100 millisecond reaction time Run from the AI, it gets faster every 15 seconds. Arrow keys. The AI is green. It shakes when it's unable to mirror your Y axis. It is so simple I put it in algebra: (px > x) ⟹ (x + 1) (x > px) ⟹ (x - 1) (py > y) ⟹ (y + 1) (y > py) ⟹ (y - 1)
The AI determines how far you are and its speed and attempts to match your movements. As it gets faster it will be better at micro-trajectory changes. "Levels" of difficulty via time: 1-30 seconds: easy, the AI is getting used to following the player, it has data like where the player is and the way to get the closest towards the player. 30s-1 minute: medium, the AI has mastered movement and will start attempting to trick you. You will notice it sets up "forks" and positions in which it can "predict" your next movement. 1 - 2 minutes: hard, it now has faster "thinking" and can handle even the slightest trajectory changes, and will adapt. You will notice it will follow you and set up forks, positions that it can predict your next move, and even not fall for jukes. DEV LOG: 0.1 Alpha: Concept for two AI's to brawl was scrapped. 0.2 Alpha: Added player tracking and player movement 0.3 Alpha: Added system that determines the way to get closest to the player. 0.4 - 0.9 [small changes] 1.0 Beta: Added timer 1.0 Release 1.1: Added prev. time 1.2: Added player input data and counter of inputs. 1.3: Same as 1.2, but for AI 1.4: Added play data for people to analyze.