| 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 = 6; |
| 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 = 300; // traversal duration. SHAKE it. |
| 47 | const BOP_COOLDOWN = 500; // also also self expl. PULL it. |
| 48 | const ANCHOR_RECOIL = 40; // How far the anchor moves backward during bop |
| 49 | const BOP_VELOCITY_BOOST = 12; // 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 | if (leftBopPressed && !bopState.left.active && |
| 78 | currentTime - bopState.left.lastBopTime > bopState.left.cooldown) { |
| 79 | activateBop('left', currentTime, leftPaddle, leftSupport, engine, particles); |
| 80 | } |
| 81 | |
| 82 | // Right player bop (Enter - only in two player mode) |
| 83 | if (!aiEnabled) { |
| 84 | let rightBopPressed = keys['Enter']; |
| 85 | |
| 86 | if (rightBopPressed && !bopState.right.active && |
| 87 | currentTime - bopState.right.lastBopTime > bopState.right.cooldown) { |
| 88 | activateBop('right', currentTime, rightPaddle, rightSupport, engine, particles); |
| 89 | } |
| 90 | } |
| 91 | |
| 92 | // Update active bops |
| 93 | updateBopStates(currentTime, leftSupport, rightSupport, leftPaddle, rightPaddle); |
| 94 | } |
| 95 | |
| 96 | function activateBop(side, currentTime, paddle, support, engine, particles) { |
| 97 | const Body = Matter.Body; |
| 98 | const Engine = Matter.Engine; |
| 99 | |
| 100 | bopState[side].active = true; |
| 101 | bopState[side].startTime = currentTime; |
| 102 | bopState[side].lastBopTime = currentTime; |
| 103 | |
| 104 | // Calculate direction from support to paddle |
| 105 | let dx = paddle.position.x - support.position.x; |
| 106 | let dy = paddle.position.y - support.position.y; |
| 107 | |
| 108 | // Normalize direction |
| 109 | let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 110 | if (magnitude > 0) { |
| 111 | dx /= magnitude; |
| 112 | dy /= magnitude; |
| 113 | |
| 114 | // Calculate anchor recoil distance |
| 115 | let anchorRecoilDistance = ANCHOR_RECOIL * 0.4; |
| 116 | |
| 117 | // Move the support BACKWARD (recoil effect) |
| 118 | let newSupportX = support.position.x - dx * anchorRecoilDistance; |
| 119 | let newSupportY = support.position.y - dy * anchorRecoilDistance; |
| 120 | |
| 121 | Body.setPosition(support, { x: newSupportX, y: newSupportY }); |
| 122 | |
| 123 | // Store original support position for recovery |
| 124 | bopState[side].originalPos = { |
| 125 | x: support.position.x + dx * anchorRecoilDistance, |
| 126 | y: support.position.y + dy * anchorRecoilDistance |
| 127 | }; |
| 128 | |
| 129 | // Set paddle velocity directly for immediate forward thrust |
| 130 | let forwardSpeed = (BOP_RANGE / SPRING_LENGTH) * BOP_VELOCITY_BOOST; |
| 131 | Body.setVelocity(paddle, { |
| 132 | x: paddle.velocity.x + dx * forwardSpeed, |
| 133 | y: paddle.velocity.y + dy * forwardSpeed |
| 134 | }); |
| 135 | |
| 136 | // Apply a strong forward force for continued acceleration |
| 137 | Body.applyForce(paddle, paddle.position, { |
| 138 | x: dx * bopState[side].power * BOP_RANGE * 0.1, |
| 139 | y: dy * bopState[side].power * BOP_RANGE * 0.1 |
| 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 | // Force collision detection update |
| 160 | Engine.update(engine, 0); |
| 161 | } |
| 162 | |
| 163 | console.log(side + " player BOP!"); |
| 164 | } |
| 165 | |
| 166 | function updateBopStates(currentTime, leftSupport, rightSupport, leftPaddle, rightPaddle) { |
| 167 | const Body = Matter.Body; |
| 168 | |
| 169 | // Update left bop |
| 170 | if (bopState.left.active) { |
| 171 | let elapsed = currentTime - bopState.left.startTime; |
| 172 | let progress = elapsed / bopState.left.duration; |
| 173 | |
| 174 | if (progress >= 1.0) { |
| 175 | bopState.left.active = false; |
| 176 | bopState.left.originalPos = null; |
| 177 | } else { |
| 178 | if (bopState.left.originalPos) { |
| 179 | let support = leftSupport; |
| 180 | let currentX = support.position.x; |
| 181 | let currentY = support.position.y; |
| 182 | |
| 183 | let returnSpeed = 0.15 * (1 - Math.pow(1 - progress, 3)); |
| 184 | let newX = currentX + (bopState.left.originalPos.x - currentX) * returnSpeed; |
| 185 | let newY = currentY + (bopState.left.originalPos.y - currentY) * returnSpeed; |
| 186 | |
| 187 | Body.setPosition(support, { x: newX, y: newY }); |
| 188 | } |
| 189 | |
| 190 | limitBopRange(leftSupport, leftPaddle); |
| 191 | } |
| 192 | } |
| 193 | |
| 194 | // Update right bop |
| 195 | if (bopState.right.active) { |
| 196 | let elapsed = currentTime - bopState.right.startTime; |
| 197 | let progress = elapsed / bopState.right.duration; |
| 198 | |
| 199 | if (progress >= 1.0) { |
| 200 | bopState.right.active = false; |
| 201 | bopState.right.originalPos = null; |
| 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 | let maxDistance = SPRING_LENGTH + BOP_RANGE; |
| 227 | if (currentDistance > maxDistance) { |
| 228 | let dx = paddle.position.x - support.position.x; |
| 229 | let dy = paddle.position.y - support.position.y; |
| 230 | |
| 231 | let magnitude = Math.sqrt(dx * dx + dy * dy); |
| 232 | dx /= magnitude; |
| 233 | dy /= magnitude; |
| 234 | |
| 235 | let newX = support.position.x + dx * maxDistance; |
| 236 | let newY = support.position.y + dy * maxDistance; |
| 237 | |
| 238 | let currentVel = paddle.velocity; |
| 239 | Body.setPosition(paddle, { x: newX, y: newY }); |
| 240 | Body.setVelocity(paddle, { |
| 241 | x: currentVel.x * 0.7, |
| 242 | y: currentVel.y * 0.7 |
| 243 | }); |
| 244 | } |
| 245 | } |
| 246 | |
| 247 | // ============= PADDLE SYSTEM ============= |
| 248 | function createSpringPaddleSystem(side, width, height) { |
| 249 | const Bodies = Matter.Bodies; |
| 250 | const Constraint = Matter.Constraint; |
| 251 | |
| 252 | let supportX = side === 'left' ? 60 : width - 60; |
| 253 | let paddleX = side === 'left' ? 60 + SPRING_LENGTH : width - 60 - SPRING_LENGTH; |
| 254 | let startY = height / 2; |
| 255 | |
| 256 | let support = Bodies.rectangle(supportX, startY, 10, 10, { |
| 257 | isStatic: true, |
| 258 | render: { visible: false } |
| 259 | }); |
| 260 | |
| 261 | let paddleOptions = { |
| 262 | mass: PADDLE_MASS, |
| 263 | restitution: side === 'left' ? 1.3 : 1.2, |
| 264 | friction: 0, |
| 265 | frictionAir: side === 'left' ? 0.005 : 0.008, |
| 266 | isSensor: false, |
| 267 | slop: 0.01, |
| 268 | render: { |
| 269 | fillStyle: side === 'left' ? '#00ff88' : '#ff6464' |
| 270 | } |
| 271 | }; |
| 272 | |
| 273 | let paddle = Bodies.rectangle(paddleX, startY, PADDLE_WIDTH, PADDLE_HEIGHT, paddleOptions); |
| 274 | |
| 275 | paddle.collisionFilter = { |
| 276 | category: side === 'left' ? 0x0002 : 0x0004, |
| 277 | mask: 0xFFFF |
| 278 | }; |
| 279 | |
| 280 | let spring = Constraint.create({ |
| 281 | bodyA: support, |
| 282 | bodyB: paddle, |
| 283 | length: SPRING_LENGTH, |
| 284 | stiffness: SPRING_STIFFNESS, |
| 285 | damping: SPRING_DAMPING |
| 286 | }); |
| 287 | |
| 288 | return { support, paddle, spring }; |
| 289 | } |
| 290 | |
| 291 | // ============= MOVEMENT ============= |
| 292 | function moveSupportEnhanced(support, deltaY, height) { |
| 293 | const Body = Matter.Body; |
| 294 | |
| 295 | let newY = support.position.y + deltaY; |
| 296 | |
| 297 | let minY = 50; |
| 298 | let maxY = height - 50; |
| 299 | |
| 300 | if (newY < minY) { |
| 301 | newY = minY + (newY - minY) * 0.1; |
| 302 | } else if (newY > maxY) { |
| 303 | newY = maxY + (newY - maxY) * 0.1; |
| 304 | } |
| 305 | |
| 306 | Body.setPosition(support, { x: support.position.x, y: newY }); |
| 307 | } |
| 308 | |
| 309 | // ============= BALL SYSTEM ============= |
| 310 | function resetBall(ball, world, width, height) { |
| 311 | const Bodies = Matter.Bodies; |
| 312 | const World = Matter.World; |
| 313 | const Body = Matter.Body; |
| 314 | |
| 315 | if (ball) { |
| 316 | World.remove(world, ball); |
| 317 | } |
| 318 | |
| 319 | ball = Bodies.circle(width/2, height/2, BALL_RADIUS, { |
| 320 | restitution: 1, |
| 321 | friction: 0, |
| 322 | frictionAir: 0, |
| 323 | slop: 0.01, |
| 324 | collisionFilter: { |
| 325 | category: 0x0001, |
| 326 | mask: 0xFFFF |
| 327 | }, |
| 328 | render: { |
| 329 | fillStyle: '#ff6464' |
| 330 | } |
| 331 | }); |
| 332 | |
| 333 | World.add(world, ball); |
| 334 | |
| 335 | // Start ball moving after a short delay |
| 336 | setTimeout(() => { |
| 337 | let direction = Math.random() > 0.5 ? 1 : -1; |
| 338 | let angle = (Math.random() - 0.5) * Math.PI/3; |
| 339 | |
| 340 | Body.setVelocity(ball, { |
| 341 | x: direction * BALL_SPEED * Math.cos(angle), |
| 342 | y: BALL_SPEED * Math.sin(angle) |
| 343 | }); |
| 344 | }, 1000); |
| 345 | |
| 346 | return ball; |
| 347 | } |
| 348 | |
| 349 | // ============= COLLISION ============= |
| 350 | function setupCollisionHandlers(engine, ball, leftPaddle, rightPaddle, particles) { |
| 351 | const Body = Matter.Body; |
| 352 | |
| 353 | Matter.Events.on(engine, 'collisionStart', function(event) { |
| 354 | let pairs = event.pairs; |
| 355 | |
| 356 | for (let i = 0; i < pairs.length; i++) { |
| 357 | let pair = pairs[i]; |
| 358 | |
| 359 | if ((pair.bodyA === ball && (pair.bodyB === leftPaddle || pair.bodyB === rightPaddle)) || |
| 360 | (pair.bodyB === ball && (pair.bodyA === leftPaddle || pair.bodyA === rightPaddle))) { |
| 361 | |
| 362 | let paddle = pair.bodyA === ball ? pair.bodyB : pair.bodyA; |
| 363 | let isLeftPaddle = paddle === leftPaddle; |
| 364 | |
| 365 | if ((isLeftPaddle && bopState.left.active) || (!isLeftPaddle && bopState.right.active)) { |
| 366 | let ballVel = ball.velocity; |
| 367 | let paddleVel = paddle.velocity; |
| 368 | |
| 369 | let boostX = paddleVel.x * 0.5; |
| 370 | let boostY = paddleVel.y * 0.5; |
| 371 | |
| 372 | Body.setVelocity(ball, { |
| 373 | x: ballVel.x * 1.3 + boostX, |
| 374 | y: ballVel.y * 1.3 + boostY |
| 375 | }); |
| 376 | |
| 377 | // Create impact particles |
| 378 | for (let j = 0; j < IMPACT_PARTICLES; j++) { |
| 379 | let angle = Math.random() * Math.PI * 2; |
| 380 | let speed = Math.random() * 6 + 2; |
| 381 | |
| 382 | particles.push({ |
| 383 | x: ball.position.x, |
| 384 | y: ball.position.y, |
| 385 | vx: Math.cos(angle) * speed - ballVel.x * 0.2, |
| 386 | vy: Math.sin(angle) * speed - ballVel.y * 0.2, |
| 387 | size: Math.random() * 4 + 2, |
| 388 | life: PARTICLE_LIFE, |
| 389 | maxLife: PARTICLE_LIFE, |
| 390 | color: { r: 255, g: Math.random() * 155 + 100, b: Math.random() * 50 + 100 }, |
| 391 | type: 'impact' |
| 392 | }); |
| 393 | } |
| 394 | } |
| 395 | } |
| 396 | } |
| 397 | }); |
| 398 | } |