I had to give your game a try when I spotted the wave graphics–I was working on a wave simulation also and not having much success trying to think up some game ideas for it. I am also curious about modeling waves inside a wind or brass instrument. You managed to take the process of making a game with them considerably further than I did.
I was thrown by the phrase “orange side”. Why not say the right side? Or create some sort of orange wall on the right? (I didn’t see anything to mark the orange side.) I tried moving the float off of both sides because I didn’t know which one you meant.
There is an upper limit of the number of waves that can be in play at one time?
I was trying to use my knowledge of standing waves to set up a pattern with the antinode at the target (level 4). Found that very hard to do, and gave up at that point. Part is that it takes so much longer for a slow wave to get going than a fast wave, it seems. Maybe I just got impatient when I wasn’t able to deliberately time the start of a new slow wave with the event of its reflection. But having different speeds is good, as each will have a different wavelength if one is able to make a standing wave, and those lengths can be used to figure out which frequency will put the antinode at the right spot.
But perhaps I am over thinking it. Other than that, I found it hard to come up with ways to control the waves enough to actually have them do my bidding.
Does the horizontal push of the wave on the float depend upon the bounce depth of the float? For example, does it push more when the float is deep and less when it is higher? I was impatient in trying to test that, as I was having trouble getting the waves to start at a predictable time in order to time them to the float bounce.
I am curious what you do to manipulate the float (as a player, not as a coder), and if there is a way to make the discovery of those strategies more apparent for newbies.
When I made my wave code, I had the wave going both up and down, not up OR down as you do. Separating these as you do does have the potential to give the user more “levers” to control the game play. I was also experimenting with making the right edge either a wall (antinode) or a node, and only had the waves being triggered from the left. When I left off, I was experimenting with changing the area under the wave and using it like as a an enclosed space (so the wave speeds up as the space gets smaller). But I got stumped by some issue or another and veered off to work on other things. The physics for waves gets pretty hairy pretty quickly!
Anyway, it seems like there is some potential here, and I’ll be watching to see if you keep developing the project or not. Congratulations on what you accomplished so far!