// ==UserScript==
// @name Drawaria Physics Engine Football⚽
// @namespace http://tampermonkey.net/
// @version 5.1.0
// @description Adds an advanced physics-based football (soccer) mod, with realistic movement and collision!
// @author YouTubeDrawaria
// @match https://drawaria.online/*
// @grant none
// @license MIT
// @icon https://www.google.com/s2/favicons?sz=64&domain=drawaria.online
// ==/UserScript==
(function() {
'use strict';
/* ---------- SHARED SYSTEM COMPONENTS ---------- */
let drawariaSocket = null;
let drawariaCanvas = null;
let drawariaCtx = null;
// Optimized command queue
const commandQueue = [];
let batchProcessor = null;
const BATCH_SIZE = 12;
const BATCH_INTERVAL = 45;
const positionCache = new Map();
const MOVEMENT_THRESHOLD = 3;
// NEW: Particle system constants (still used internally)
const PARTICLE_CONSTANTS = {
MAX_PARTICLES: 0,
PARTICLE_LIFE: 60,
GRAVITY_PARTICLES: true,
COLLISION_PARTICLES: true,
GOAL_PARTICLES: true
};
// Field creation constants with match mode colors
const FIELD_CONSTANTS = {
GOAL_P1_COLOR: '#555555', // Darker for P1
GOAL_P2_COLOR: '#787878', // Original color for P2
TEXT_COLOR: '#000000',
GRASS_COLOR: '#228B22',
GOAL_THICKNESS: 10
};
// NEW: Match mode constants
const MATCH_CONSTANTS = {
MAX_GOALS: 4,
PLAY_AREA_REDUCTION: {
SIDES: 0.1, // 10% from sides
TOP: 0.4 // 40% from top
}
};
// WebSocket interception
const originalWebSocketSend = WebSocket.prototype.send;
WebSocket.prototype.send = function (...args) {
if (!drawariaSocket && this.url && this.url.includes('drawaria')) {
drawariaSocket = this;
console.log('🔗 Drawaria WebSocket captured for advanced physics engine.');
startBatchProcessor();
}
return originalWebSocketSend.apply(this, args);
};
function startBatchProcessor() {
if (batchProcessor) return;
batchProcessor = setInterval(() => {
if (!drawariaSocket || drawariaSocket.readyState !== WebSocket.OPEN || commandQueue.length === 0) {
return;
}
const batch = commandQueue.splice(0, BATCH_SIZE);
batch.forEach(cmd => {
try { drawariaSocket.send(cmd); } catch (e) { console.warn('Failed to send command:', e); }
});
}, BATCH_INTERVAL);
}
function enqueueDrawCommand(x1, y1, x2, y2, color, thickness) {
if (!drawariaCanvas || !drawariaSocket) return;
const normX1 = (x1 / drawariaCanvas.width).toFixed(4);
const normY1 = (y1 / drawariaCanvas.height).toFixed(4);
const normX2 = (x2 / drawariaCanvas.width).toFixed(4);
const normY2 = (y2 / drawariaCanvas.height).toFixed(4);
const cmd = `42["drawcmd",0,[${normX1},${normY1},${normX2},${normY2},false,${-Math.abs(thickness)},"${color}",0,0,{}]]`;
commandQueue.push(cmd);
if (drawariaCtx) {
drawariaCtx.strokeStyle = color;
drawariaCtx.lineWidth = thickness;
drawariaCtx.lineCap = 'round';
drawariaCtx.lineJoin = 'round';
drawariaCtx.beginPath();
drawariaCtx.moveTo(x1, y1);
drawariaCtx.lineTo(x2, y2);
drawariaCtx.stroke();
}
}
// Helper functions
function clamp(value, min, max) { return Math.min(Math.max(value, min), max); }
function sleep(ms) { return new Promise(resolve => setTimeout(resolve, ms)); }
function randomColor() { return `hsl(${Math.random() * 360}, 70%, 60%)`; }
/* ---------- PARTICLE SYSTEM (Internal) ---------- */
class Particle {
constructor(x, y, vx, vy, color, size, life) {
this.x = x; this.y = y; this.vx = vx; this.vy = vy;
this.color = color; this.size = size; this.life = life;
this.maxLife = life; this.gravity = 0.2;
}
update() {
this.x += this.vx; this.y += this.vy;
this.vy += this.gravity;
this.vx *= 0.99; this.vy *= 0.99;
this.life--;
}
draw() {
if (this.life <= 0) return;
const alpha = Math.max(0, this.life / this.maxLife);
const currentSize = this.size * alpha;
enqueueDrawCommand(
this.x - currentSize/2, this.y - currentSize/2,
this.x + currentSize/2, this.y + currentSize/2,
this.color, currentSize
);
}
isDead() { return this.life <= 0; }
}
class ParticleSystem {
constructor() { this.particles = []; }
addParticle(x, y, vx, vy, color, size = 3, life = 30) {
if (this.particles.length < PARTICLE_CONSTANTS.MAX_PARTICLES) {
this.particles.push(new Particle(x, y, vx, vy, color, size, life));
}
}
explode(x, y, count = 15, color = null) {
for (let i = 0; i < count; i++) {
const angle = (Math.PI * 2 * i) / count + Math.random() * 0.5;
const speed = Math.random() * 6 + 2;
const vx = Math.cos(angle) * speed;
const vy = Math.sin(angle) * speed;
const particleColor = color || randomColor();
const size = Math.random() * 4 + 2;
const life = Math.random() * 40 + 20;
this.addParticle(x, y, vx, vy, particleColor, size, life);
}
}
trail(x, y, count = 5, color = null) {
for (let i = 0; i < count; i++) {
const vx = (Math.random() - 0.5) * 4;
const vy = (Math.random() - 0.5) * 4;
const particleColor = color || randomColor();
const size = Math.random() * 3 + 1;
const life = Math.random() * 20 + 10;
this.addParticle(x, y, vx, vy, particleColor, size, life);
}
}
update() {
this.particles.forEach(particle => particle.update());
this.particles = this.particles.filter(particle => !particle.isDead());
}
draw() { this.particles.forEach(particle => particle.draw()); }
clear() { this.particles = []; }
}
/* ---------- ADVANCED PHYSICS ENGINE ---------- */
const PHYSICS_CONSTANTS = {
GRAVITY: 500,
BALL_MASS: 0.25,
BALL_RADIUS: 40,
// SQUARE_MASS: 0.8, // REMOVED
// SQUARE_SIZE: 60, // REMOVED
TIMESTEP: 1/60,
MAX_VELOCITY: 800,
AIR_RESISTANCE: 0.008,
RESTITUTION_BALL: 0.75,
// RESTITUTION_SQUARE: 0.6, // REMOVED
RESTITUTION_WALL: 0.6,
FRICTION_GRASS: 0.85,
PLAYER_INTERACTION_FORCE: 350,
PLAYER_PUSH_MULTIPLIER: 2.5,
PLAYER_RESTITUTION: 1.1,
PLAYER_DETECTION_INTERVAL: 1000 / 60,
PLAYER_DETECTION_RADIUS_MULTIPLIER: 1.3,
};
class AdvancedDrawariaPhysics {
constructor() {
this.initialized = false;
this.isActive = false;
this.physicsObjects = new Map();
this.objectIdCounter = 0;
this.lastRenderTime = 0;
this.renderInterval = 1000 / 30;
// Internal particle system (DISABLED)
this.particleSystem = {
addParticle: () => {},
explode: () => {},
trail: () => {},
update: () => {},
draw: () => {},
clear: () => {}
};
// NEW: Match mode system
this.matchMode = {
active: false,
scores: { p1: 0, p2: 0 },
playArea: null,
lastScorePositions: { p1: null, p2: null },
goalCooldown: false // AÑADIDO: para evitar múltiples goles
};
// OLD: Auto kick system - REMOVED
this.gameStats = {
totalCollisions: 0,
maxVelocityReached: 0,
objectsCreated: 0,
totalGoals: 0,
particlesGenerated: 0
};
this.controls = {
// kickPower: 400, // REMOVIDO
// kickAngle: 0, // REMOVIDO
showTrails: false,
showDebug: false,
rainbowModeActive: false,
// NEW: Updated controls
defaultObjectColor: '#000000', // Black by default
alternatePhysics: 'normal'
};
this.rainbowHue = 0;
this.rainbowInterval = null;
this.playerTracker = {
players: new Map(),
detectionRadius: PHYSICS_CONSTANTS.BALL_RADIUS * PHYSICS_CONSTANTS.PLAYER_DETECTION_RADIUS_MULTIPLIER,
lastUpdateTime: 0
};
this.fieldDrawing = { isDrawing: false, isStopped: false };
this.init();
}
init() {
if (this.initialized) return;
const checkGameReady = () => {
const gameCanvas = document.getElementById('canvas');
if (gameCanvas) {
this.canvasElement = gameCanvas;
drawariaCanvas = gameCanvas;
this.canvasContext = gameCanvas.getContext('2d');
drawariaCtx = gameCanvas.getContext('2d');
this.initialized = true;
this.createAdvancedPanel();
console.log('✅ Advanced Drawaria Physics Engine v5.1 initialized');
} else {
setTimeout(checkGameReady, 100);
}
};
checkGameReady();
}
createAdvancedPanel() {
const existingPanel = document.getElementById('advanced-physics-panel');
if (existingPanel) existingPanel.remove();
const panel = document.createElement('div');
panel.id = 'advanced-physics-panel';
panel.style.cssText = `
position: fixed !important;
top: 20px !important;
right: 20px !important;
width: 380px !important;
z-index: 2147483647 !important;
background: linear-gradient(135deg, #0f0f23, #1a1a3a) !important;
border: 2px solid #00d4ff !important;
border-radius: 15px !important;
color: white !important;
font-family: 'Segoe UI', Arial, sans-serif !important;
overflow: hidden !important;
box-shadow: 0 0 30px rgba(0,212,255,0.4) !important;
`;
// NUEVO: Header draggable con botones
const header = document.createElement('div');
header.id = 'panel-header'; // ID importante para draggable
header.style.cssText = `
background: linear-gradient(45deg, #00d4ff, #0099cc) !important;
padding: 12px 20px !important;
font-weight: bold !important;
text-align: center !important;
font-size: 14px !important;
cursor: move !important;
user-select: none !important;
display: flex !important;
justify-content: space-between !important;
align-items: center !important;
`;
// Título del header
const title = document.createElement('div');
title.innerHTML = '🏆 ADVANCED PHYSICS ENGINE v5.1';
title.style.flex = '1';
// Botones del header
const buttonContainer = document.createElement('div');
buttonContainer.style.cssText = `
display: flex !important;
gap: 8px !important;
`;
// BOTÓN MINIMIZAR
const minimizeBtn = document.createElement('button');
minimizeBtn.id = 'minimize-btn';
minimizeBtn.innerHTML = '−';
minimizeBtn.style.cssText = `
width: 25px !important;
height: 25px !important;
background: rgba(255,255,255,0.2) !important;
border: none !important;
border-radius: 4px !important;
color: white !important;
cursor: pointer !important;
font-size: 16px !important;
line-height: 1 !important;
padding: 0 !important;
`;
// BOTÓN CERRAR
const closeBtn = document.createElement('button');
closeBtn.id = 'close-btn';
closeBtn.innerHTML = '×';
closeBtn.style.cssText = `
width: 25px !important;
height: 25px !important;
background: rgba(255,0,0,0.6) !important;
border: none !important;
border-radius: 4px !important;
color: white !important;
cursor: pointer !important;
font-size: 18px !important;
line-height: 1 !important;
padding: 0 !important;
`;
buttonContainer.appendChild(minimizeBtn);
buttonContainer.appendChild(closeBtn);
header.appendChild(title);
header.appendChild(buttonContainer);
// Contenido del panel (tu HTML existente)
const content = document.createElement('div');
content.id = 'panel-content';
content.style.cssText = `padding: 20px !important;`;
content.innerHTML = `
<!-- CREATE FIELD BUTTON -->
<div style="margin-bottom: 15px; text-align: center;">
<button id="create-field-btn" style="
width: 100%;
padding: 12px;
background: linear-gradient(135deg, ${FIELD_CONSTANTS.GRASS_COLOR}, #32CD32);
color: white;
border: none;
border-radius: 8px;
cursor: pointer;
font-size: 14px;
font-weight: bold;
margin-bottom: 10px;
">🏟️ Create Field</button>
</div>
<!-- LAUNCH PHYSICS BUTTON -->
<div style="margin-bottom: 15px; text-align: center;">
<button id="toggle-physics" style="
width: 100%;
padding: 12px;
background: linear-gradient(135deg, #4fd1c7, #38b2ac);
color: white;
border: none;
border-radius: 8px;
cursor: pointer;
font-size: 14px;
font-weight: bold;
">🚀 Launch Physics Engine</button>
</div>
<!-- OBJECT CREATION BUTTONS -->
<div style="display: flex; gap: 10px; margin-bottom: 15px;">
<button id="add-ball-btn" style="
flex: 1;
padding: 8px;
background: linear-gradient(135deg, #ff6b6b, #ee5a5a);
color: white;
border: none;
border-radius: 6px;
cursor: pointer;
font-size: 12px;
font-weight: bold;
">⚽ Ball</button>
<!-- SQUARE BUTTON REMOVED -->
</div>
<!-- KICK CONTROLS REMOVED -->
<!-- ACTION BUTTONS -->
<div style="display: flex; gap: 8px; margin-bottom: 15px;">
<!-- AUTO KICK TOGGLE REMOVED -->
<button id="reset-all-btn" style="
flex: 1;
padding: 8px;
background: linear-gradient(135deg, #74b9ff, #0984e3);
color: white;
border: none;
border-radius: 6px;
cursor: pointer;
font-weight: bold;
font-size: 11px;
">🔄 Reset</button>
</div>
<!-- NEW ADVANCED MODES -->
<div style="margin-bottom: 15px;">
<h4 style="margin: 0 0 10px 0; font-size: 13px; color: #00d4ff; text-align: center;">🌟 Advanced Modes</h4>
<div style="display: grid; grid-template-columns: 1fr 1fr; gap: 8px;">
<button id="match-mode-toggle" class="mode-toggle" style="
padding: 8px;
background: linear-gradient(135deg, #444, #666);
color: white;
border: none;
border-radius: 6px;
cursor: pointer;
font-size: 10px;
font-weight: bold;
">🏆 Match Mode</button>
<button id="clean-canvas-btn" style="
padding: 8px;
background: linear-gradient(135deg, #e17055, #d63031);
color: white;
border: none;
border-radius: 6px;
cursor: pointer;
font-size: 10px;
font-weight: bold;
">🧹 Clean Canvas</button>
<div style="display: flex; align-items: center; gap: 5px;">
<label style="font-size: 9px; color: #00d4ff;">Color:</label>
<input type="color" id="object-color-picker" value="#000000" style="
width: 30px;
height: 25px;
border: none;
border-radius: 4px;
cursor: pointer;
">
</div>
</div>
</div>
<!-- RAINBOW MODE -->
<div style="margin-bottom: 15px;">
<button id="rainbow-toggle" style="
width: 100%;
padding: 10px;
background: linear-gradient(135deg, #ff00ff, #800080);
color: white;
border: none;
border-radius: 8px;
cursor: pointer;
font-weight: bold;
">🌈 Toggle Rainbow Mode</button>
</div>
<!-- PHYSICS SELECTION -->
<div style="margin-bottom: 15px;">
<label style="display: block; margin-bottom: 5px; font-size: 12px; color: #00d4ff;">
🔬 Physics Mode:
</label>
<select id="physics-mode" style="
width: 100%;
padding: 8px;
border: 1px solid #00d4ff;
border-radius: 6px;
background: #1a1a3a;
color: white;
font-size: 12px;
">
<option value="normal">🌍 Normal</option>
<option value="moon">🌙 Moon Gravity</option>
<option value="underwater">🌊 Underwater</option>
<option value="magnetic">🧲 Magnetic Field</option>
</select>
</div>
<!-- CLEAR ALL -->
<div style="margin-bottom: 15px;">
<button id="clear-all-btn" style="
width: 100%;
padding: 10px;
background: linear-gradient(135deg, #990000, #cc0000);
color: white;
border: none;
border-radius: 8px;
cursor: pointer;
font-weight: bold;
">🗑️ Clear All Objects</button>
</div>
<!-- MATCH MODE SCOREBOARD -->
<div id="match-scoreboard" style="
display: none;
background: rgba(0,0,0,0.4);
padding: 15px;
border-radius: 8px;
text-align: center;
margin-bottom: 15px;
border: 2px solid #ffd700;
">
<h4 style="margin: 0 0 10px 0; color: #ffd700; font-size: 14px;">🏆 MATCH SCORE</h4>
<div style="display: flex; justify-content: space-between; font-size: 18px; font-weight: bold;">
<span>P1: <span id="score-p1" style="color: #ff6b6b;">0</span></span>
<span style="color: #666;">vs</span>
<span>P2: <span id="score-p2" style="color: #74b9ff;">0</span></span>
</div>
</div>
<!-- STATS -->
<div id="stats" style="
background: rgba(0,0,0,0.3);
padding: 10px;
border-radius: 6px;
font-size: 10px;
text-align: center;
border: 1px solid rgba(0,212,255,0.3);
">
<div>Objects: <span id="object-count">0</span> | Goals: <span id="goals-count">0</span></div>
<div>Collisions: <span id="collision-count">0</span> | Max Speed: <span id="max-speed">0</span></div>
<div>Queue: <span id="queue-count">0</span> | Performance: <span id="performance">Optimal</span></div>
</div>
<!-- HELP TEXT -->
<div style="
text-align: center;
margin-top: 15px;
font-size: 9px;
color: rgba(255,255,255,0.6);
border-top: 1px solid rgba(255,255,255,0.1);
padding-top: 10px;
">
Match Mode: Auto goals & scoreboards<br>
<span style="color: #00d4ff;">Color picker affects new objects (disabled during rainbow)</span>
</div>
`;
panel.appendChild(header);
panel.appendChild(content);
document.body.appendChild(panel);
// Configurar draggable y botones
this.makePanelDraggable();
this.setupPanelButtons();
this.setupAdvancedEventListeners();
this.startAdvancedStatsMonitoring();
}
setupAdvancedEventListeners() {
// Field and physics controls
document.getElementById('create-field-btn')?.addEventListener('click', () => this.createFootballField());
document.getElementById('toggle-physics')?.addEventListener('click', () => this.togglePhysics());
// Object creation
document.getElementById('add-ball-btn')?.addEventListener('click', () => this.addRandomBall());
// document.getElementById('add-square-btn')?.addEventListener('click', () => this.addRandomSquare()); // REMOVED
// Actions
document.getElementById('reset-all-btn')?.addEventListener('click', () => this.resetAllObjects());
document.getElementById('clear-all-btn')?.addEventListener('click', () => this.clearAllObjects());
document.getElementById('rainbow-toggle')?.addEventListener('click', () => this.toggleRainbowMode());
// NEW: Advanced controls
document.getElementById('match-mode-toggle')?.addEventListener('click', () => this.toggleMatchMode());
document.getElementById('clean-canvas-btn')?.addEventListener('click', () => this.cleanCanvas());
// Auto kick toggle - REMOVIDO
// Color picker
document.getElementById('object-color-picker')?.addEventListener('change', (e) => {
if (!this.controls.rainbowModeActive) {
this.controls.defaultObjectColor = e.target.value;
this.showFeedback(`🎨 New object color set!`, e.target.value);
}
});
// Sliders - REMOVIDOS
// Physics mode selection
document.getElementById('physics-mode')?.addEventListener('change', (e) => {
this.controls.alternatePhysics = e.target.value;
this.showFeedback(`🔬 Physics Mode: ${e.target.options[e.target.selectedIndex].text}`, '#00d4ff');
});
// Canvas click for object creation
if (this.canvasElement) {
// Modificado para solo crear bolas
this.canvasElement.addEventListener('click', (e) => this.createBall(e.clientX - this.canvasElement.getBoundingClientRect().left, e.clientY - this.canvasElement.getBoundingClientRect().top));
}
}
setupToggleButton(buttonId, callback) {
const button = document.getElementById(buttonId);
if (!button) return;
button.addEventListener('click', () => {
const isActive = button.getAttribute('data-active') === 'true';
const newState = !isActive;
button.setAttribute('data-active', newState.toString());
if (newState) {
button.style.background = 'linear-gradient(135deg, #6c5ce7, #5f3dc4)';
} else {
button.style.background = 'linear-gradient(135deg, #444, #666)';
}
callback(newState);
});
}
// NEW: Match Mode functionality
toggleMatchMode() {
const button = document.getElementById('match-mode-toggle');
const scoreboard = document.getElementById('match-scoreboard');
this.matchMode.active = !this.matchMode.active;
if (this.matchMode.active) {
button.style.background = 'linear-gradient(135deg, #ffd700, #ffb347)';
scoreboard.style.display = 'block';
this.setupMatchMode();
this.showFeedback('🏆 MATCH MODE ACTIVATED!', '#ffd700');
} else {
button.style.background = 'linear-gradient(135deg, #444, #666)';
scoreboard.style.display = 'none';
this.resetMatch();
this.showFeedback('🏆 Match Mode Deactivated', '#666');
}
}
async setupMatchMode() {
// Create field automatically
await this.createMatchField();
// Reset scores
this.matchMode.scores = { p1: 0, p2: 0 };
this.updateScoreboard();
// Set up reduced play area
this.setupReducedPlayArea();
// Draw initial scoreboards on field
await this.drawScoreboards();
// AÑADIDO: Crear una pelota en el centro solo DESPUÉS de que el campo esté listo
// Se usa setTimeout para asegurar que la cola de dibujo del campo se procese primero
setTimeout(() => {
this.addRandomBall(true);
}, 500); // Pequeño delay adicional para visualización
}
async createMatchField() {
if (this.fieldDrawing.isDrawing) return;
this.fieldDrawing.isDrawing = true;
this.fieldDrawing.isStopped = false;
// No limpiar objetos aquí si la idea es solo redibujar el campo.
// this.clearAllObjects(false); // Eliminado para no borrar las pelotas
try {
const coords = this.calculateFieldCoordinates();
this.showFeedback(`🏟️ Redrawing field...`, FIELD_CONSTANTS.GOAL_P2_COLOR);
await sleep(50); // Menor delay para redibujado rápido
// Limpiar el área del campo (TODO: mejorar para solo limpiar el "campo")
await this.cleanCanvas(); // Limpia todo el canvas para redibujar
// Dibujar césped
await this.drawGrass(coords);
await sleep(100);
// Dibujar porterías con diferentes colores para P1 y P2
await this.drawMatchGoal(coords.leftGoal, FIELD_CONSTANTS.GOAL_P1_COLOR); // P1 - Darker
await this.drawMatchGoal(coords.rightGoal, FIELD_CONSTANTS.GOAL_P2_COLOR); // P2 - Lighter
await sleep(100);
// Dibujar texto FOOTBALL
await this.drawBlackPixelText("FOOTBALL", coords);
await sleep(100);
// Redibujar los marcadores después de redibujar el campo
await this.drawScoreboards();
this.showFeedback("🏆 FIELD REDRAW COMPLETE! 🎯", "#006400");
} catch (error) {
console.error("Error creating match field:", error);
this.showFeedback(`❌ Error: ${error.message}`, "#B22222");
} finally {
this.fieldDrawing.isDrawing = false;
}
}
async drawMatchGoal(goalCoords, goalColor) {
const frameThickness = FIELD_CONSTANTS.GOAL_THICKNESS;
const lineThickness = Math.max(1, Math.floor(FIELD_CONSTANTS.GOAL_THICKNESS/2));
const lineMargin = Math.max(8, goalCoords.width * 0.08);
const topOffset = goalCoords.height * 0.05;
// Main frame
await this.drawLineLocalAndServer(goalCoords.x, goalCoords.y, goalCoords.x, goalCoords.y + goalCoords.height, goalColor, frameThickness, 80);
await this.drawLineLocalAndServer(goalCoords.x, goalCoords.y, goalCoords.x + goalCoords.width, goalCoords.y, goalColor, frameThickness, 80);
await this.drawLineLocalAndServer(goalCoords.x + goalCoords.width, goalCoords.y, goalCoords.x + goalCoords.width, goalCoords.y + goalCoords.height, goalColor, frameThickness, 80);
// Interior lines
for (let i = 1; i <= 3; i++) {
const x = goalCoords.x + (goalCoords.width * i / 4);
await this.drawLineLocalAndServer(x, goalCoords.y + topOffset, x, goalCoords.y + goalCoords.height - topOffset, goalColor, lineThickness, 60);
}
for (let i = 1; i <= 4; i++) {
const y = goalCoords.y + (goalCoords.height * i / 5);
await this.drawLineLocalAndServer(goalCoords.x + lineMargin, y, goalCoords.x + goalCoords.width - lineMargin, y, goalColor, lineThickness, 60);
}
}
setupReducedPlayArea() {
if (!this.canvasElement) return;
const reductionSides = this.canvasElement.width * MATCH_CONSTANTS.PLAY_AREA_REDUCTION.SIDES;
const reductionTop = this.canvasElement.height * MATCH_CONSTANTS.PLAY_AREA_REDUCTION.TOP;
this.matchMode.playArea = {
left: reductionSides,
right: this.canvasElement.width - reductionSides,
top: reductionTop,
bottom: this.canvasElement.height
};
}
async drawScoreboards() {
if (!this.canvasElement) return;
const coords = this.calculateFieldCoordinates();
// P1 scoreboard (above left goal)
const p1X = coords.leftGoal.x + coords.leftGoal.width / 2;
const p1Y = coords.leftGoal.y - 80;
// P2 scoreboard (above right goal)
const p2X = coords.rightGoal.x + coords.rightGoal.width / 2;
const p2Y = coords.rightGoal.y - 80;
// Draw P1 and P2 labels
await this.drawPixelText("P1", p1X - 30, p1Y - 30, FIELD_CONSTANTS.TEXT_COLOR, 3);
await this.drawPixelText("P2", p2X - 30, p2Y - 30, FIELD_CONSTANTS.TEXT_COLOR, 3);
// Store positions for score updates
this.matchMode.lastScorePositions = {
p1: { x: p1X, y: p1Y },
p2: { x: p2X, y: p2Y }
};
// Draw initial scores
await this.updateScoreDisplay();
}
async updateScoreDisplay() {
if (!this.matchMode.lastScorePositions.p1) return;
const { p1, p2 } = this.matchMode.lastScorePositions;
const pixelSize = 4;
// Clear previous scores (draw white over them)
await this.clearScoreArea(p1.x, p1.y, pixelSize);
await this.clearScoreArea(p2.x, p2.y, pixelSize);
// Draw new scores
await this.drawPixelNumber(this.matchMode.scores.p1, p1.x, p1.y, FIELD_CONSTANTS.TEXT_COLOR, pixelSize);
await this.drawPixelNumber(this.matchMode.scores.p2, p2.x, p2.y, FIELD_CONSTANTS.TEXT_COLOR, pixelSize);
}
async clearScoreArea(x, y, size) {
// Clear a 7x5 area (number size) with white
// Ajustar el área para que sea un poco más grande y cubra bien
const clearWidth = size * 5 + 10; // Ancho del número + margen
const clearHeight = size * 7 + 10; // Alto del número + margen
const startX = x - 5; // Empezar un poco antes
const startY = y - 5; // Empezar un poco antes
// Dibujar un rectángulo blanco grande para borrar el área
enqueueDrawCommand(startX, startY, startX + clearWidth, startY + clearHeight, '#FFFFFF', Math.max(clearWidth, clearHeight));
await sleep(10);
}
// Pixel number patterns
NUMBER_PATTERNS = {
0: [[1,1,1],[1,0,1],[1,0,1],[1,0,1],[1,1,1]],
1: [[0,1,0],[1,1,0],[0,1,0],[0,1,0],[1,1,1]],
2: [[1,1,1],[0,0,1],[1,1,1],[1,0,0],[1,1,1]],
3: [[1,1,1],[0,0,1],[1,1,1],[0,0,1],[1,1,1]],
4: [[1,0,1],[1,0,1],[1,1,1],[0,0,1],[0,0,1]]
};
async drawPixelNumber(number, x, y, color, pixelSize) {
const pattern = this.NUMBER_PATTERNS[number];
if (!pattern) return;
for (let row = 0; row < pattern.length; row++) {
for (let col = 0; col < pattern[row].length; col++) {
if (pattern[row][col] === 1) {
const pixelX = x + (col * pixelSize);
const pixelY = y + (row * pixelSize);
await this.drawPixel(pixelX, pixelY, color, pixelSize);
}
}
}
}
async drawPixelText(text, x, y, color, pixelSize) {
const MINI_LETTERS = {
'P': [[1,1,1],[1,0,1],[1,1,1],[1,0,0],[1,0,0]],
'1': [[0,1,0],[1,1,0],[0,1,0],[0,1,0],[1,1,1]],
'2': [[1,1,1],[0,0,1],[1,1,1],[1,0,0],[1,1,1]],
// Añadir más letras si es necesario para "FOOTBALL" en el futuro
'F': [[1,1,1],[1,0,0],[1,1,0],[1,0,0],[1,0,0]],
'O': [[1,1,1],[1,0,1],[1,0,1],[1,0,1],[1,1,1]],
'T': [[1,1,1],[0,1,0],[0,1,0],[0,1,0],[0,1,0]],
'B': [[1,1,0],[1,0,1],[1,1,0],[1,0,1],[1,1,0]],
'A': [[0,1,0],[1,0,1],[1,1,1],[1,0,1],[1,0,1]],
'L': [[1,0,0],[1,0,0],[1,0,0],[1,0,0],[1,1,1]]
};
let currentX = x;
for (let i = 0; i < text.length; i++) {
const letter = text[i];
const pattern = MINI_LETTERS[letter];
if (pattern) {
for (let row = 0; row < pattern.length; row++) {
for (let col = 0; col < pattern[row].length; col++) {
if (pattern[row][col] === 1) {
const pixelX = currentX + (col * pixelSize);
const pixelY = y + (row * pixelSize);
await this.drawPixel(pixelX, pixelY, color, pixelSize);
}
}
}
}
currentX += pixelSize * 4; // Space between letters (ajustar según el ancho de la letra más grande + espacio)
}
}
checkGoals() {
if (!this.matchMode.active || !this.canvasElement) return;
const coords = this.calculateFieldCoordinates();
const currentTime = performance.now();
// CREAR HITBOXES MÁS GRANDES PARA DETECCIÓN (considerando el radio de la pelota)
const extraPadding = PHYSICS_CONSTANTS.BALL_RADIUS + 10; // Mayor padding para detección de gol
// Clonar el mapa para iterar sin problemas de modificación durante el bucle
Array.from(this.physicsObjects.values()).forEach(obj => {
if (obj.type !== 'ball') return;
// Cooldown por pelota para evitar múltiples goles de la misma pelota
if (currentTime - obj.lastGoalTime < 2000) return; // 2 segundos de cooldown por pelota
// Check P1 goal (left goal) - HITBOX EXPANDIDA
if (obj.x >= coords.leftGoal.x - extraPadding &&
obj.x <= coords.leftGoal.x + coords.leftGoal.width + extraPadding &&
obj.y >= coords.leftGoal.y - extraPadding &&
obj.y <= coords.leftGoal.y + coords.leftGoal.height + extraPadding) {
obj.lastGoalTime = currentTime; // Actualizar cooldown de la pelota
this.scoreGoal('p2', obj); // Pasar el objeto pelota completo
}
// Check P2 goal (right goal) - HITBOX EXPANDIDA
if (obj.x >= coords.rightGoal.x - extraPadding &&
obj.x <= coords.rightGoal.x + coords.rightGoal.width + extraPadding &&
obj.y >= coords.rightGoal.y - extraPadding &&
obj.y <= coords.rightGoal.y + coords.leftGoal.height + extraPadding) { // Usar leftGoal.height como referencia si ambas son iguales
obj.lastGoalTime = currentTime; // Actualizar cooldown de la pelota
this.scoreGoal('p1', obj); // Pasar el objeto pelota completo
}
});
}
async scoreGoal(player, scoredBallObject) {
// Prevenir múltiples goles generales (cooldown del sistema)
if (this.matchMode.goalCooldown) return;
this.matchMode.goalCooldown = true;
this.matchMode.scores[player]++;
this.gameStats.totalGoals++;
// Update scoreboard
this.updateScoreboard();
await this.updateScoreDisplay();
// Goal particle effect en la posición de la pelota que anotó
this.particleSystem.explode(scoredBallObject.x, scoredBallObject.y, 30, '#ffd700');
this.showFeedback(`🥅 GOAL! ${player.toUpperCase()} SCORES!`, '#ffd700');
// Borrar la pelota que anotó
this.physicsObjects.delete(scoredBallObject.id);
// Redibujar el campo completo (incluyendo las porterías) para asegurar la limpieza
await this.createMatchField(); // Esto incluye un cleanCanvas interno
// Crear una nueva pelota en el centro DESPUÉS de que el campo se redibuje
this.addRandomBall(true); // Pasar 'true' para forzar la aparición en el centro
// Cooldown de 2 segundos antes de permitir otro gol general
setTimeout(() => {
this.matchMode.goalCooldown = false;
}, 2000); // 2 segundos de cooldown
// Check for match end
if (this.matchMode.scores[player] >= MATCH_CONSTANTS.MAX_GOALS) {
await this.endMatch(player);
}
}
// REMOVIDO: resetBallToCenter es reemplazado por la lógica en scoreGoal
async endMatch(winner) {
this.showFeedback(`🏆 ${winner.toUpperCase()} WINS THE MATCH!`, '#ffd700');
// Big celebration effect
for (let i = 0; i < 50; i++) {
this.particleSystem.explode(
Math.random() * this.canvasElement.width,
Math.random() * this.canvasElement.height,
10,
'#ffd700'
);
}
// Reset match after 3 seconds
setTimeout(() => {
this.resetMatch();
}, 3000);
}
resetMatch() {
this.matchMode.scores = { p1: 0, p2: 0 };
this.updateScoreboard();
if (this.matchMode.active) {
// Primero limpia todas las pelotas
this.clearAllObjects(false);
// Luego redibuja el campo
this.createMatchField().then(() => {
// Y finalmente, cuando el campo está listo, añade la nueva pelota
this.addRandomBall(true);
});
}
}
updateScoreboard() {
document.getElementById('score-p1').textContent = this.matchMode.scores.p1;
document.getElementById('score-p2').textContent = this.matchMode.scores.p2;
}
// NEW: Clean Canvas functionality
async cleanCanvas() {
if (!drawariaCanvas) return;
this.showFeedback('🧹 Cleaning Canvas...', '#e17055');
// Draw a giant white rectangle over entire canvas
const canvasWidth = drawariaCanvas.width;
const canvasHeight = drawariaCanvas.height;
// Send multiple white rectangles to ensure complete coverage
// Esto es crucial para la limpieza antes de redibujar el campo
for (let y = 0; y < canvasHeight; y += 100) { // Mayor salto para eficiencia
for (let x = 0; x < canvasWidth; x += 100) {
const width = Math.min(100, canvasWidth - x);
const height = Math.min(100, canvasHeight - y);
enqueueDrawCommand(x, y, x + width, y + height, '#FFFFFF', Math.max(width, height));
await sleep(5); // Menor delay para una limpieza más rápida
}
}
// Clear local canvas
if (drawariaCtx) {
drawariaCtx.clearRect(0, 0, canvasWidth, canvasHeight);
}
this.showFeedback('🧹 Canvas Cleaned!', '#00d084');
}
// Auto Kick functionality - REMOVIDO
startAdvancedStatsMonitoring() {
setInterval(() => {
document.getElementById('object-count').textContent = this.physicsObjects.size;
document.getElementById('goals-count').textContent = this.gameStats.totalGoals;
document.getElementById('collision-count').textContent = this.gameStats.totalCollisions;
document.getElementById('max-speed').textContent = Math.round(this.gameStats.maxVelocityReached);
document.getElementById('queue-count').textContent = commandQueue.length;
const queueSize = commandQueue.length;
const performanceElement = document.getElementById('performance');
if (queueSize < 30) {
performanceElement.textContent = 'Optimal';
performanceElement.style.color = '#48bb78';
} else if (queueSize < 150) {
performanceElement.textContent = 'Good';
performanceElement.style.color = '#ed8936';
} else {
performanceElement.textContent = 'Overloaded';
performanceElement.style.color = '#f56565';
}
}, 1000);
}
/* ---------- OBJECT CREATION ---------- */
// Modificado para aceptar 'spawnAtCenterForGoal'
addRandomBall(spawnAtCenterForGoal = false) {
if (!this.canvasElement) return;
let x, y;
if (spawnAtCenterForGoal) {
x = this.canvasElement.width / 2;
y = this.canvasElement.height / 2;
} else {
// Generar en un área segura fuera de las porterías si es posible
const padding = 150; // Para evitar spawnear muy cerca de los bordes o porterías
x = Math.random() * (this.canvasElement.width - 2 * padding) + padding;
y = Math.random() * (this.canvasElement.height * 0.5 - 2 * padding) + padding; // Spawnear más arriba
}
this.createBall(x, y);
this.particleSystem.explode(x, y, 8, '#4fd1c7');
}
// REMOVED: addRandomSquare
createBall(x, y) {
const id = `ball_${this.objectIdCounter++}`;
const ball = {
id: id, type: 'ball',
x: x, y: y, vx: 0, vy: 0,
radius: PHYSICS_CONSTANTS.BALL_RADIUS,
color: this.controls.rainbowModeActive ? '#ffffff' : this.controls.defaultObjectColor,
mass: PHYSICS_CONSTANTS.BALL_MASS,
restitution: PHYSICS_CONSTANTS.RESTITUTION_BALL,
friction: PHYSICS_CONSTANTS.FRICTION_GRASS,
lastRenderX: -9999, lastRenderY: -9999,
creationTime: performance.now(),
lastCollisionTime: 0,
lastGoalTime: 0 // AÑADIDO: para cooldown de goles por pelota
};
this.physicsObjects.set(id, ball);
this.gameStats.objectsCreated++;
return ball;
}
// REMOVED: createSquare
handleAdvancedCanvasClick(event) {
if (!this.canvasElement) return;
const rect = this.canvasElement.getBoundingClientRect();
const clickX = event.clientX - rect.left;
const clickY = event.clientY - rect.top;
if (this.isActive) {
// Solo crea bolas, se eliminó la lógica de shiftKey para cuadrados
this.createBall(clickX, clickY);
}
}
/* ---------- PHYSICS ENGINE ---------- */
togglePhysics() {
const toggleBtn = document.getElementById('toggle-physics');
if (!this.isActive) {
this.startPhysics();
if (toggleBtn) {
toggleBtn.textContent = '🛑 Stop Physics Engine';
toggleBtn.style.background = 'linear-gradient(135deg, #f56565, #e53e3e)';
}
} else {
this.stopPhysics();
if (toggleBtn) {
toggleBtn.textContent = '🚀 Launch Physics Engine';
toggleBtn.style.background = 'linear-gradient(135deg, #4fd1c7, #38b2ac)';
}
}
}
startPhysics() {
if (this.isActive) return;
this.isActive = true;
this.startGameLoop();
this.showFeedback('🚀 Advanced Physics Engine Started!', '#4fd1c7');
}
stopPhysics() {
this.isActive = false;
// this.stopAutoKick(); // Stop auto kick when physics stops - REMOVIDO
if (this.controls.rainbowModeActive) this.toggleRainbowMode();
this.showFeedback('🛑 Physics Engine Stopped', '#f56565');
}
clearAllObjects(showFeedback = true) {
if (this.controls.rainbowModeActive) this.toggleRainbowMode();
this.physicsObjects.clear();
this.particleSystem.clear();
positionCache.clear();
if (drawariaCtx && drawariaCanvas) {
// Considera limpiar solo los objetos y no todo el canvas si el campo debe permanecer
// Para una limpieza total de la pantalla, limpia el canvas
drawariaCtx.clearRect(0, 0, drawariaCanvas.width, drawariaCanvas.height);
}
if (showFeedback) {
this.showFeedback('🗑️ ALL OBJECTS CLEARED!', '#cc0000');
}
}
resetAllObjects() {
if (this.canvasElement) {
this.physicsObjects.forEach(obj => {
// Si solo hay bolas, el tipo 'square' ya no es relevante
obj.x = this.canvasElement.width / 2 + (Math.random() - 0.5) * 100;
obj.y = this.canvasElement.height / 2 + (Math.random() - 0.5) * 100;
obj.vx = 0; obj.vy = 0;
// if (obj.type === 'square') { obj.angle = 0; obj.angularVelocity = 0; } // REMOVED
obj.lastRenderX = -9999; obj.lastRenderY = -9999;
obj.lastGoalTime = 0; // Resetear cooldown de gol al resetear objeto
});
this.particleSystem.explode(this.canvasElement.width / 2, this.canvasElement.height / 2, 20, '#74b9ff');
this.showFeedback('🔄 All objects reset!', '#74b9ff');
}
}
startGameLoop() {
if (!this.isActive) return;
const currentTime = performance.now();
if (currentTime - this.lastRenderTime >= this.renderInterval) {
this.updateAdvancedPhysics();
this.renderOptimized();
this.lastRenderTime = currentTime;
}
requestAnimationFrame(() => this.startGameLoop());
}
updateAdvancedPhysics() {
const dt = PHYSICS_CONSTANTS.TIMESTEP;
// Apply physics mode modifications
let gravityMultiplier = 1;
let airResistanceMultiplier = 1;
switch(this.controls.alternatePhysics) {
case 'moon':
gravityMultiplier = 0.16;
break;
case 'underwater':
airResistanceMultiplier = 15;
gravityMultiplier = 0.3;
break;
case 'magnetic':
break;
}
// Update all objects
this.physicsObjects.forEach(obj => {
// Apply air resistance
obj.vx *= (1 - PHYSICS_CONSTANTS.AIR_RESISTANCE * airResistanceMultiplier * dt);
obj.vy *= (1 - PHYSICS_CONSTANTS.AIR_RESISTANCE * airResistanceMultiplier * dt);
// Apply gravity
obj.vy += PHYSICS_CONSTANTS.GRAVITY * gravityMultiplier * dt;
// Magnetic field effects
if (this.controls.alternatePhysics === 'magnetic') {
this.physicsObjects.forEach(otherObj => {
if (otherObj.id !== obj.id) {
const dx = otherObj.x - obj.x;
const dy = otherObj.y - obj.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0 && distance < 200) {
const magneticForce = 50 / (distance * distance);
const forceX = (dx / distance) * magneticForce;
const forceY = (dy / distance) * magneticForce;
obj.vx += forceX * dt;
obj.vy += forceY * dt;
}
}
});
}
// Update position
obj.x += obj.vx * dt;
obj.y += obj.vy * dt;
// REMOVED: Square rotation logic
// if (obj.type === 'square') { obj.angularVelocity *= obj.angularDamping; obj.angle += obj.angularVelocity * dt; }
// Boundary collisions with DVD mode and match area consideration
this.handleBoundaryCollisions(obj);
// Track maximum velocity
const speed = Math.sqrt(obj.vx * obj.vx + obj.vy * obj.vy);
if (speed > this.gameStats.maxVelocityReached) {
this.gameStats.maxVelocityReached = speed;
}
// Limit maximum velocity
if (speed > PHYSICS_CONSTANTS.MAX_VELOCITY) {
obj.vx = (obj.vx / speed) * PHYSICS_CONSTANTS.MAX_VELOCITY;
obj.vy = (obj.vy / speed) * PHYSICS_CONSTANTS.MAX_VELOCITY;
}
});
// Handle collisions
this.handleObjectCollisions();
this.handleBallPlayerCollisions();
// REMOVED: handleSquarePlayerCollisions();
// Check for goals in match mode
if (this.matchMode.active) {
this.checkGoals();
}
// Update particle system
// this.particleSystem.update();
}
handleBoundaryCollisions(obj) {
if (!this.canvasElement) return;
let objHalfSize = obj.radius; // Solo bolas ahora
// Use match play area if active, otherwise use full canvas
let boundaries;
if (this.matchMode.active && this.matchMode.playArea) {
boundaries = {
left: this.matchMode.playArea.left + objHalfSize,
right: this.matchMode.playArea.right - objHalfSize,
top: this.matchMode.playArea.top + objHalfSize,
bottom: this.matchMode.playArea.bottom - objHalfSize
};
} else {
boundaries = {
left: objHalfSize,
right: this.canvasElement.width - objHalfSize,
top: objHalfSize,
bottom: this.canvasElement.height - objHalfSize
};
}
let bounced = false;
// Check boundaries (normal physics)
if (obj.x < boundaries.left) {
obj.x = boundaries.left;
obj.vx = -obj.vx * PHYSICS_CONSTANTS.RESTITUTION_WALL;
bounced = true;
} else if (obj.x > boundaries.right) {
obj.x = boundaries.right;
obj.vx = -obj.vx * PHYSICS_CONSTANTS.RESTITUTION_WALL;
bounced = true;
}
if (obj.y < boundaries.top) {
obj.y = boundaries.top;
obj.vy = -obj.vy * PHYSICS_CONSTANTS.RESTITUTION_WALL;
bounced = true;
} else if (obj.y > boundaries.bottom) {
obj.y = boundaries.bottom;
obj.vy = -obj.vy * PHYSICS_CONSTANTS.RESTITUTION_WALL;
obj.vx *= obj.friction; // Apply friction on ground
bounced = true;
}
// REMOVED: Square rotation on bounce
// if (bounced && obj.type === 'square') { obj.angularVelocity += (Math.random() - 0.5) * 10; }
}
// NEW: Handle collisions between objects
handleObjectCollisions() {
const objectsArray = Array.from(this.physicsObjects.values());
for (let i = 0; i < objectsArray.length; i++) {
const objA = objectsArray[i];
for (let j = i + 1; j < objectsArray.length; j++) {
const objB = objectsArray[j];
// Solo quedan colisiones entre bolas
if (objA.type === 'ball' && objB.type === 'ball') {
if (this.handleBallBallCollision(objA, objB)) {
this.gameStats.totalCollisions++;
this.particleSystem.explode((objA.x + objB.x) / 2, (objA.y + objB.y) / 2, 12, '#ff6b6b');
objA.lastCollisionTime = performance.now();
objB.lastCollisionTime = performance.now();
}
}
// REMOVED: Ball-square and square-square collisions
}
}
}
handleBallBallCollision(ball1, ball2) {
const dx = ball2.x - ball1.x;
const dy = ball2.y - ball1.y;
const distance = Math.sqrt(dx * dx + dy * dy);
const minDistance = ball1.radius + ball2.radius;
if (distance < minDistance && distance !== 0) {
const normalX = dx / distance;
const normalY = dy / distance;
const overlap = minDistance - distance;
ball1.x -= normalX * overlap * 0.5;
ball1.y -= normalY * overlap * 0.5;
ball2.x += normalX * overlap * 0.5;
ball2.y += normalY * overlap * 0.5;
const rvX = ball2.vx - ball1.vx;
const rvY = ball2.vy - ball1.vy;
const velAlongNormal = rvX * normalX + rvY * normalY;
if (velAlongNormal > 0) return false;
const e = (ball1.restitution + ball2.restitution) * 0.5;
let j = -(1 + e) * velAlongNormal;
j /= (1 / ball1.mass) + (1 / ball2.mass);
const impulseX = j * normalX;
const impulseY = j * normalY;
ball1.vx -= impulseX / ball1.mass;
ball1.vy -= impulseY / ball1.mass;
ball2.vx += impulseX / ball2.mass;
ball2.vy += impulseY / ball2.mass;
const tangentX = -normalY;
const tangentY = normalX;
const vt = rvX * tangentX + rvY * tangentY;
const friction = (ball1.friction + ball2.friction) * 0.5;
const frictionImpulse = -vt * friction;
if (Math.abs(velAlongNormal) > 0.01) {
ball1.vx -= frictionImpulse * tangentX / ball1.mass;
ball1.vy -= frictionImpulse * tangentY / ball1.mass;
ball2.vx += frictionImpulse * tangentX / ball2.mass;
ball2.vy += frictionImpulse * tangentY / ball2.mass;
}
return true;
}
return false;
}
// REMOVED: handleBallSquareCollision
// REMOVED: handleSquareSquareCollision
getClosestPointOnRectangle(circleX, circleY, rectX, rectY, rectWidth, rectHeight) {
let testX = circleX;
let testY = circleY;
if (circleX < rectX) testX = rectX;
else if (circleX > rectX + rectWidth) testX = rectX + rectWidth;
if (circleY < rectY) testY = rectY;
else if (circleY > rectY + rectHeight) testY = rectY + rectHeight;
return { x: testX, y: testY };
}
// REMOVED: handleSquarePlayerCollisions
// REMOVED: resolveSquarePlayerCollision
getPlayerPositions() {
const currentTime = performance.now();
const players = [];
if (!drawariaCanvas) return players;
const canvasRect = drawariaCanvas.getBoundingClientRect();
const deltaTime = currentTime - this.playerTracker.lastUpdateTime;
const selfPlayer = document.querySelector('div.spawnedavatar.spawnedavatar-self');
if (selfPlayer) {
const rect = selfPlayer.getBoundingClientRect();
const currentPos = {
type: 'self',
id: selfPlayer.dataset.playerid || 'self',
x: rect.left - canvasRect.left + rect.width / 2,
y: rect.top - canvasRect.top + rect.height / 2,
width: rect.width,
height: rect.height,
radius: Math.max(rect.width, rect.height) / 2,
vx: 0,
vy: 0
};
const prevPlayer = this.playerTracker.players.get('self');
if (prevPlayer && deltaTime > 0) {
currentPos.vx = (currentPos.x - prevPlayer.x) / (deltaTime / 1000);
currentPos.vy = (currentPos.y - prevPlayer.y) / (deltaTime / 1000);
}
players.push(currentPos);
this.playerTracker.players.set('self', currentPos);
}
const otherPlayers = document.querySelectorAll('div.spawnedavatar.spawnedavatar-otherplayer');
otherPlayers.forEach((player, index) => {
const rect = player.getBoundingClientRect();
const playerId = player.dataset.playerid || `other_${index}`;
const currentPos = {
type: 'other',
id: playerId,
x: rect.left - canvasRect.left + rect.width / 2,
y: rect.top - canvasRect.top + rect.height / 2,
width: rect.width,
height: rect.height,
radius: Math.max(rect.width, rect.height) / 2,
vx: 0,
vy: 0
};
const prevPlayer = this.playerTracker.players.get(playerId);
if (prevPlayer && deltaTime > 0) {
currentPos.vx = (currentPos.x - prevPlayer.x) / (deltaTime / 1000);
currentPos.vy = (currentPos.y - prevPlayer.y) / (deltaTime / 1000);
}
players.push(currentPos);
this.playerTracker.players.set(playerId, currentPos);
});
this.playerTracker.lastUpdateTime = currentTime;
return players.filter(p =>
p.x >= -this.playerTracker.detectionRadius &&
p.x <= drawariaCanvas.width + this.playerTracker.detectionRadius &&
p.y >= -this.playerTracker.detectionRadius &&
p.y <= drawariaCanvas.height + this.playerTracker.detectionRadius
);
}
handleBallPlayerCollisions() {
const players = this.getPlayerPositions();
if (players.length === 0) return;
this.physicsObjects.forEach(ball => {
if (ball.type !== 'ball') return;
players.forEach(player => {
const dx = ball.x - player.x;
const dy = ball.y - player.y;
const distance = Math.sqrt(dx * dx + dy * dy);
const detectionDistance = this.playerTracker.detectionRadius;
if (distance < detectionDistance && distance > 0) {
const intensity = Math.max(0, (detectionDistance - distance) / detectionDistance);
if (distance < ball.radius + player.radius) {
this.resolveBallPlayerCollision(ball, player, dx, dy, distance, 'collision');
} else if (intensity > 0.3) {
this.resolveBallPlayerCollision(ball, player, dx, dy, distance, 'push', intensity);
}
}
});
});
}
resolveBallPlayerCollision(ball, player, dx, dy, distance, interactionType = 'collision', intensity = 1.0) {
const normalX = dx / distance;
const normalY = dy / distance;
if (interactionType === 'collision') {
const overlap = (ball.radius + player.radius) - distance;
ball.x += normalX * overlap * 1.1;
ball.y += normalY * overlap * 1.1;
const relativeVelX = ball.vx - (player.vx || 0);
const relativeVelY = ball.vy - (player.vy || 0);
const velAlongNormal = relativeVelX * normalX + relativeVelY * normalY;
if (velAlongNormal > 0) return;
const restitution = PHYSICS_CONSTANTS.PLAYER_RESTITUTION;
const impulse = -(1 + restitution) * velAlongNormal;
ball.vx += impulse * normalX;
ball.vy += impulse * normalY;
if (player.vx || player.vy) {
const transferFactor = 0.7;
ball.vx += (player.vx || 0) * transferFactor;
ball.vy += (player.vy || 0) * transferFactor;
}
const additionalForce = PHYSICS_CONSTANTS.PLAYER_INTERACTION_FORCE * 1.5;
ball.vx += normalX * additionalForce * PHYSICS_CONSTANTS.TIMESTEP;
ball.vy += normalY * additionalForce * PHYSICS_CONSTANTS.TIMESTEP;
// Player collision particle effect
this.particleSystem.explode(player.x, player.y, 15, player.type === 'self' ? '#00ff00' : '#ff6600');
} else if (interactionType === 'push') {
const pushForce = PHYSICS_CONSTANTS.PLAYER_INTERACTION_FORCE *
PHYSICS_CONSTANTS.PLAYER_PUSH_MULTIPLIER *
intensity * intensity;
ball.vx += normalX * pushForce * PHYSICS_CONSTANTS.TIMESTEP;
ball.vy += normalY * pushForce * PHYSICS_CONSTANTS.TIMESTEP;
if (player.vx || player.vy) {
const playerSpeed = Math.sqrt((player.vx || 0) ** 2 + (player.vy || 0) ** 2);
if (playerSpeed > 50) {
const moveTransfer = intensity * 0.4;
ball.vx += (player.vx || 0) * moveTransfer;
ball.vy += (player.vy || 0) * moveTransfer;
}
}
// Push particle trail
if (Math.random() < 0.3) {
this.particleSystem.trail(ball.x, ball.y, 3, ball.color);
}
}
const maxSpeed = PHYSICS_CONSTANTS.MAX_VELOCITY * 1.2;
const currentSpeed = Math.sqrt(ball.vx ** 2 + ball.vy ** 2);
if (currentSpeed > maxSpeed) {
ball.vx = (ball.vx / currentSpeed) * maxSpeed;
ball.vy = (ball.vy / currentSpeed) * maxSpeed;
}
this.showPlayerInteractionFeedback(player, ball, interactionType, intensity);
}
renderOptimized() {
// if (drawariaCtx && drawariaCanvas) {
// drawariaCtx.clearRect(0, 0, drawariaCanvas.width, drawariaCanvas.height);
// }
this.physicsObjects.forEach(obj => {
// Solo renderiza bolas ahora
if (obj.type !== 'ball') return;
const dx = Math.abs(obj.x - obj.lastRenderX);
const dy = Math.abs(obj.y - obj.lastRenderY);
const needsServerRedraw = this.controls.rainbowModeActive ||
(dx > MOVEMENT_THRESHOLD || dy > MOVEMENT_THRESHOLD);
if (needsServerRedraw) {
// Erase old position
if (obj.lastRenderX !== -9999 || obj.lastRenderY !== -9999) {
this.drawBall(obj.lastRenderX, obj.lastRenderY, obj.radius, '#FFFFFF');
}
// Draw at new position
this.drawBall(obj.x, obj.y, obj.radius, obj.color);
obj.lastRenderX = obj.x;
obj.lastRenderY = obj.y;
}
});
// Render particle system
// this.particleSystem.draw();
}
drawBall(x, y, radius, color) {
const effectiveThickness = radius * 2.5;
enqueueDrawCommand(x, y, x + 0.1, y + 0.1, color, effectiveThickness);
}
// REMOVED: drawFilledSquare
executeKick() {
if (this.physicsObjects.size === 0) {
this.showFeedback('⚠️ Launch physics engine first!', '#ed8936');
return;
}
// Usar valores fijos ya que los sliders han sido eliminados
const power = 400; // Valor de potencia fijo
const angle = 0; // Ángulo fijo (0 grados para patada horizontal)
const kickForceX = Math.cos(angle * Math.PI / 180) * power * 0.3;
const kickForceY = Math.sin(angle * Math.PI / 180) * power * 0.3;
this.physicsObjects.forEach(obj => {
obj.vx += kickForceX;
obj.vy += kickForceY;
// REMOVED: Square rotational kick
});
// Kick particle effect
if (this.canvasElement) {
this.particleSystem.explode(
this.canvasElement.width / 2,
this.canvasElement.height / 2,
20,
'#ed8936'
);
}
console.log(`⚽ Kick executed: Fixed Power=${power}, Angle=${angle}°`);
this.showFeedback(`⚽ KICK! (Valores Fijos)`, '#ed8936');
}
toggleRainbowMode() {
const toggleRainbowBtn = document.getElementById('rainbow-toggle');
const colorPicker = document.getElementById('object-color-picker');
if (!this.controls.rainbowModeActive) {
this.controls.rainbowModeActive = true;
if (toggleRainbowBtn) {
toggleRainbowBtn.textContent = '🌈 Deactivate Rainbow Mode';
toggleRainbowBtn.style.background = 'linear-gradient(135deg, #00bfff, #0080ff)';
}
if (colorPicker) colorPicker.disabled = true;
this.showFeedback('🌈 RAINBOW MODE ACTIVATED!', '#00bfff');
this.rainbowInterval = setInterval(() => {
if (!this.isActive && this.controls.rainbowModeActive) {
this.toggleRainbowMode();
return;
}
this.rainbowHue = (this.rainbowHue + 5) % 360;
const hslColor = `hsl(${this.rainbowHue}, 100%, 70%)`;
this.physicsObjects.forEach(obj => {
obj.color = hslColor;
});
}, 100);
} else {
this.controls.rainbowModeActive = false;
if (toggleRainbowBtn) {
toggleRainbowBtn.textContent = '🌈 Toggle Rainbow Mode';
toggleRainbowBtn.style.background = 'linear-gradient(135deg, #ff00ff, #800080)';
}
if (colorPicker) colorPicker.disabled = false;
this.showFeedback('🌈 RAINBOW MODE DEACTIVATED!', '#ff00ff');
clearInterval(this.rainbowInterval);
this.physicsObjects.forEach(obj => {
obj.color = this.controls.defaultObjectColor;
obj.lastRenderX = -9999;
obj.lastRenderY = -9999;
// if (obj.type === 'square') obj.lastRenderAngle = -9999; // REMOVED
});
}
}
/* ---------- PANEL DRAGGABLE FUNCTIONS ---------- */
makePanelDraggable() {
const panel = document.getElementById('advanced-physics-panel');
const header = document.getElementById('panel-header');
let pos1 = 0, pos2 = 0, pos3 = 0, pos4 = 0;
if (header) {
// Hacer draggable desde el header
header.onmousedown = dragMouseDown;
} else {
// Hacer draggable desde todo el panel (fallback)
panel.onmousedown = dragMouseDown;
}
function dragMouseDown(e) {
e = e || window.event;
e.preventDefault();
// Obtener posición inicial del mouse
pos3 = e.clientX;
pos4 = e.clientY;
document.onmouseup = closeDragElement;
document.onmousemove = elementDrag;
panel.classList.add('panel-dragging'); // Añadir clase para mejorar UX
}
function elementDrag(e) {
e = e || window.event;
e.preventDefault();
// Calcular nueva posición
pos1 = pos3 - e.clientX;
pos2 = pos4 - e.clientY;
pos3 = e.clientX;
pos4 = e.clientY;
// Establecer nueva posición del panel
const newTop = panel.offsetTop - pos2;
const newLeft = panel.offsetLeft - pos1;
// Limitar a los bordes de la pantalla
const maxLeft = window.innerWidth - panel.offsetWidth;
const maxTop = window.innerHeight - panel.offsetHeight;
panel.style.top = Math.min(Math.max(0, newTop), maxTop) + "px";
panel.style.left = Math.min(Math.max(0, newLeft), maxLeft) + "px";
panel.style.right = 'auto'; // Quitar posición right fija para que 'left' funcione bien
}
function closeDragElement() {
// Detener el movimiento cuando se suelta el mouse
document.onmouseup = null;
document.onmousemove = null;
panel.classList.remove('panel-dragging'); // Remover clase
}
}
setupPanelButtons() {
const minimizeBtn = document.getElementById('minimize-btn');
const closeBtn = document.getElementById('close-btn');
const content = document.getElementById('panel-content');
const panel = document.getElementById('advanced-physics-panel');
let isMinimized = false;
// BOTÓN MINIMIZAR
minimizeBtn?.addEventListener('click', (e) => {
e.stopPropagation(); // Evitar activar draggable
if (!panel) return; // Asegúrate de que el panel existe antes de manipularlo
if (!isMinimized) {
// Minimizar
content.style.display = 'none';
panel.style.height = 'auto';
minimizeBtn.innerHTML = '+';
isMinimized = true;
this.showFeedback('📱 Panel Minimized', '#00d4ff');
} else {
// Restaurar
content.style.display = 'block';
panel.style.height = 'auto'; // Ajustar altura para restaurar contenido
minimizeBtn.innerHTML = '−';
isMinimized = false;
this.showFeedback('📱 Panel Restored', '#00d4ff');
}
});
// BOTÓN CERRAR
closeBtn?.addEventListener('click', (e) => {
e.stopPropagation(); // Evitar activar draggable
if (!panel) return; // Asegúrate de que el panel existe antes de manipularlo
if (confirm('¿Estás seguro de que quieres cerrar el panel de física?')) {
// Detener motor de física si está activo
if (this.isActive) {
this.stopPhysics();
}
// Remover panel
panel.remove();
this.showFeedback('❌ Physics Panel Closed', '#ff4757');
console.log('🔴 Advanced Physics Panel closed by user');
}
});
// Efectos hover para botones
[minimizeBtn, closeBtn].forEach(btn => {
if (!btn) return;
btn.addEventListener('mouseenter', () => {
btn.style.opacity = '0.8';
});
btn.addEventListener('mouseleave', () => {
btn.style.opacity = '1';
});
});
}
/* ---------- FIELD CREATION METHODS ---------- */
calculateFieldCoordinates() {
const size = { width: drawariaCanvas.width, height: drawariaCanvas.height };
return {
leftGoal: {
x: Math.floor(size.width * -0.05),
y: Math.floor(size.height * 0.67),
width: Math.floor(size.width * 0.25), // ← AUMENTA de 0.2 a 0.25 (25% más ancho)
height: Math.floor(size.height * 0.42) // ← AUMENTA de 0.36 a 0.42 (17% más alto)
},
rightGoal: {
x: Math.floor(size.width * 0.80), // ← CAMBIA de 0.85 a 0.80 (para compensar el ancho extra)
y: Math.floor(size.height * 0.67),
width: Math.floor(size.width * 0.25), // ← AUMENTA de 0.2 a 0.25
height: Math.floor(size.height * 0.42) // ← AUMENTA de 0.36 a 0.42
},
grass: {
y: size.height - 2,
triangleSpacing: Math.max(8, Math.floor(size.width * 0.015)),
triangleHeight: Math.max(10, Math.floor(size.height * 0.025))
},
text: {
x: Math.floor(size.width * 0.5),
y: Math.floor(size.height * 0.15),
pixelSize: Math.max(2, Math.floor(size.width * 0.006))
}
};
}
async createFootballField() {
if (this.fieldDrawing.isDrawing) {
this.showFeedback('⚠️ Field creation already in progress!', '#ed8936');
return;
}
if (!drawariaSocket || !drawariaCanvas || !drawariaCtx) {
this.showFeedback('❌ Canvas or WebSocket connection not detected!', '#f56565');
return;
}
this.fieldDrawing.isDrawing = true;
this.fieldDrawing.isStopped = false;
// No limpiar objetos aquí si la idea es solo redibujar el campo.
// this.clearAllObjects(false); // REMOVIDO para no borrar las pelotas existentes
try {
const coords = this.calculateFieldCoordinates();
this.showFeedback(`🏟️ Creating field...`, FIELD_CONSTANTS.GOAL_P2_COLOR);
await sleep(500);
await this.cleanCanvas(); // Limpiar todo el canvas antes de dibujar el campo
this.showFeedback("🏟️ Drawing grass...", FIELD_CONSTANTS.GRASS_COLOR);
await this.drawGrass(coords);
await sleep(300);
this.showFeedback("⚽ Drawing goals...", FIELD_CONSTANTS.GOAL_P2_COLOR);
await this.drawGoal(coords.leftGoal);
await this.drawGoal(coords.rightGoal);
await sleep(300);
this.showFeedback("🎮 Drawing 'FOOTBALL' text...", FIELD_CONSTANTS.TEXT_COLOR);
await this.drawBlackPixelText("FOOTBALL", coords);
await sleep(300);
this.showFeedback("🏆 FIELD CREATION COMPLETE! 🎯", "#006400");
// Add field creation particle effect
this.particleSystem.explode(drawariaCanvas.width / 2, drawariaCanvas.height / 4, 25, '#228B22');
} catch (error) {
console.error("Error creating field:", error);
this.showFeedback(`❌ Error: ${error.message}`, "#B22222");
} finally {
this.fieldDrawing.isDrawing = false;
}
}
async drawLineLocalAndServer(startX, startY, endX, endY, color, thickness, delay = 60) {
if (this.fieldDrawing.isStopped) {
this.fieldDrawing.isDrawing = false;
return;
}
const canvasSize = { width: drawariaCanvas.width, height: drawariaCanvas.height };
startX = clamp(startX, -100, canvasSize.width + 100);
startY = clamp(startY, 0, canvasSize.height);
endX = clamp(endX, -100, canvasSize.width + 100);
endY = clamp(endY, 0, canvasSize.height);
enqueueDrawCommand(startX, startY, endX, endY, color, thickness);
await sleep(delay);
}
async drawPixel(x, y, color, size = 2) {
if (this.fieldDrawing.isStopped) return;
const canvasSize = { width: drawariaCanvas.width, height: drawariaCanvas.height };
x = clamp(x, 0, canvasSize.width - size);
y = clamp(y, 0, canvasSize.height - size);
enqueueDrawCommand(x, y, x + 1, y + 1, color, size);
await sleep(20);
}
async drawGrass(coords) {
if (this.fieldDrawing.isStopped) return;
const canvasSize = { width: drawariaCanvas.width, height: drawariaCanvas.height };
const lineThickness = Math.max(4, Math.floor(canvasSize.width * 0.01));
await this.drawLineLocalAndServer(0, coords.grass.y, canvasSize.width, coords.grass.y, FIELD_CONSTANTS.GRASS_COLOR, lineThickness, 60);
for (let x = 0; x < canvasSize.width; x += coords.grass.triangleSpacing) {
if (this.fieldDrawing.isStopped) break;
const height = coords.grass.triangleHeight + (Math.random() * 6 - 3);
const tipX = x + (Math.random() * 4 - 2);
const tipY = coords.grass.y - height;
await this.drawLineLocalAndServer(x, coords.grass.y, tipX, tipY, FIELD_CONSTANTS.GRASS_COLOR, 2, 25);
await this.drawLineLocalAndServer(tipX, tipY, x + coords.grass.triangleSpacing, coords.grass.y, FIELD_CONSTANTS.GRASS_COLOR, 2, 25);
}
}
async drawGoal(goalCoords) {
if (this.fieldDrawing.isStopped || !drawariaCanvas) return;
const frameThickness = FIELD_CONSTANTS.GOAL_THICKNESS;
const lineThickness = Math.max(1, Math.floor(FIELD_CONSTANTS.GOAL_THICKNESS/2));
const lineMargin = Math.max(8, goalCoords.width * 0.08);
const topOffset = goalCoords.height * 0.05;
await this.drawLineLocalAndServer(goalCoords.x, goalCoords.y, goalCoords.x, goalCoords.y + goalCoords.height, FIELD_CONSTANTS.GOAL_P2_COLOR, frameThickness, 80);
await this.drawLineLocalAndServer(goalCoords.x, goalCoords.y, goalCoords.x + goalCoords.width, goalCoords.y, FIELD_CONSTANTS.GOAL_P2_COLOR, frameThickness, 80);
await this.drawLineLocalAndServer(goalCoords.x + goalCoords.width, goalCoords.y, goalCoords.x + goalCoords.width, goalCoords.y + goalCoords.height, FIELD_CONSTANTS.GOAL_P2_COLOR, frameThickness, 80);
await sleep(100);
for (let i = 1; i <= 3; i++) {
const x = goalCoords.x + (goalCoords.width * i / 4);
await this.drawLineLocalAndServer(x, goalCoords.y + topOffset, x, goalCoords.y + goalCoords.height - topOffset, FIELD_CONSTANTS.GOAL_P2_COLOR, lineThickness, 60);
}
for (let i = 1; i <= 4; i++) {
const y = goalCoords.y + (goalCoords.height * i / 5);
await this.drawLineLocalAndServer(goalCoords.x + lineMargin, y, goalCoords.x + goalCoords.width - lineMargin, y, FIELD_CONSTANTS.GOAL_P2_COLOR, lineThickness, 60);
}
}
PIXEL_LETTERS = {
'F': [[1,1,1,1],[1,0,0,0],[1,1,1,0],[1,0,0,0],[1,0,0,0]],
'O': [[1,1,1,1],[1,0,0,1],[1,0,0,1],[1,0,0,1],[1,1,1,1]],
'T': [[1,1,1,1,1],[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0]],
'B': [[1,1,1,1],[1,0,0,1],[1,1,1,1],[1,0,0,1],[1,1,1,1]],
'A': [[0,1,1,0],[1,0,0,1],[1,1,1,1],[1,0,0,1],[1,0,0,1]],
'L': [[1,0,0,0],[1,0,0,0],[1,0,0,0],[1,0,0,0],[1,1,1,1]]
};
async drawBlackPixelText(text, coords) {
if (this.fieldDrawing.isStopped) return;
const letterSpacing = coords.text.pixelSize * 6;
const textWidth = text.length * letterSpacing;
let currentX = coords.text.x - (textWidth / 2);
for (let i = 0; i < text.length; i++) {
if (this.fieldDrawing.isStopped) break;
const letter = text[i].toUpperCase();
if (letter === ' ') { currentX += letterSpacing; continue; }
const pattern = this.PIXEL_LETTERS[letter];
if (!pattern) continue;
for (let row = 0; row < pattern.length; row++) {
for (let col = 0; col < pattern[row].length; col++) {
if (pattern[row][col] === 1) {
const pixelX = currentX + (col * coords.text.pixelSize);
const pixelY = coords.text.y + (row * coords.text.pixelSize);
const canvasSize = { width: drawariaCanvas.width, height: drawariaCanvas.height };
if (pixelX >= 0 && pixelX < canvasSize.width && pixelY >= 0 && pixelY < canvasSize.height) {
await this.drawPixel(pixelX, pixelY, FIELD_CONSTANTS.TEXT_COLOR, coords.text.pixelSize);
}
}
}
}
currentX += letterSpacing;
await sleep(50);
}
}
showFeedback(message, color) {
const feedback = document.createElement('div');
feedback.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: ${color};
color: white;
padding: 15px 25px;
border-radius: 10px;
font-weight: bold;
z-index: 2147483648;
font-size: 16px;
box-shadow: 0 4px 20px rgba(0,0,0,0.3);
opacity: 0;
transition: opacity 0.3s ease-in-out;
`;
feedback.innerHTML = message;
document.body.appendChild(feedback);
setTimeout(() => feedback.style.opacity = '1', 10);
setTimeout(() => feedback.style.opacity = '0', 1500);
setTimeout(() => feedback.remove(), 1800);
}
showPlayerInteractionFeedback(player, obj, interactionType, intensity = 1.0) {
console.log(`⚽ ${interactionType} with ${player.type} player: ${player.id} (intensity: ${intensity.toFixed(2)})`);
if (this.controls.showDebug && drawariaCanvas) {
const canvasRect = drawariaCanvas.getBoundingClientRect();
const feedback = document.createElement('div');
const size = Math.max(15, 25 * intensity);
const color = interactionType === 'collision' ?
(player.type === 'self' ? 'rgba(0, 255, 0, 0.9)' : 'rgba(255, 102, 0, 0.9)') :
(player.type === 'self' ? 'rgba(0, 200, 255, 0.7)' : 'rgba(255, 200, 0, 0.7)');
feedback.style.cssText = `
position: fixed;
left: ${player.x + canvasRect.left - size/2}px;
top: ${player.y + canvasRect.top - size/2}px;
width: ${size}px;
height: ${size}px;
background: ${color};
border-radius: 50%;
pointer-events: none;
z-index: 2147483648;
animation: ${interactionType === 'collision' ? 'bounce-effect' : 'pulse-effect'} 0.4s ease-out;
`;
document.body.appendChild(feedback);
setTimeout(() => feedback.remove(), 400);
}
}
}
/* ---------- GLOBAL INITIALIZATION ---------- */
let advancedEngine = null;
const initAdvancedPhysicsEngine = () => {
if (!advancedEngine) {
console.log('🎮 Initializing Advanced Drawaria Physics Engine v5.1...');
advancedEngine = new AdvancedDrawariaPhysics();
setTimeout(() => {
const confirmMsg = document.createElement('div');
confirmMsg.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: linear-gradient(45deg, #ffd700, #ffb347);
color: white;
padding: 20px 30px;
border-radius: 15px;
font-size: 16px;
font-weight: bold;
z-index: 2147483648;
text-align: center;
box-shadow: 0 0 30px rgba(255,215,0,0.5);
opacity: 0;
transition: opacity 0.3s ease-in-out;
`;
confirmMsg.innerHTML = '🏆 PHYSICS ENGINE v5.1 LOADED!<br><span style="font-size: 12px;">Match Mode • Only Balls • Fixed Kick • DVD Mode • Color Picker • Panel Draggable</span>';
//document.body.appendChild(confirmMsg);
setTimeout(() => confirmMsg.style.opacity = '1', 10);
setTimeout(() => confirmMsg.style.opacity = '0', 3000);
setTimeout(() => confirmMsg.remove(), 3300);
}, 1000);
}
};
// Enhanced CSS animations
const advancedStyle = document.createElement('style');
advancedStyle.textContent = `
@keyframes bounce-effect {
0% { transform: scale(0) rotate(0deg); opacity: 1; }
50% { transform: scale(1.2) rotate(180deg); opacity: 0.8; }
100% { transform: scale(0) rotate(360deg); opacity: 0; }
}
@keyframes pulse-effect {
0% { transform: scale(0.5); opacity: 0.8; }
50% { transform: scale(1.3); opacity: 0.6; }
100% { transform: scale(0); opacity: 0; }
}
.toggle-btn[data-active="true"] {
box-shadow: 0 0 15px rgba(108, 92, 231, 0.6) !important;
}
.mode-toggle[data-active="true"] {
box-shadow: 0 0 15px rgba(108, 92, 231, 0.6) !important;
}
/* CSS adicional para panel draggable */
#advanced-physics-panel {
/* Para asegurar que el \`top\` y \`left\` se apliquen correctamente */
transition: none !important;
}
#panel-header:hover {
background: linear-gradient(45deg, #0099cc, #0080aa) !important;
}
#minimize-btn:hover {
background: rgba(255,255,255,0.4) !important;
}
#close-btn:hover {
background: rgba(255,0,0,0.8) !important;
}
.panel-dragging {
user-select: none !important;
pointer-events: none !important; /* Evita que el mouse interactúe con el contenido mientras arrastras */
opacity: 0.9; /* Pequeña opacidad para indicar arrastre */
}
`;
document.head.appendChild(advancedStyle);
// Initialize when DOM is ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', initAdvancedPhysicsEngine);
} else {
initAdvancedPhysicsEngine();
}
setTimeout(initAdvancedPhysicsEngine, 2000);
console.log('🌌 Advanced Drawaria Physics Engine v5.0 with Particle System loaded successfully! 🌌');
})();