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TOURNAMENT BRACKET GENERATOR
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About

This tool is a high-fidelity simulation of the classic arcade table tennis experience, engineered directly in the browser using the HTML5 Canvas API. Unlike simple clones, this implementation utilizes a robust vector-based physics engine to handle collision detection, momentum transfer, and friction simulation.

The system features a predictive Artificial Intelligence that calculates ball trajectory based on current velocity vectors v, rather than simple Y-axis tracking. This prevents the "unbeatable AI" syndrome by introducing human-like reaction delays and error margins modeled on Gaussian distributions. The Spin Mechanic dynamically alters the reflection angle θ based on the paddle's vertical velocity at the moment of impact, adding depth to the gameplay.

Designed for immediate utility, the tool includes a comprehensive Tournament Generator for organizing office or group brackets, and a debugging layer that visualizes the mathematical trajectory of the ball in real-time.

arcade simulation physics retro canvas 1v1

Formulas

The core mechanic relies on the Relative Intersect Y reflection model. Unlike optical reflection, Pong physics depends on where the ball hits the paddle.

Normalized Intersect = yball ypaddle + hpaddle2hpaddle2

This normalized value (ranging from -1 to 1) determines the bounce angle θ:

θnew = θmax × Normalized Intersect

Where θmax is typically 75° (or 5π/12 radians). This allows players to control aim by hitting the edges of the paddle.

Reference Data

ParameterSymbolDefault ValuePhysics Implication
Base Velocityv0600 px/sInitial speed of the ball upon service.
Max Velocityvmax1200 px/sTerminal velocity cap to prevent frame tunneling.
Reflection Coeffk1.05Speed multiplier applied after every paddle collision (Energy injection).
Paddle Frictionμ0.2Influence of paddle movement on ball vertical angle (Spin).
AI Reaction Delaytr150 msSimulated neural latency for the computer opponent.
Frame Ratef60 HzTarget render frequency for smooth physics integration.
Aspect Ratior16:9Canvas coordinate space scaling factor.
Dead Zoned5 pxThreshold for collision resolution to prevent sticking.

Frequently Asked Questions

This is a design feature called "Progressive Difficulty". Every time the ball hits a paddle, its velocity vector is multiplied by a coefficient (default 1.05). This prevents infinite loops and forces the round to a conclusion.
When the paddle is moving while striking the ball, a fraction of the paddle's vertical velocity is added to the ball's Y-velocity vector. This simulates friction and spin, allowing advanced players to perform "curve shots" that alter the expected trajectory.
No. The AI uses a predictive algorithm. It calculates the intersection point of the ball's current vector with the AI's paddle plane. We add a "Reaction Delay" and a "Max Speed" cap to the AI to make it beatable. In "God Mode" (Spectator), these limits are removed.
Yes. The tool detects touch interfaces and renders two transparent touch zones (Left/Right) on the sides of the screen. Tapping the top/bottom of these zones moves the respective paddle.
The collision resolution system uses AABB (Axis-Aligned Bounding Box) logic with a "push-out" vector. If an overlap is detected, the ball's position is immediately corrected to the face of the paddle before velocity is inverted, preventing the "sticky ball" glitch.