Fix right flipper: mirror its geometry and sweep it per-substep

The right flipper's arm was computed with the same +cos(angle) direction
as the left one, so it pointed into the right wall, off the 480px canvas
- only the left paddle was ever visible/playable.

- add physics.flipper_tip() which mirrors the right flipper (and use it
  in both collision and rendering)
- derive the flipper's surface velocity from actual tip displacement
  (scaled by contact radius), instead of a hand-signed angular formula
- advance flipper angles inside the collision substeps (6/frame while
  pressed) so a fast sweep can't jump past a resting ball; resting balls
  now get a real 'scoop' from either paddle
- verify: pixel probe shows both paddles on screen (L=1007, R=999 blue
  px); physics probe confirms each paddle launches a resting ball
This commit is contained in:
georgios
2026-09-09 16:46:07 +02:00
parent db49b466c2
commit 973dd870fd
14 changed files with 61 additions and 35 deletions
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