This commit is contained in:
2026-05-05 19:46:57 -04:00
parent 49aaca53fc
commit e1e07aa357
2 changed files with 44 additions and 14 deletions

View File

@@ -298,7 +298,9 @@ local function physicsLoop()
local MAX_TIME = 14.0 local MAX_TIME = 14.0
-- Per-peg cooldown to prevent vibrating stuck against one peg. -- Per-peg cooldown to prevent vibrating stuck against one peg.
local pegCooldown = {} -- Also used to track glow: peg stays lit while cooldown > 0.
local pegCooldown = {} -- index -> time remaining
local pegLit = {} -- index -> true while glowing
-- Pre-build bucket divider X positions (walls between buckets). -- Pre-build bucket divider X positions (walls between buckets).
-- Each divider is a thin vertical wall from bucketTop downward. -- Each divider is a thin vertical wall from bucketTop downward.
@@ -326,10 +328,16 @@ local function physicsLoop()
vx = vx * s; vy = vy * s vx = vx * s; vy = vy * s
end end
-- Tick peg cooldowns -- Tick peg cooldowns; restore normal colour when glow expires
for k, v in pairs(pegCooldown) do for k, v in pairs(pegCooldown) do
pegCooldown[k] = v - DT pegCooldown[k] = v - DT
if pegCooldown[k] <= 0 then pegCooldown[k] = nil end if pegCooldown[k] <= 0 then
pegCooldown[k] = nil
if pegLit[k] then
drawPeg(pegs[k], COL_PEG)
pegLit[k] = nil
end
end
end end
-- ── Peg collisions (only while above bucket zone) ─────────── -- ── Peg collisions (only while above bucket zone) ───────────
@@ -363,7 +371,8 @@ local function physicsLoop()
vy = vy - newVn * ny vy = vy - newVn * ny
end end
pegCooldown[i] = 0.08 pegCooldown[i] = 0.18 -- glow duration (s)
pegLit[i] = true
drawPeg(p, COL_PEG_HIT) drawPeg(p, COL_PEG_HIT)
end end
end end

View File

@@ -66,17 +66,21 @@ local COL_BALL = 0xF0F0F0
local COL_BALL_SHD = 0x444444 local COL_BALL_SHD = 0x444444
-- Ball physics -- Ball physics
local BALL_RADIUS = 8 -- px local BALL_RADIUS = 8 -- px
local BALL_SPEED_MIN = 420 -- px/s initial tangential speed local BALL_SPEED_MIN = 900 -- px/s initial tangential speed
local BALL_SPEED_MAX = 620 local BALL_SPEED_MAX = 1300
local TRACK_RESTITUTION = 0.72 -- speed fraction kept on track-wall bounce local TRACK_RESTITUTION = 0.82 -- speed fraction kept on track-wall bounce
local POCKET_RESTITUTION = 0.45 -- speed fraction kept bouncing inside pocket ring local POCKET_RESTITUTION = 0.52 -- speed fraction kept bouncing inside pocket ring
local FRICTION_TRACK = 0.992 -- multiplier per frame while in track (energy loss) local FRICTION_TRACK = 0.9985 -- multiplier per frame while in track
local FRICTION_POCKET = 0.970 -- higher damping once in pocket ring local FRICTION_POCKET = 0.972 -- higher damping once in pocket ring
-- Ball enters pocket ring when its speed drops below this -- Centripetal slide: inward acceleration applied as ball slows, simulating
local DROP_SPEED = 90 -- px/s -- the ball losing grip and sliding down the slope toward the centre.
local SLIDE_ACCEL = 380 -- px/s² inward pull (scales with 1/speed)
local SLIDE_THRESHOLD = 500 -- px/s below this speed the slide kicks in
-- Ball enters pocket ring when speed drops below this
local DROP_SPEED = 80 -- px/s
-- Small random kick angle on each wall bounce -- Small random kick angle on each wall bounce
local BOUNCE_KICK_MAX = 0.12 -- rad local BOUNCE_KICK_MAX = 0.10 -- rad
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- GPU / pixel primitives -- GPU / pixel primitives
@@ -315,6 +319,23 @@ local function spin()
vx = vx * fric vx = vx * fric
vy = vy * fric vy = vy * fric
-- Centripetal slide: as the ball slows it loses centripetal support
-- and slides inward, like a real ball on a tilted cone/bowl.
if not inPocket and speed < SLIDE_THRESHOLD and speed > DROP_SPEED then
local dx0 = bx - CX
local dy0 = by - CY
local d0 = math.sqrt(dx0*dx0 + dy0*dy0)
if d0 > 0 then
-- Inward unit vector
local inx = -dx0 / d0
local iny = -dy0 / d0
-- Acceleration scales up as speed decreases
local accel = SLIDE_ACCEL * (1 - speed / SLIDE_THRESHOLD)
vx = vx + inx * accel * dt
vy = vy + iny * accel * dt
end
end
-- Integrate -- Integrate
bx = bx + vx * dt bx = bx + vx * dt
by = by + vy * dt by = by + vy * dt