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
Native pygame-ce game with fully procedural pixel art and chiptune
audio (no asset files). Pure-logic physics module with flipper angular
momentum, plus headless autoplay/screenshot/probe dev tools.