Calculadora Pangya Em Flash ((exclusive)) ✯

// Also add dynamic key "Enter" trigger on inputs document.querySelectorAll('input').forEach(inp => inp.addEventListener('keypress', (e) => if(e.key === 'Enter') newRefresh(); ); );

.details display: flex; justify-content: space-between; flex-wrap: wrap; gap: 10px; font-size: 0.8rem; color: #ffefcf; background: #00000055; border-radius: 32px; padding: 10px;

// Bonus: Elevation & Wind tooltip description const addTooltips = () => let windDesc = document.querySelector('.input-group:nth-child(1) label'); let elevDesc = document.querySelector('.input-group:nth-child(2) label'); if(windDesc) windDesc.title = "Positive = Headwind (needs more power). Negative = Tailwind (reduces required power)"; if(elevDesc) elevDesc.title = "Positive = Uphill (adds distance). Negative = Downhill (reduces required power)"; ; addTooltips(); calculadora pangya em flash

.input-group input:focus background: #2f251c; box-shadow: 0 0 0 2px #ffb347;

<div class="stats-grid"> <div class="input-group"> <label>💨 WIND <i>(m/s)</i> [+head / -tail]</label> <input type="number" id="wind" value="2.5" step="0.5"> </div> <div class="input-group"> <label>⛰️ ELEVATION <i>(m)</i> [+up / -down]</label> <input type="number" id="elevation" value="3.0" step="0.5"> </div> </div> // Also add dynamic key "Enter" trigger on inputs document

// clamp extreme values baseDistance = Math.min(380, Math.max(40, baseDistance)); targetRaw = Math.min(420, Math.max(15, targetRaw)); // --- Pangya wind effect (classic conversion) --- // Headwind (+ direction) increases needed distance, tailwind decreases. // In pangya, 1 m/s headwind roughly adds ~1.2~1.5y penalty, tailwind gives benefit. // Using factor 1.3 for dynamic gameplay. let windEffect = windRaw * 1.35; // --- Elevation effect: each meter up adds approx 0.9~1.1y, down reduces --- // Real pangya: high elevation adds extra power need. Using 0.95 factor (gentle but noticeable) let elevationEffect = elevationRaw * 0.95; // --- Spin adjustment: modifies final required power slightly (topspin = less power needed for same distance) // spinAdjust values: 0 (normal), +0.03 (topspin -3% power), -0.03 backspin (+3% power needed) // Convert spin into a distance modifier: actually we apply to required power percent, but it's easier to affect equivalent distance offset. // Let's implement: spin offset = (spinAdjust * 12) yards, negative spin (backspin) increases needed distance. let spinOffset = -(spinAdjust * 14); // if topspin (0.03) -> spinOffset = -0.42 yards (tiny help) // but more intuitive: topspin reduces required power => reduce distance needed. We'll incorporate in net distance. // Net adjusted distance: target distance + wind influence + elevation influence + spinOffset. // BUT careful: headwind positive increases needed distance. So final needed carry = target + windEffect + elevationEffect + spinOffset. let effectiveDistance = targetRaw + windEffect + elevationEffect + spinOffset; // Club base max distance: baseDistance represents "full 100% power with current club?" // In game terms: baseDistance is the distance you'd hit with 100% power with driver. Club factor reduces effective max. let maxEffectiveClubDistance = baseDistance * clubFactor; // Avoid division by zero if (maxEffectiveClubDistance <= 0) maxEffectiveClubDistance = 0.01; // Raw power percentage needed to achieve effectiveDistance let rawPower = (effectiveDistance / maxEffectiveClubDistance) * 100; // Apply additional 'Pangya curve' to reflect that overswing / underswing is possible // Power must be between 30% and 110% (flash games allow up to 110% for risky shots) let clampedPower = Math.min(110, Math.max(30, rawPower)); // Additional "safe zone" adjustment: if power is above 95% but less than 102%, sometimes pangya gives a little bump. // This is for nostalgic feel, no major changes. let finalPower = clampedPower; // very slight damping for extreme elevations to not feel too harsh (just for better UX) if (elevationRaw > 12) finalPower = Math.min(110, finalPower + 2); if (elevationRaw < -8) finalPower = Math.max(30, finalPower - 1.5); // final rounding to 1 decimal finalPower = Math.round(finalPower * 10) / 10; // Ensure it stays within 30-110% after minor tweaks finalPower = Math.min(110, Math.max(30, finalPower)); // Build detailed info strings let windDir = windRaw >= 0 ? "Headwind" : "Tailwind"; let windAbs = Math.abs(windRaw).toFixed(1); let elevationEffectStr = elevationRaw >= 0 ? `Uphill +$elevationRaw.toFixed(1)m` : `Downhill $elevationRaw.toFixed(1)m`; let spinType = spinAdjSelect.options[spinAdjSelect.selectedIndex]?.text.split('(')[0]

.power-recommend font-size: 2.4rem; font-weight: 800; text-align: center; color: #ffdd99; text-shadow: 0 3px 0 #7a3e1a; letter-spacing: 2px; background: #00000066; border-radius: 60px; padding: 8px; margin-bottom: 12px; // In pangya, 1 m/s headwind roughly adds ~1

// Additional nuance: simulate "pangya luck" note but no randomness for consistent fair play // Also ensure that when target distance is greater than maxClubDistance*1.1, we show max power warning. // This is covered by clamping, but we can add extra visual alert function addOverPowerWarning() let powerVal = parseFloat(powerOutputSpan.innerText); if(powerVal >= 108) powerOutputSpan.style.animation = "pulse 0.5s ease-in-out"; setTimeout(() => powerOutputSpan.style.animation = ""; , 500);

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