Update script.js
Browse files
script.js
CHANGED
@@ -1,252 +1,495 @@
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const gameArea = document.getElementById('gameArea');
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const paddleLeft = document.getElementById('paddleLeft');
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const paddleRight = document.getElementById('paddleRight');
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const ball = document.getElementById('ball');
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const playerScoreDisplay = document.getElementById('playerScore');
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const botScoreDisplay = document.getElementById('botScore');
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// --- Constants ---
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const
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const
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const
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const
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const
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const
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const
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const
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// --- Game State Variables ---
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let paddleLeftY = window.innerHeight / 2 -
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let paddleRightY = window.innerHeight / 2 -
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let
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let
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let
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let ballSpeedY = 0;
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let playerScore = 0;
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let botScore = 0;
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let isGamePaused = true;
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// ---
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let touchY = e.touches[0].clientY;
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let touchX = e.touches[0].clientX;
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// Start the game on first touch if paused
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if (isGamePaused) {
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// Determine initial direction based on which side was touched (less relevant here, but good practice)
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// ballSpeedX = initialBallSpeedX; // Or keep the direction from resetBall
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isGamePaused = false;
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}
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}
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}
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}
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});
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// --- Collision Handling ---
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function handlePaddleCollision(paddleY, paddleX, isLeftPaddle) {
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const ballRadius =
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const ballCenterX = ballX + ballRadius;
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const ballCenterY = ballY + ballRadius;
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const paddleTop = paddleY;
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const paddleBottom = paddleY + paddleHeight;
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const paddleLeftEdge = paddleX;
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const paddleRightEdge = paddleX +
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// Simple AABB collision check first (optimization)
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if (ballCenterX + ballRadius < paddleLeftEdge ||
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ballCenterX - ballRadius > paddleRightEdge ||
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ballCenterY + ballRadius < paddleTop ||
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ballCenterY - ballRadius > paddleBottom) {
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return; // No collision based on bounding boxes
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}
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//
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let closestX = Math.max(paddleLeftEdge, Math.min(ballCenterX, paddleRightEdge));
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let closestY = Math.max(paddleTop, Math.min(ballCenterY, paddleBottom));
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// Calculate distance between ball center and closest point
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const dx = ballCenterX - closestX;
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const dy = ballCenterY - closestY;
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const distanceSquared = (dx * dx) + (dy * dy);
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//
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// hitPosition: -1 (top edge) to +1 (bottom edge)
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const paddleCenterY = paddleTop + paddleHeight / 2;
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let hitPosition = (ballCenterY - paddleCenterY) / (paddleHeight / 2);
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hitPosition = Math.max(-1, Math.min(1, hitPosition));
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//
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//
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const currentSpeed = Math.sqrt(ballSpeedX * ballSpeedX + ballSpeedY * ballSpeedY);
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newSpeed = Math.min(newSpeed, maxBallSpeed); // Apply max speed limit
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//
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// Determine the outward direction for X based on which paddle was hit
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const directionX = isLeftPaddle ? 1 : -1;
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ballSpeedX = directionX * newSpeed * Math.cos(bounceAngle);
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//
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//
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const overlap = ballRadius - Math.sqrt(distanceSquared);
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// Ensure ball is definitely outside after adjustment
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if (isLeftPaddle && ballX + ballSize < paddleRightEdge) {
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ballX = paddleRightEdge - ballSize / 2; // Adjust precisely if needed
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} else if (!isLeftPaddle && ballX > paddleLeftEdge) {
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ballX = paddleLeftEdge - ballSize / 2; // Adjust precisely if needed
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}
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}
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}
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// --- Game Update Loop ---
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function update() {
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if (!isGamePaused) {
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//
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// let previousBallX = ballX;
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// let previousBallY = ballY;
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// Move Ball
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ballX += ballSpeedX;
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//
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if (ballY <= 0) {
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ballY = 0;
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ballSpeedY
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}
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// Paddle Collisions
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if (ballSpeedX < 0) { //
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}
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else if (ballSpeedX > 0) { // Only check right paddle if ball is moving right
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handlePaddleCollision(paddleRightY, window.innerWidth - paddleWidth, false); // Right paddle position
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}
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//
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if (ballX +
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botScore++;
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botScoreDisplay.textContent = botScore;
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resetBall('right'); // Bot serves
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playerScore++;
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playerScoreDisplay.textContent = playerScore;
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resetBall('left'); // Player serves
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}
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// ---
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if (ballSpeedX > 0) {
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const botPaddleCenter = paddleRightY + paddleHeight / 2;
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const ballCenter = ballY + ballSize / 2;
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const targetY = ballCenter - paddleHeight / 2; // Target top position for bot paddle
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// Move towards the ball's Y position, but not faster than botPaddleSpeed
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if (paddleRightY < targetY) {
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paddleRightY += Math.min(botPaddleSpeed, targetY - paddleRightY);
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} else if (paddleRightY > targetY) {
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paddleRightY -= Math.min(botPaddleSpeed, paddleRightY - targetY);
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}
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// Clamp bot paddle position
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paddleRightY = Math.max(0, Math.min(paddleRightY, window.innerHeight - paddleHeight));
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paddleRight.style.top = paddleRightY + 'px';
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}
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}
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// Bot paddle updated in AI logic or here if needed outside AI block
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//
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requestAnimationFrame(update);
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}
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// --- Reset Ball Function ---
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function resetBall(scoringSide) {
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isGamePaused = true; // Pause until next
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//
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if (scoringSide === 'left') { // Player scored, player serves (ball starts near left paddle)
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ballX = paddleWidth + 20; // Start just right of left paddle
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ballSpeedX = initialBallSpeedX; // Move right
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} else { // Bot scored, bot serves (ball starts near right paddle)
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ballX = window.innerWidth - paddleWidth - ballSize - 20; // Start just left of right paddle
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ballSpeedX = -initialBallSpeedX; // Move left
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}
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ballSpeedY = 0;
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//
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ball.style.left = ballX + 'px';
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ball.style.top = ballY + 'px';
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//
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// gameMessage.textContent = "Tap to Serve";
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// gameMessage.style.display = 'block';
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}
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// ---
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//
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//
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requestAnimationFrame(update);
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// --- Get Elements ---
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const gameArea = document.getElementById('gameArea');
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const paddleLeft = document.getElementById('paddleLeft');
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const paddleRight = document.getElementById('paddleRight');
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const ball = document.getElementById('ball');
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const powerUpElement = document.getElementById('powerUp');
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const playerScoreDisplay = document.getElementById('playerScore');
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const botScoreDisplay = document.getElementById('botScore');
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const chargeIndicator = document.getElementById('chargeIndicator');
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const chargeIndicatorFill = document.getElementById('chargeIndicatorFill');
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// --- Constants ---
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const BASE_PADDLE_HEIGHT = 80;
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const PADDLE_WIDTH = 10;
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const BALL_SIZE = 15;
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const MAX_ANGLE_DEG = 60; // Increased max angle for more variation
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const MAX_ANGLE_RAD = MAX_ANGLE_DEG * (Math.PI / 180);
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const INITIAL_BALL_SPEED = 4;
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const SPEED_INCREASE_FACTOR = 1.08; // Slightly lower increase
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const MAX_BALL_SPEED = 18;
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const BOT_PADDLE_SPEED = 5; // Base speed
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const BOT_PREDICTION_FACTOR = 0.85; // 0 = No prediction, 1 = Perfect prediction (adjust for difficulty)
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const SPIN_FACTOR = 0.08; // How much paddle speed translates to spin
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const MAX_SPIN = 1.5; // Max spin value
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const SPIN_DRAG = 0.995; // Spin decreases slightly over time
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const MAGNUS_EFFECT_STRENGTH = 0.003; // How much spin affects trajectory
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const CHARGE_RATE = 150; // Lower value = faster charge (ms per 100% charge)
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const MAX_CHARGE_BOOST_FACTOR = 2.0; // Max speed multiplier for fully charged shot
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const POWERUP_SPAWN_CHANCE = 0.002; // Chance per frame to spawn
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const POWERUP_DURATION = 7000; // ms
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const PADDLE_SIZE_INCREASE = 40; // Pixels to add to height
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// --- Game State Variables ---
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let paddleLeftY = window.innerHeight / 2 - BASE_PADDLE_HEIGHT / 2;
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let paddleRightY = window.innerHeight / 2 - BASE_PADDLE_HEIGHT / 2;
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let paddleLeftHeight = BASE_PADDLE_HEIGHT;
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let paddleRightHeight = BASE_PADDLE_HEIGHT;
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let ballX = window.innerWidth / 2 - BALL_SIZE / 2;
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let ballY = window.innerHeight / 2 - BALL_SIZE / 2;
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let ballSpeedX = INITIAL_BALL_SPEED;
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let ballSpeedY = 0;
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let ballSpin = 0; // Positive = Clockwise (Topspin from left player), Negative = Counter-Clockwise (Backspin from left player)
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let playerScore = 0;
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let botScore = 0;
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let isGamePaused = true;
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let lastPlayerPaddleY = paddleLeftY; // For calculating spin
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let isCharging = false;
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let chargeStartTime = 0;
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let currentChargeBoost = 1.0; // Speed multiplier from charge
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let activePowerUp = null; // { type: 'PaddleSizeUp', side: 'left'/'right'/'both', timeoutId: null }
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let powerUpData = { x: 0, y: 0, active: false };
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// --- Initial Setup ---
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function initializeGame() {
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paddleLeft.style.height = paddleLeftHeight + 'px';
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paddleRight.style.height = paddleRightHeight + 'px';
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paddleLeft.style.top = paddleLeftY + 'px';
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paddleRight.style.top = paddleRightY + 'px';
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ball.style.left = ballX + 'px';
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ball.style.top = ballY + 'px';
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playerScoreDisplay.textContent = playerScore;
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botScoreDisplay.textContent = botScore;
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// Place paddles correctly at start/resize
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paddleRight.style.right = '5px'; // Ensure right paddle is positioned correctly
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paddleLeft.style.left = '5px';
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}
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// --- Input Handling (Touch & Mouse for Player) ---
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let interactionStartY = null; // Track touch start position
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function handleInteractionStart(clientY, clientX) {
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if (clientX < window.innerWidth / 2) { // Only charge if interacting on the left side
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isCharging = true;
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chargeStartTime = performance.now();
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chargeIndicator.style.display = 'block';
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updateChargeIndicator(); // Update visual immediately
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interactionStartY = clientY; // Store initial Y for potential movement during charge
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if (isGamePaused) {
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isGamePaused = false;
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// Determine starting direction if needed (optional)
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// ballSpeedX = Math.abs(ballSpeedX) || INITIAL_BALL_SPEED;
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}
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}
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}
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function handleInteractionMove(clientY, clientX) {
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if (clientX < window.innerWidth / 2) { // Only control left paddle
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// Move paddle based on current position, not start position
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paddleLeftY = clientY - paddleLeftHeight / 2;
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paddleLeftY = Math.max(0, Math.min(paddleLeftY, window.innerHeight - paddleLeftHeight));
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paddleLeft.style.top = paddleLeftY + 'px';
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}
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}
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function handleInteractionEnd() {
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if (isCharging) {
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isCharging = false;
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const chargeDuration = performance.now() - chargeStartTime;
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const chargeLevel = Math.min(chargeDuration / CHARGE_RATE, 1.0); // Cap at 100%
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currentChargeBoost = 1.0 + chargeLevel * (MAX_CHARGE_BOOST_FACTOR - 1.0);
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104 |
+
// console.log("Charge Released! Boost:", currentChargeBoost.toFixed(2)); // Debug
|
105 |
+
chargeIndicator.style.display = 'none';
|
106 |
+
chargeIndicatorFill.style.width = '0%';
|
107 |
+
// Note: Boost is applied in handlePaddleCollision if released just before hit
|
108 |
}
|
109 |
+
interactionStartY = null;
|
110 |
+
}
|
111 |
+
|
112 |
+
gameArea.addEventListener('touchstart', (e) => {
|
113 |
+
e.preventDefault();
|
114 |
+
const touch = e.touches[0];
|
115 |
+
handleInteractionStart(touch.clientY, touch.clientX);
|
116 |
+
}, { passive: false });
|
117 |
+
|
118 |
+
gameArea.addEventListener('touchmove', (e) => {
|
119 |
+
e.preventDefault();
|
120 |
+
const touch = e.touches[0];
|
121 |
+
handleInteractionMove(touch.clientY, touch.clientX);
|
122 |
+
}, { passive: false });
|
123 |
+
|
124 |
+
gameArea.addEventListener('touchend', (e) => {
|
125 |
+
handleInteractionEnd();
|
126 |
});
|
127 |
+
gameArea.addEventListener('touchcancel', (e) => {
|
128 |
+
handleInteractionEnd(); // Treat cancel like end
|
129 |
+
});
|
130 |
+
|
131 |
+
// Mouse fallback for Desktop
|
132 |
+
gameArea.addEventListener('mousedown', (e) => handleInteractionStart(e.clientY, e.clientX));
|
133 |
+
gameArea.addEventListener('mousemove', (e) => {
|
134 |
+
// Only move paddle if mouse button is potentially down OR touch isn't active
|
135 |
+
// A better approach might track mouseDown state explicitly
|
136 |
+
if (interactionStartY !== null || e.buttons === 1) { // Move if charging or mouse down
|
137 |
+
handleInteractionMove(e.clientY, e.clientX);
|
138 |
+
}
|
139 |
+
});
|
140 |
+
gameArea.addEventListener('mouseup', (e) => handleInteractionEnd());
|
141 |
+
gameArea.addEventListener('mouseleave', (e) => handleInteractionEnd()); // Stop charging if mouse leaves
|
142 |
+
|
143 |
+
|
144 |
+
function updateChargeIndicator() {
|
145 |
+
if (isCharging) {
|
146 |
+
const chargeDuration = performance.now() - chargeStartTime;
|
147 |
+
const chargeLevel = Math.min(chargeDuration / CHARGE_RATE, 1.0);
|
148 |
+
chargeIndicatorFill.style.width = `${chargeLevel * 100}%`;
|
149 |
+
requestAnimationFrame(updateChargeIndicator); // Keep updating while charging
|
150 |
+
}
|
151 |
+
}
|
152 |
+
|
153 |
+
// --- Power-Up Logic ---
|
154 |
+
function spawnPowerUp() {
|
155 |
+
if (!powerUpData.active && Math.random() < POWERUP_SPAWN_CHANCE) {
|
156 |
+
// console.log("Spawning PowerUp!"); // Debug
|
157 |
+
powerUpData.x = Math.random() * (window.innerWidth * 0.6) + window.innerWidth * 0.2; // Spawn near middle horizontally
|
158 |
+
powerUpData.y = Math.random() * (window.innerHeight * 0.8) + window.innerHeight * 0.1; // Avoid edges vertically
|
159 |
+
powerUpData.active = true;
|
160 |
+
powerUpElement.style.left = powerUpData.x + 'px';
|
161 |
+
powerUpElement.style.top = powerUpData.y + 'px';
|
162 |
+
powerUpElement.style.display = 'block';
|
163 |
+
// playSound('powerUpSpawn');
|
164 |
+
}
|
165 |
+
}
|
166 |
+
|
167 |
+
function checkPowerUpCollision() {
|
168 |
+
if (!powerUpData.active) return;
|
169 |
+
|
170 |
+
const ballRect = ball.getBoundingClientRect();
|
171 |
+
const powerUpRect = powerUpElement.getBoundingClientRect();
|
172 |
+
|
173 |
+
if (ballRect.left < powerUpRect.right &&
|
174 |
+
ballRect.right > powerUpRect.left &&
|
175 |
+
ballRect.top < powerUpRect.bottom &&
|
176 |
+
ballRect.bottom > powerUpRect.top)
|
177 |
+
{
|
178 |
+
// console.log("PowerUp Hit!"); // Debug
|
179 |
+
powerUpData.active = false;
|
180 |
+
powerUpElement.style.display = 'none';
|
181 |
+
activatePowerUp('PaddleSizeUp'); // Hardcoded type for now
|
182 |
+
// playSound('powerUpCollect');
|
183 |
+
}
|
184 |
+
}
|
185 |
+
|
186 |
+
function activatePowerUp(type) {
|
187 |
+
clearTimeout(activePowerUp?.timeoutId); // Clear existing timer if any
|
188 |
+
|
189 |
+
const side = (ballSpeedX > 0) ? 'left' : 'right'; // Give power-up to the player who last hit
|
190 |
+
// console.log(`Activating ${type} for ${side}`); // Debug
|
191 |
+
|
192 |
+
if (type === 'PaddleSizeUp') {
|
193 |
+
if (side === 'left' || side === 'both') {
|
194 |
+
paddleLeftHeight = BASE_PADDLE_HEIGHT + PADDLE_SIZE_INCREASE;
|
195 |
+
paddleLeft.style.height = paddleLeftHeight + 'px';
|
196 |
+
}
|
197 |
+
if (side === 'right' || side === 'both') {
|
198 |
+
paddleRightHeight = BASE_PADDLE_HEIGHT + PADDLE_SIZE_INCREASE;
|
199 |
+
paddleRight.style.height = paddleRightHeight + 'px';
|
200 |
+
}
|
201 |
+
// Set timer to deactivate
|
202 |
+
const timeoutId = setTimeout(() => deactivatePowerUp(type, side), POWERUP_DURATION);
|
203 |
+
activePowerUp = { type, side, timeoutId };
|
204 |
+
}
|
205 |
+
// Add other power-up types here (MultiBall, SpeedChange, etc.)
|
206 |
+
}
|
207 |
+
|
208 |
+
function deactivatePowerUp(type, side) {
|
209 |
+
// console.log(`Deactivating ${type} for ${side}`); // Debug
|
210 |
+
if (type === 'PaddleSizeUp') {
|
211 |
+
if (side === 'left' || side === 'both') {
|
212 |
+
paddleLeftHeight = BASE_PADDLE_HEIGHT;
|
213 |
+
paddleLeft.style.height = paddleLeftHeight + 'px';
|
214 |
+
}
|
215 |
+
if (side === 'right' || side === 'both') {
|
216 |
+
paddleRightHeight = BASE_PADDLE_HEIGHT;
|
217 |
+
paddleRight.style.height = paddleRightHeight + 'px';
|
218 |
+
}
|
219 |
+
}
|
220 |
+
// Add deactivation for other types
|
221 |
|
222 |
+
if (activePowerUp?.timeoutId) { // Clean up state
|
223 |
+
activePowerUp = null;
|
224 |
+
}
|
225 |
+
}
|
226 |
|
227 |
// --- Collision Handling ---
|
228 |
+
function handlePaddleCollision(paddleY, paddleHeight, paddleX, isLeftPaddle) {
|
229 |
+
const ballRadius = BALL_SIZE / 2;
|
230 |
const ballCenterX = ballX + ballRadius;
|
231 |
const ballCenterY = ballY + ballRadius;
|
232 |
|
233 |
const paddleTop = paddleY;
|
234 |
const paddleBottom = paddleY + paddleHeight;
|
235 |
const paddleLeftEdge = paddleX;
|
236 |
+
const paddleRightEdge = paddleX + PADDLE_WIDTH;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
237 |
|
238 |
+
// Find closest point on paddle to ball center
|
239 |
let closestX = Math.max(paddleLeftEdge, Math.min(ballCenterX, paddleRightEdge));
|
240 |
let closestY = Math.max(paddleTop, Math.min(ballCenterY, paddleBottom));
|
241 |
|
|
|
242 |
const dx = ballCenterX - closestX;
|
243 |
const dy = ballCenterY - closestY;
|
244 |
const distanceSquared = (dx * dx) + (dy * dy);
|
245 |
|
246 |
+
if (distanceSquared < (ballRadius * ballRadius)) { // Collision detected
|
247 |
+
// playSound('paddleHit');
|
248 |
+
showImpactEffect(isLeftPaddle ? paddleLeft : paddleRight);
|
249 |
+
|
250 |
+
// --- Calculate Spin based on paddle movement ---
|
251 |
+
let paddleVelocityY = 0;
|
252 |
+
if (isLeftPaddle) {
|
253 |
+
paddleVelocityY = paddleLeftY - lastPlayerPaddleY; // How much paddle moved since last frame
|
254 |
+
} else {
|
255 |
+
// Basic AI doesn't have velocity tracking here, could add if needed
|
256 |
+
// For now, AI imparts less spin or random spin
|
257 |
+
paddleVelocityY = (Math.random() - 0.5) * 2; // Small random spin
|
258 |
+
}
|
259 |
+
// Add spin based on paddle speed, clamp it
|
260 |
+
const addedSpin = -paddleVelocityY * SPIN_FACTOR; // Negative because Y increases downwards
|
261 |
+
ballSpin += addedSpin;
|
262 |
+
ballSpin = Math.max(-MAX_SPIN, Math.min(MAX_SPIN, ballSpin));
|
263 |
|
264 |
+
// --- Calculate Bounce Angle ---
|
|
|
265 |
const paddleCenterY = paddleTop + paddleHeight / 2;
|
266 |
let hitPosition = (ballCenterY - paddleCenterY) / (paddleHeight / 2);
|
267 |
+
hitPosition = Math.max(-1, Math.min(1, hitPosition)); // Clamp -1 to 1
|
|
|
268 |
|
269 |
+
// Angle based on hit position AND incoming spin
|
270 |
+
let bounceAngle = hitPosition * MAX_ANGLE_RAD;
|
271 |
+
// Spin affects bounce angle slightly (e.g., topspin makes it bounce lower)
|
272 |
+
bounceAngle -= ballSpin * 0.1; // Adjust multiplier as needed
|
273 |
|
274 |
+
// --- Calculate Speed ---
|
275 |
const currentSpeed = Math.sqrt(ballSpeedX * ballSpeedX + ballSpeedY * ballSpeedY);
|
276 |
+
let chargeBoostToApply = 1.0;
|
277 |
+
if (isLeftPaddle && currentChargeBoost > 1.0) {
|
278 |
+
chargeBoostToApply = currentChargeBoost;
|
279 |
+
currentChargeBoost = 1.0; // Reset boost after applying
|
280 |
+
// console.log("Applying Charge Boost!", chargeBoostToApply.toFixed(2)); // Debug
|
281 |
+
// playSound('chargeHit');
|
282 |
+
showImpactEffect(ball, true); // Extra effect for charged hit
|
283 |
+
}
|
284 |
|
285 |
+
let newSpeed = currentSpeed * SPEED_INCREASE_FACTOR * chargeBoostToApply;
|
286 |
+
newSpeed = Math.min(newSpeed, MAX_BALL_SPEED);
|
|
|
287 |
|
288 |
+
// --- Calculate New Velocities ---
|
|
|
289 |
const directionX = isLeftPaddle ? 1 : -1;
|
290 |
ballSpeedX = directionX * newSpeed * Math.cos(bounceAngle);
|
291 |
+
// Ball speed Y influenced by bounce angle and slightly by existing spin reversal
|
292 |
+
ballSpeedY = newSpeed * Math.sin(bounceAngle) - ballSpin * 0.5; // Spin influences vertical speed
|
293 |
+
|
294 |
+
// Reverse spin slightly on paddle impact (simulating friction)
|
295 |
+
ballSpin *= -0.6; // Dampen and reverse spin slightly
|
296 |
|
297 |
+
// --- Reposition Ball ---
|
298 |
+
// Simple horizontal push out based on direction
|
299 |
const overlap = ballRadius - Math.sqrt(distanceSquared);
|
300 |
+
ballX += directionX * (overlap + 1); // Push out slightly more
|
301 |
+
|
302 |
+
// Ensure it's fully out (optional safety)
|
303 |
+
if (isLeftPaddle && ballX < paddleRightEdge) ballX = paddleRightEdge;
|
304 |
+
else if (!isLeftPaddle && ballX + BALL_SIZE > paddleLeftEdge) ballX = paddleLeftEdge - BALL_SIZE;
|
305 |
+
|
306 |
+
return true; // Indicate collision happened
|
|
|
|
|
|
|
|
|
|
|
|
|
307 |
}
|
308 |
+
return false; // No collision
|
309 |
}
|
310 |
|
311 |
|
312 |
+
// --- Visual Effects ---
|
313 |
+
function showImpactEffect(element, strong = false) {
|
314 |
+
element.classList.add('impact');
|
315 |
+
if (strong) {
|
316 |
+
element.style.boxShadow = '0 0 25px 10px red'; // Stronger effect
|
317 |
+
}
|
318 |
+
setTimeout(() => {
|
319 |
+
element.classList.remove('impact');
|
320 |
+
element.style.boxShadow = ''; // Reset specific strong effect
|
321 |
+
}, 100); // Duration of the flash
|
322 |
+
}
|
323 |
+
|
324 |
+
function updateBallTrail() {
|
325 |
+
const speed = Math.sqrt(ballSpeedX * ballSpeedX + ballSpeedY * ballSpeedY);
|
326 |
+
if (speed > INITIAL_BALL_SPEED * 1.5) { // Only show trail above certain speed
|
327 |
+
ball.classList.add('moving');
|
328 |
+
// Optional: Adjust trail length/opacity based on speed here if desired
|
329 |
+
} else {
|
330 |
+
ball.classList.remove('moving');
|
331 |
+
}
|
332 |
+
// Reset the animation trick for CSS trail
|
333 |
+
void ball.offsetWidth; // Trigger reflow to restart CSS transition
|
334 |
+
}
|
335 |
+
|
336 |
+
|
337 |
+
// --- AI Logic ---
|
338 |
+
function updateBotAI() {
|
339 |
+
// Predictive AI: Estimate where the ball will cross the bot's paddle line
|
340 |
+
let predictedY = ballY;
|
341 |
+
if (ballSpeedX > 0) { // Only predict if ball is moving towards bot
|
342 |
+
const timeToReachPaddle = (window.innerWidth - PADDLE_WIDTH - ballX) / ballSpeedX;
|
343 |
+
|
344 |
+
// Simple prediction (doesn't account for wall bounces during flight yet)
|
345 |
+
predictedY = ballY + ballSpeedY * timeToReachPaddle;
|
346 |
+
|
347 |
+
// Add prediction based on spin (Magnus effect over time)
|
348 |
+
// Simplified: Average spin effect over the predicted time
|
349 |
+
predictedY += ballSpin * MAGNUS_EFFECT_STRENGTH * timeToReachPaddle * timeToReachPaddle * ballSpeedX / 2; // Rough estimate
|
350 |
+
|
351 |
+
// Add inaccuracy based on prediction factor
|
352 |
+
const targetError = (paddleRightHeight / 2) * (1 - BOT_PREDICTION_FACTOR) * (Math.random() - 0.5);
|
353 |
+
predictedY += targetError;
|
354 |
+
|
355 |
+
// Clamp prediction to bounds (prevent predicting outside court)
|
356 |
+
predictedY = Math.max(BALL_SIZE / 2, Math.min(predictedY, window.innerHeight - BALL_SIZE / 2));
|
357 |
+
} else {
|
358 |
+
// If ball moving away, slowly center the paddle
|
359 |
+
predictedY = window.innerHeight / 2;
|
360 |
+
}
|
361 |
+
|
362 |
+
|
363 |
+
// Move Paddle towards predicted Y
|
364 |
+
const botPaddleCenterTarget = predictedY - paddleRightHeight / 2; // Target top position for paddle
|
365 |
+
const currentBotCenter = paddleRightY + paddleRightHeight / 2;
|
366 |
+
|
367 |
+
if (paddleRightY + paddleRightHeight / 2 < predictedY - 5) { // Move down
|
368 |
+
paddleRightY += BOT_PADDLE_SPEED;
|
369 |
+
} else if (paddleRightY + paddleRightHeight / 2 > predictedY + 5) { // Move up
|
370 |
+
paddleRightY -= BOT_PADDLE_SPEED;
|
371 |
+
}
|
372 |
+
|
373 |
+
// Clamp bot paddle position
|
374 |
+
paddleRightY = Math.max(0, Math.min(paddleRightY, window.innerHeight - paddleRightHeight));
|
375 |
+
paddleRight.style.top = paddleRightY + 'px';
|
376 |
+
}
|
377 |
+
|
378 |
// --- Game Update Loop ---
|
379 |
function update() {
|
380 |
if (!isGamePaused) {
|
381 |
+
// --- Ball Movement ---
|
|
|
|
|
|
|
|
|
382 |
ballX += ballSpeedX;
|
383 |
+
// Apply Magnus effect (curve due to spin)
|
384 |
+
ballY += ballSpeedY + (ballSpin * MAGNUS_EFFECT_STRENGTH * Math.abs(ballSpeedX)); // Effect stronger at higher horizontal speed
|
385 |
+
ballSpin *= SPIN_DRAG; // Spin decays slowly
|
386 |
|
387 |
+
// --- Wall Collisions ---
|
388 |
if (ballY <= 0) {
|
389 |
+
ballY = 0;
|
390 |
+
ballSpeedY *= -1;
|
391 |
+
ballSpin *= 0.8; // Spin dampens on wall hit
|
392 |
+
// playSound('wallHit');
|
393 |
+
showImpactEffect(ball);
|
394 |
+
} else if (ballY >= window.innerHeight - BALL_SIZE) {
|
395 |
+
ballY = window.innerHeight - BALL_SIZE;
|
396 |
+
ballSpeedY *= -1;
|
397 |
+
ballSpin *= 0.8;
|
398 |
+
// playSound('wallHit');
|
399 |
+
showImpactEffect(ball);
|
400 |
}
|
401 |
|
402 |
+
// --- Paddle Collisions ---
|
403 |
+
let collisionOccurred = false;
|
404 |
+
if (ballSpeedX < 0) { // Moving left
|
405 |
+
collisionOccurred = handlePaddleCollision(paddleLeftY, paddleLeftHeight, 5, true); // Left paddle at x=5
|
406 |
+
} else { // Moving right
|
407 |
+
collisionOccurred = handlePaddleCollision(paddleRightY, paddleRightHeight, window.innerWidth - PADDLE_WIDTH - 5, false); // Right paddle position
|
|
|
|
|
408 |
}
|
409 |
|
410 |
+
// --- Power-Up Logic ---
|
411 |
+
spawnPowerUp();
|
412 |
+
checkPowerUpCollision();
|
413 |
|
414 |
+
// --- Scoring ---
|
415 |
+
if (ballX + BALL_SIZE <= 0) {
|
416 |
botScore++;
|
417 |
botScoreDisplay.textContent = botScore;
|
418 |
+
resetBall('right'); // Bot serves
|
419 |
+
// playSound('score');
|
420 |
+
} else if (ballX >= window.innerWidth) {
|
421 |
playerScore++;
|
422 |
playerScoreDisplay.textContent = playerScore;
|
423 |
+
resetBall('left'); // Player serves
|
424 |
+
// playSound('score');
|
425 |
}
|
426 |
|
427 |
+
// --- AI Update ---
|
428 |
+
updateBotAI();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
429 |
|
430 |
+
// --- Update Visuals ---
|
431 |
+
ball.style.left = ballX + 'px';
|
432 |
+
ball.style.top = ballY + 'px';
|
433 |
+
updateBallTrail();
|
|
|
434 |
|
435 |
+
// Track player paddle's last position AFTER potential collision handling
|
436 |
+
lastPlayerPaddleY = paddleLeftY;
|
437 |
|
438 |
+
} // End if(!isGamePaused)
|
439 |
+
|
440 |
+
// Loop
|
441 |
requestAnimationFrame(update);
|
442 |
}
|
443 |
|
444 |
// --- Reset Ball Function ---
|
445 |
function resetBall(scoringSide) {
|
446 |
+
isGamePaused = true; // Pause until next interaction
|
447 |
+
|
448 |
+
// Deactivate any active powerups immediately on score
|
449 |
+
if (activePowerUp) {
|
450 |
+
clearTimeout(activePowerUp.timeoutId);
|
451 |
+
deactivatePowerUp(activePowerUp.type, activePowerUp.side); // Visually reset paddles
|
|
|
|
|
|
|
|
|
|
|
|
|
452 |
}
|
453 |
+
if (powerUpData.active) {
|
454 |
+
powerUpData.active = false;
|
455 |
+
powerUpElement.style.display = 'none';
|
456 |
+
}
|
457 |
|
458 |
+
|
459 |
+
ballY = window.innerHeight / 2 - BALL_SIZE / 2;
|
460 |
ballSpeedY = 0;
|
461 |
+
ballSpin = 0;
|
462 |
+
currentChargeBoost = 1.0; // Reset charge boost
|
463 |
+
isCharging = false; // Ensure charging stops
|
464 |
+
chargeIndicator.style.display = 'none';
|
465 |
+
chargeIndicatorFill.style.width = '0%';
|
466 |
+
|
467 |
+
|
468 |
+
if (scoringSide === 'left') { // Player scored, player serves
|
469 |
+
ballX = PADDLE_WIDTH + 30;
|
470 |
+
ballSpeedX = INITIAL_BALL_SPEED;
|
471 |
+
} else { // Bot scored, bot serves
|
472 |
+
ballX = window.innerWidth - PADDLE_WIDTH - BALL_SIZE - 30;
|
473 |
+
ballSpeedX = -INITIAL_BALL_SPEED;
|
474 |
+
}
|
475 |
|
476 |
+
// Position ball visually for restart
|
477 |
ball.style.left = ballX + 'px';
|
478 |
ball.style.top = ballY + 'px';
|
479 |
+
ball.classList.remove('moving'); // Stop trail
|
480 |
|
481 |
+
// Could add a "Tap to serve" message here
|
|
|
|
|
482 |
}
|
483 |
|
484 |
+
// --- Utility for Sound (Placeholder) ---
|
485 |
+
// function playSound(soundName) {
|
486 |
+
// // console.log("Playing sound:", soundName); // Placeholder
|
487 |
+
// // In a real implementation:
|
488 |
+
// // const audio = new Audio(`sounds/${soundName}.wav`);
|
489 |
+
// // audio.play();
|
490 |
+
// }
|
491 |
+
|
492 |
+
// --- Start Game ---
|
493 |
+
initializeGame();
|
494 |
+
requestAnimationFrame(update); // Start the loop
|
495 |
+
|
|