlow = 0; |
| 1209 | + if (isLeft && bopState.left.active) { |
| 1210 | + let bopProgress = (millis() - bopState.left.startTime) / bopState.left.duration; |
| 1211 | + bopGlow = (1 - bopProgress) * 100; // Fade out over bop duration |
| 1212 | + } else if (!isLeft && !isAI && bopState.right.active) { |
| 1213 | + let bopProgress = (millis() - bopState.right.startTime) / bopState.right.duration; |
| 1214 | + bopGlow = (1 - bopProgress) * 100; |
| 1215 | + } |
| 1216 | + |
| 1217 | + glowIntensity += bopGlow; |
| 1218 | + |
| 872 | 1219 | // Add AI state-based effects |
| 873 | 1220 | if (isAI) { |
| 874 | 1221 | // Enhance glow during aggressive states |
@@ -896,6 +1243,11 @@ function drawSinglePaddleEnhanced(paddle, ballDistance) { |
| 896 | 1243 | paddleColor = [255, 50, 50]; // Bright red during swing |
| 897 | 1244 | } |
| 898 | 1245 | |
| 1246 | + // Bop color override |
| 1247 | + if ((isLeft && bopState.left.active) || (!isLeft && !isAI && bopState.right.active)) { |
| 1248 | + paddleColor = [255, 255, 100]; // Bright yellow during bop |
| 1249 | + } |
| 1250 | + |
| 899 | 1251 | // Draw enhanced glow effect first |
| 900 | 1252 | if (glowIntensity > 0) { |
| 901 | 1253 | fill(paddleColor[0], paddleColor[1], paddleColor[2], glowIntensity * 0.6); |
@@ -1109,9 +1461,9 @@ function drawMenu() { |
| 1109 | 1461 | textSize(12); |
| 1110 | 1462 | fill(255, 100); |
| 1111 | 1463 | if (menuState.selectedOption === 0) { |
| 1112 | | - text("Controls: W/S keys or Mouse/Touch to move paddle", width/2, height - 30); |
| 1464 | + text("Controls: W/S keys + LEFT SHIFT (bop) or Mouse/Touch", width/2, height - 30); |
| 1113 | 1465 | } else { |
| 1114 | | - text("Controls: Player 1 (W/S) | Player 2 (↑/↓) | Mouse/Touch", width/2, height - 30); |
| 1466 | + text("Controls: P1 (W/S + L.Shift) | P2 (↑/↓ + Enter) | Mouse/Touch", width/2, height - 30); |
| 1115 | 1467 | } |
| 1116 | 1468 | } |
| 1117 | 1469 | |
@@ -1169,11 +1521,19 @@ function resetBall() { |
| 1169 | 1521 | World.remove(world, ball); |
| 1170 | 1522 | } |
| 1171 | 1523 | |
| 1172 | | - // Create new ball at center |
| 1524 | + // Create new ball at center with collision filter |
| 1173 | 1525 | ball = Bodies.circle(width/2, height/2, BALL_RADIUS, { |
| 1174 | 1526 | restitution: 1, |
| 1175 | 1527 | friction: 0, |
| 1176 | | - frictionAir: 0 |
| 1528 | + frictionAir: 0, |
| 1529 | + slop: 0.01, // Tighter collision detection |
| 1530 | + collisionFilter: { |
| 1531 | + category: 0x0001, |
| 1532 | + mask: 0xFFFF |
| 1533 | + }, |
| 1534 | + render: { |
| 1535 | + fillStyle: '#ff6464' |
| 1536 | + } |
| 1177 | 1537 | }); |
| 1178 | 1538 | |
| 1179 | 1539 | if (world) { |
@@ -1275,6 +1635,7 @@ function keyPressed() { |
| 1275 | 1635 | aiState.lastUpdateTime = 0; |
| 1276 | 1636 | aiState.mode = 'ANTICIPATING'; |
| 1277 | 1637 | aiState.aggressionLevel = AI_SETTINGS[aiState.difficulty].aggression; |
| 1638 | + aiState.windupProgress = 0; |
| 1278 | 1639 | |
| 1279 | 1640 | // Clear particles |
| 1280 | 1641 | particles = []; |
@@ -1283,7 +1644,7 @@ function keyPressed() { |
| 1283 | 1644 | } |
| 1284 | 1645 | |
| 1285 | 1646 | // Return to menu with ESC |
| 1286 | | - if (keyCode === 27) { |
| 1647 | + if (keyCode === 27) { // ESC key |
| 1287 | 1648 | gameState = 'menu'; |
| 1288 | 1649 | gameStarted = false; |
| 1289 | 1650 | particles = []; |