Pinball: rework the table, fix mobile input, polish the render

Playtest feedback:
- Ball wedged in the bottom corners → the lower table is now deliberately
  open: below the side walls it's all drain except the two flippers and
  slingshots, so there are no enclosed basins. A displacement-based
  ball-search still nudges (then, after 3 strikes, drains) anything that
  does get pinned.
- "Needs more things to bounce off" → 5 bumpers (was 3) spread across the
  mid-field + 3 small posts.
- "Gutter rails too large" → the long inlane rails are gone; short corner
  guides only.
- "Can the ball go back to the launcher?" → yes: a ball that drains down
  the right side returns to the shooter lane, no life lost. Left/centre
  drains still cost a ball.
- Poké Ball now spins with its motion.
- Flippers stuck on mobile → per-pointer tracking (Map of pointerId→side),
  drop on pointerup/cancel/leave/lostpointercapture, clear on blur/hide.
  Two thumbs work; a missed pointerup can't leave a flipper held.
- Text selection on touch → user-select:none on the game, preventDefault
  on pointerdown.
- "Looks rudimentary" → framed panel, playfield grid + accent glow,
  concentric bumpers with a lit halo, slingshot triangles, flippers with
  a highlight core and pivot caps, a drawn plunger, a shaded Poké Ball.

Also: canvas backing store is sized from the container × capped DPR (crisp
on any display) and `.pin__over` no longer sits blurred over the table
when hidden.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
This commit is contained in:
chris 2026-09-10 14:37:38 -04:00
parent 9fa46493a8
commit 0c16c1c4a7
3 changed files with 262 additions and 94 deletions

View File

@ -10,7 +10,7 @@
*/ */
const W = 320; const W = 320;
const H = 540; const H = 560;
const PHYS = { const PHYS = {
gravity: 1050, // units/s² gravity: 1050, // units/s²
@ -18,51 +18,69 @@ const PHYS = {
maxSpeed: 1000, // 5 substeps keep even this from tunnelling maxSpeed: 1000, // 5 substeps keep even this from tunnelling
substeps: 5, substeps: 5,
ballR: 7, ballR: 7,
wallE: 0.32, // wall restitution wallE: 0.34, // wall restitution
flipE: 0.28, flipE: 0.28,
flipThick: 6, flipThick: 6,
flipLen: 56, flipLen: 56,
flipSwing: 1.02, // radians flipSwing: 1.02, // radians
flipSpeed: 34, // ease rate toward target angle flipSpeed: 34, // ease rate toward target angle
bumperE: 0.5, bumperE: 0.55,
bumperKick: 108, bumperKick: 116,
slingE: 1.06, postE: 0.75,
slingKick: 78, postKick: 70,
slingE: 1.1,
slingKick: 90,
spin: 0.07, // Poké Ball rotation per unit travelled
}; };
// Named table geometry — segments are { a:[x,y], b:[x,y], e? }. // Named table geometry — segments are { a:[x,y], b:[x,y], e? }.
// Concave corners are chamfered so a slow ball can't wedge in a vertex.
const TABLE = { const TABLE = {
// Concave corners are chamfered so a slow ball can't wedge in a vertex. // Deliberately open at the bottom: below the side walls it's all drain
// except the two flippers and slingshots. No enclosed basins to wedge in.
walls: [ walls: [
{ a: [14, 58], b: [40, 20] }, // top-left corner { a: [14, 60], b: [42, 20] }, // top-left corner
{ a: [40, 20], b: [252, 20] }, // top { a: [42, 20], b: [250, 20] }, // top
{ a: [252, 20], b: [300, 56] }, // top-right corner { a: [250, 20], b: [300, 56] }, // top-right corner
{ a: [300, 56], b: [306, 96] }, { a: [300, 56], b: [306, 96] },
{ a: [306, 96], b: [306, 446] }, // right wall / shooter-lane outer { a: [306, 96], b: [306, 474] }, // right wall / shooter-lane outer
{ a: [288, 446], b: [288, 230] }, // shooter-lane divider { a: [288, 474], b: [288, 236] }, // shooter-lane divider
{ a: [288, 446], b: [306, 446] }, // shooter-lane floor { a: [288, 474], b: [306, 474] }, // shooter-lane floor
{ a: [14, 58], b: [14, 452] }, // left wall { a: [14, 60], b: [14, 452] }, // left wall
{ a: [14, 452], b: [34, 476] }, // left chamfer { a: [14, 452], b: [40, 478] }, // left lower guide (rounds toward the flipper)
{ a: [34, 476], b: [86, 506], e: 0.12 }, // left inlane → left flipper { a: [288, 474], b: [264, 492] }, // right lower guide
{ a: [288, 446], b: [268, 470] }, // right chamfer off the divider
{ a: [268, 470], b: [214, 504], e: 0.12 }, // right inlane → right flipper // left slingshot — triangle above the flipper's outer half
], { a: [88, 442], b: [104, 486], e: PHYS.slingE, k: PHYS.slingKick }, // kicking face
// slingshots — bouncy, kink up off the inlane end (a convex corner) { a: [88, 442], b: [58, 486] }, // outer face
slings: [ { a: [58, 486], b: [104, 486] }, // bottom
{ a: [86, 506], b: [114, 452] },
{ a: [214, 504], b: [188, 452] }, // right slingshot
{ a: [232, 442], b: [216, 486], e: PHYS.slingE, k: PHYS.slingKick },
{ a: [232, 442], b: [262, 486] },
{ a: [216, 486], b: [262, 486] },
], ],
bumpers: [ bumpers: [
{ x: 92, y: 150, r: 15 }, { x: 80, y: 132, r: 15 },
{ x: 168, y: 114, r: 15 }, { x: 160, y: 100, r: 15 },
{ x: 226, y: 150, r: 15 }, { x: 240, y: 132, r: 15 },
{ x: 120, y: 214, r: 13 },
{ x: 200, y: 214, r: 13 },
],
// small round posts — extra things to carom off in the mid-field
posts: [
{ x: 52, y: 300, r: 7 },
{ x: 268, y: 300, r: 7 },
{ x: 160, y: 300, r: 7 },
], ],
flippers: { flippers: {
L: { pivot: [88, 500], rest: 0.36 }, // radians, y-down; tip points down-right L: { pivot: [86, 504], rest: 0.3 }, // radians, y-down; tip points down-right
R: { pivot: [214, 500], rest: Math.PI - 0.36 }, R: { pivot: [234, 504], rest: Math.PI - 0.3 },
}, },
laneX: 297, // ball rest x in the shooter lane laneX: 297, // ball rest x in the shooter lane
drainY: 536, laneRestY: 466,
drainY: 552,
returnMinX: 246, // a ball past drainY here came down the right side → back to the plunger, no life lost
}; };
const clamp = (v, lo, hi) => Math.max(lo, Math.min(hi, v)); const clamp = (v, lo, hi) => Math.max(lo, Math.min(hi, v));
@ -98,14 +116,21 @@ export function createPinball(canvas, cbs = {}) {
plunge: false, plunge: false,
chargeStart: 0, // performance.now() when the plunger was pressed chargeStart: 0, // performance.now() when the plunger was pressed
charge: 0, // 0..1, for the plunger visual only charge: 0, // 0..1, for the plunger visual only
lit: [false, false, false], lit: TABLE.bumpers.map(() => false),
catchT: 0, catchT: 0,
catchName: '', catchName: '',
scale: 1, scale: 1,
}; };
function spawnBall() { function spawnBall(toLane = true) {
state.ball = { x: TABLE.laneX, y: 436, vx: 0, vy: 0, inLane: true }; state.ball = {
x: TABLE.laneX,
y: TABLE.laneRestY - 4,
vx: 0,
vy: 0,
spin: 0,
inLane: toLane,
};
state.charge = 0; state.charge = 0;
state.chargeStart = 0; state.chargeStart = 0;
} }
@ -116,7 +141,7 @@ export function createPinball(canvas, cbs = {}) {
state.score = 0; state.score = 0;
state.balls = 3; state.balls = 3;
state.over = false; state.over = false;
state.lit = [false, false, false]; state.lit = TABLE.bumpers.map(() => false);
spawnBall(); spawnBall();
cbs.onScore?.(0); cbs.onScore?.(0);
cbs.onBalls?.(3); cbs.onBalls?.(3);
@ -196,20 +221,38 @@ export function createPinball(canvas, cbs = {}) {
b.y += b.vy * dt; b.y += b.vy * dt;
for (const w of TABLE.walls) { for (const w of TABLE.walls) {
collideSeg(b, w.a[0], w.a[1], w.b[0], w.b[1], w.e ?? PHYS.wallE, 0); if (collideSeg(b, w.a[0], w.a[1], w.b[0], w.b[1], w.e ?? PHYS.wallE, 0) && w.k) {
} // slingshot face: shove the ball away from the segment + score
for (const s of TABLE.slings) { const mx = (w.a[0] + w.b[0]) / 2;
if (collideSeg(b, s.a[0], s.a[1], s.b[0], s.b[1], PHYS.slingE, 2)) { const my = (w.a[1] + w.b[1]) / 2;
const mx = (s.a[0] + s.b[0]) / 2;
const my = (s.a[1] + s.b[1]) / 2;
const nx = b.x - mx; const nx = b.x - mx;
const ny = b.y - my; const ny = b.y - my;
const nl = Math.hypot(nx, ny) || 1; const nl = Math.hypot(nx, ny) || 1;
b.vx += (nx / nl) * PHYS.slingKick; b.vx += (nx / nl) * w.k;
b.vy += (ny / nl) * PHYS.slingKick; b.vy += (ny / nl) * w.k;
addScore(50); addScore(50);
} }
} }
for (const p of TABLE.posts) {
const dx = b.x - p.x;
const dy = b.y - p.y;
const d = Math.hypot(dx, dy) || 1;
if (d < PHYS.ballR + p.r) {
const nx = dx / d;
const ny = dy / d;
const vn = b.vx * nx + b.vy * ny;
if (vn < 0) {
const j = -(1 + PHYS.postE) * vn;
b.vx += j * nx;
b.vy += j * ny;
}
b.vx += nx * PHYS.postKick;
b.vy += ny * PHYS.postKick;
b.x = p.x + nx * (PHYS.ballR + p.r + 0.5);
b.y = p.y + ny * (PHYS.ballR + p.r + 0.5);
addScore(25);
}
}
for (let i = 0; i < TABLE.bumpers.length; i++) { for (let i = 0; i < TABLE.bumpers.length; i++) {
const bp = TABLE.bumpers[i]; const bp = TABLE.bumpers[i];
let dx = b.x - bp.x; let dx = b.x - bp.x;
@ -236,7 +279,7 @@ export function createPinball(canvas, cbs = {}) {
if (!state.lit[i]) { if (!state.lit[i]) {
state.lit[i] = true; state.lit[i] = true;
if (state.lit.every(Boolean)) { if (state.lit.every(Boolean)) {
state.lit = [false, false, false]; state.lit = TABLE.bumpers.map(() => false);
addScore(5000); addScore(5000);
state.catchName = (cbs.pickName?.() || 'Something').toUpperCase(); state.catchName = (cbs.pickName?.() || 'Something').toUpperCase();
state.catchT = 1.6; state.catchT = 1.6;
@ -260,6 +303,7 @@ export function createPinball(canvas, cbs = {}) {
b.vx *= PHYS.maxSpeed / sp; b.vx *= PHYS.maxSpeed / sp;
b.vy *= PHYS.maxSpeed / sp; b.vy *= PHYS.maxSpeed / sp;
} }
b.spin += b.vx * dt * PHYS.spin; // Poké Ball rolls with its horizontal motion
// Ball-search: if the ball hasn't travelled 24 units in 1.4s (and isn't // Ball-search: if the ball hasn't travelled 24 units in 1.4s (and isn't
// waiting in the shooter lane) it's wedged — kick it toward centre, like // waiting in the shooter lane) it's wedged — kick it toward centre, like
@ -290,7 +334,11 @@ export function createPinball(canvas, cbs = {}) {
b.trackY = b.y; b.trackY = b.y;
} }
if (b.y > TABLE.drainY) loseBall(); if (b.y > TABLE.drainY) {
if (b.x >= TABLE.returnMinX)
spawnBall(true); // right outlane — back to the plunger, no life lost
else loseBall();
}
} }
function loseBall() { function loseBall() {
@ -326,95 +374,183 @@ export function createPinball(canvas, cbs = {}) {
ctx.stroke(); ctx.stroke();
} }
const accentRGB = (() => {
const h = /^#([0-9a-f]{6})$/i.test(accent) ? accent : '#b3161a';
return [1, 3, 5].map((i) => parseInt(h.slice(i, i + 2), 16));
})();
/** Blend the accent toward `to` ([r,g,b]) by `t`. */
const mix = (_ignored, to, t) => {
const c = (a, b) => Math.round(a + (b - a) * t);
return `rgb(${c(accentRGB[0], to[0])},${c(accentRGB[1], to[1])},${c(accentRGB[2], to[2])})`;
};
const accentA = (a) => `rgba(${accentRGB[0]},${accentRGB[1]},${accentRGB[2]},${a})`;
function render() { function render() {
ctx.setTransform(state.scale, 0, 0, state.scale, 0, 0); ctx.setTransform(state.scale, 0, 0, state.scale, 0, 0);
// playfield
const g = ctx.createLinearGradient(0, 0, 0, H); const g = ctx.createLinearGradient(0, 0, 0, H);
g.addColorStop(0, '#282a34'); g.addColorStop(0, '#2b2d38');
g.addColorStop(1, '#101116'); g.addColorStop(0.55, '#1a1b22');
g.addColorStop(1, '#0d0e12');
ctx.fillStyle = g; ctx.fillStyle = g;
ctx.fillRect(0, 0, W, H); ctx.fillRect(0, 0, W, H);
const glow = ctx.createRadialGradient(W / 2, 150, 20, W / 2, 150, 220); const glow = ctx.createRadialGradient(W / 2, 150, 10, W / 2, 150, 240);
glow.addColorStop(0, `${accent}22`); glow.addColorStop(0, accentA(0.18));
glow.addColorStop(1, 'transparent'); glow.addColorStop(1, 'transparent');
ctx.fillStyle = glow; ctx.fillStyle = glow;
ctx.fillRect(0, 0, W, H); ctx.fillRect(0, 0, W, H);
// faint grid
ctx.strokeStyle = 'rgba(255,255,255,0.03)';
ctx.lineWidth = 1;
for (let x = 40; x < W; x += 40) line(x, 0, x, H);
for (let y = 40; y < H; y += 40) line(0, y, W, y);
ctx.lineCap = 'round'; ctx.lineCap = 'round';
ctx.lineJoin = 'round'; ctx.lineJoin = 'round';
ctx.strokeStyle = 'rgba(255,255,255,0.55)'; // slingshot triangles (filled) — draw before the wall outline
ctx.lineWidth = 2.5; const tri = (pts) => {
for (const w of TABLE.walls) line(w.a[0], w.a[1], w.b[0], w.b[1]); ctx.beginPath();
ctx.moveTo(pts[0][0], pts[0][1]);
for (const p of pts.slice(1)) ctx.lineTo(p[0], p[1]);
ctx.closePath();
};
ctx.fillStyle = accentA(0.22);
tri([
[88, 442],
[104, 486],
[58, 486],
]);
ctx.fill();
tri([
[232, 442],
[216, 486],
[262, 486],
]);
ctx.fill();
ctx.strokeStyle = accent; // wall outline
ctx.lineWidth = 5; ctx.strokeStyle = 'rgba(255,255,255,0.7)';
for (const s of TABLE.slings) line(s.a[0], s.a[1], s.b[0], s.b[1]); ctx.lineWidth = 3;
for (const w of TABLE.walls) {
ctx.strokeStyle = w.k ? accent : 'rgba(255,255,255,0.7)';
ctx.lineWidth = w.k ? 4 : 3;
line(w.a[0], w.a[1], w.b[0], w.b[1]);
}
// posts
for (const p of TABLE.posts) {
ctx.beginPath();
ctx.arc(p.x, p.y, p.r, 0, Math.PI * 2);
ctx.fillStyle = '#5a5f70';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = accent;
ctx.stroke();
}
// bumpers — concentric, with a lit glow
for (let i = 0; i < TABLE.bumpers.length; i++) { for (let i = 0; i < TABLE.bumpers.length; i++) {
const bp = TABLE.bumpers[i]; const bp = TABLE.bumpers[i];
const lit = state.lit[i];
if (lit) {
ctx.shadowColor = accent;
ctx.shadowBlur = 22;
}
ctx.beginPath(); ctx.beginPath();
ctx.arc(bp.x, bp.y, bp.r, 0, Math.PI * 2); ctx.arc(bp.x, bp.y, bp.r, 0, Math.PI * 2);
if (state.lit[i]) { ctx.fillStyle = lit ? accent : '#3a3e4b';
ctx.fillStyle = accent;
ctx.shadowColor = accent;
ctx.shadowBlur = 18;
} else {
ctx.fillStyle = '#4a4e5c';
ctx.shadowBlur = 0;
}
ctx.fill(); ctx.fill();
ctx.shadowBlur = 0; ctx.shadowBlur = 0;
ctx.lineWidth = 3; ctx.lineWidth = 3;
ctx.strokeStyle = state.lit[i] ? '#fff' : accent; ctx.strokeStyle = lit ? '#fff' : accent;
ctx.stroke(); ctx.stroke();
ctx.beginPath();
ctx.arc(bp.x, bp.y, bp.r * 0.5, 0, Math.PI * 2);
ctx.fillStyle = lit ? '#fff' : mix(accent, [255, 255, 255], 0.15);
ctx.globalAlpha = lit ? 0.9 : 0.5;
ctx.fill();
ctx.globalAlpha = 1;
} }
ctx.strokeStyle = accent; // flippers
ctx.lineWidth = PHYS.flipThick * 2;
for (const which of ['L', 'R']) { for (const which of ['L', 'R']) {
const s = flipperSeg(which); const s = flipperSeg(which);
ctx.strokeStyle = accent;
ctx.lineWidth = PHYS.flipThick * 2 + 2;
line(s.ax, s.ay, s.bx, s.by); line(s.ax, s.ay, s.bx, s.by);
ctx.strokeStyle = mix(accent, [255, 255, 255], 0.35);
ctx.lineWidth = PHYS.flipThick;
line(s.ax, s.ay, s.bx, s.by);
ctx.beginPath();
ctx.arc(s.ax, s.ay, PHYS.flipThick + 1, 0, Math.PI * 2);
ctx.fillStyle = '#e8e8ec';
ctx.fill();
} }
// plunger // plunger
ctx.fillStyle = 'rgba(255,255,255,0.55)'; const py = 470 - state.charge * 18;
ctx.fillRect(289, 452 + state.charge * 14, 16, 20); ctx.strokeStyle = 'rgba(255,255,255,0.35)';
ctx.lineWidth = 3;
line(297, py + 22, 297, 486);
ctx.fillStyle = 'rgba(255,255,255,0.75)';
ctx.beginPath();
ctx.roundRect?.(289, py, 16, 22, 4);
ctx.fill();
if (!ctx.roundRect) ctx.fillRect(289, py, 16, 22);
// ball — a spinning Poké Ball
const b = state.ball; const b = state.ball;
if (b) { if (b) {
const r = PHYS.ballR;
ctx.save(); ctx.save();
ctx.translate(b.x, b.y + 1);
ctx.beginPath(); ctx.beginPath();
ctx.arc(b.x, b.y, PHYS.ballR, 0, Math.PI * 2); ctx.arc(0, 1.5, r, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(0,0,0,0.3)';
ctx.fill();
ctx.restore();
ctx.save();
ctx.translate(b.x, b.y);
ctx.rotate(b.spin);
ctx.beginPath();
ctx.arc(0, 0, r, 0, Math.PI * 2);
ctx.clip(); ctx.clip();
ctx.fillStyle = '#f2f2f5'; ctx.fillStyle = '#f4f4f6';
ctx.fillRect(b.x - 9, b.y - 9, 18, 18); ctx.fillRect(-r, -r, r * 2, r * 2);
ctx.fillStyle = accent; ctx.fillStyle = accent;
ctx.fillRect(b.x - 9, b.y - 9, 18, 9); ctx.fillRect(-r, -r, r * 2, r);
ctx.fillStyle = '#1b1c22';
ctx.fillRect(-r, -1.6, r * 2, 3.2);
ctx.beginPath();
ctx.arc(0, 0, 2.6, 0, Math.PI * 2);
ctx.fillStyle = '#1b1c22';
ctx.fill();
ctx.beginPath();
ctx.arc(0, 0, 1.5, 0, Math.PI * 2);
ctx.fillStyle = '#f4f4f6';
ctx.fill();
ctx.restore(); ctx.restore();
ctx.beginPath(); ctx.beginPath();
ctx.arc(b.x, b.y, PHYS.ballR, 0, Math.PI * 2); ctx.arc(b.x, b.y, r, 0, Math.PI * 2);
ctx.lineWidth = 1.5; ctx.lineWidth = 1;
ctx.strokeStyle = 'rgba(0,0,0,0.55)'; ctx.strokeStyle = 'rgba(0,0,0,0.4)';
ctx.stroke(); ctx.stroke();
ctx.beginPath();
ctx.moveTo(b.x - PHYS.ballR, b.y);
ctx.lineTo(b.x + PHYS.ballR, b.y);
ctx.stroke();
ctx.beginPath();
ctx.arc(b.x, b.y, 2.4, 0, Math.PI * 2);
ctx.fillStyle = '#fff';
ctx.fill();
} }
if (state.catchT > 0) { if (state.catchT > 0) {
ctx.globalAlpha = Math.min(1, state.catchT); ctx.globalAlpha = Math.min(1, state.catchT);
ctx.fillStyle = 'rgba(0,0,0,0.5)';
ctx.fillRect(0, H / 2 - 66, W, 92);
ctx.fillStyle = '#fff'; ctx.fillStyle = '#fff';
ctx.font = 'bold 22px system-ui, sans-serif'; ctx.font = 'bold 22px system-ui, sans-serif';
ctx.textAlign = 'center'; ctx.textAlign = 'center';
ctx.fillText(`Caught ${state.catchName}!`, W / 2, H / 2 - 40); ctx.fillText(`Caught ${state.catchName}!`, W / 2, H / 2 - 30);
ctx.font = 'bold 14px system-ui, sans-serif'; ctx.font = 'bold 15px system-ui, sans-serif';
ctx.fillStyle = accent; ctx.fillStyle = accent;
ctx.fillText('+5000', W / 2, H / 2 - 18); ctx.fillText('+5000', W / 2, H / 2 - 6);
ctx.globalAlpha = 1; ctx.globalAlpha = 1;
ctx.textAlign = 'left'; ctx.textAlign = 'left';
} }

View File

@ -3882,8 +3882,11 @@
/* ---- Hidden mini-game: Pinball (#/pinball) ----------------------- */ /* ---- Hidden mini-game: Pinball (#/pinball) ----------------------- */
.pin { .pin {
max-width: 26rem; max-width: 24rem;
margin: 0 auto; margin: 0 auto;
-webkit-user-select: none;
user-select: none;
-webkit-touch-callout: none;
} }
.pin__hud { .pin__hud {
display: flex; display: flex;
@ -3909,14 +3912,22 @@
} }
.pin__stage { .pin__stage {
position: relative; position: relative;
padding: 8px;
border-radius: calc(var(--radius-lg) + 8px);
background: linear-gradient(160deg, #2a2c36, #131419);
box-shadow:
inset 0 1px 0 rgba(255, 255, 255, 0.06),
0 10px 30px -12px rgba(0, 0, 0, 0.6);
} }
.pin__canvas { .pin__canvas {
display: block; display: block;
margin: 0 auto; /* the engine sets style.width/height from the container */ margin: 0 auto; /* the engine sets style.width/height from the container */
border-radius: var(--radius-lg); border-radius: var(--radius-lg);
border: 1px solid var(--border); box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.08);
touch-action: none; touch-action: none;
background: #101116; background: #101116;
-webkit-user-select: none;
user-select: none;
} }
.pin__over[hidden] { .pin__over[hidden] {
display: none; display: none;

View File

@ -79,18 +79,37 @@ export async function PinballView() {
window.addEventListener('keydown', kd); window.addEventListener('keydown', kd);
window.addEventListener('keyup', ku); window.addEventListener('keyup', ku);
// Per-pointer flipper tracking so two thumbs work and nothing sticks if a
// pointerup is missed. `resync` recomputes each flipper from live pointers.
const pointers = new Map(); // pointerId -> 'L' | 'R'
function resync() {
let L = false;
let R = false;
for (const side of pointers.values()) side === 'L' ? (L = true) : (R = true);
game.setFlipper('L', L);
game.setFlipper('R', R);
}
canvas.addEventListener('pointerdown', (e) => { canvas.addEventListener('pointerdown', (e) => {
e.preventDefault();
canvas.setPointerCapture?.(e.pointerId); canvas.setPointerCapture?.(e.pointerId);
const left = e.offsetX < canvas.clientWidth / 2; const rect = canvas.getBoundingClientRect();
game.setFlipper(left ? 'L' : 'R', true); pointers.set(e.pointerId, e.clientX - rect.left < rect.width / 2 ? 'L' : 'R');
canvas._side = left ? 'L' : 'R'; resync();
}); });
const releaseFlippers = (e) => { const drop = (e) => {
if (canvas._side) game.setFlipper(canvas._side, false); if (pointers.delete(e.pointerId)) resync();
canvas._side = null;
}; };
canvas.addEventListener('pointerup', releaseFlippers); for (const ev of ['pointerup', 'pointercancel', 'pointerleave', 'lostpointercapture'])
canvas.addEventListener('pointercancel', releaseFlippers); canvas.addEventListener(ev, drop);
// Clear everything if focus/visibility is lost mid-press.
const clearAll = () => {
if (pointers.size) {
pointers.clear();
resync();
}
};
window.addEventListener('blur', clearAll);
document.addEventListener('visibilitychange', clearAll);
const launchBtn = el('button', { class: 'button pin__launch', type: 'button' }, 'Launch (hold)'); const launchBtn = el('button', { class: 'button pin__launch', type: 'button' }, 'Launch (hold)');
for (const ev of ['pointerdown']) launchBtn.addEventListener(ev, () => game.setPlunge(true)); for (const ev of ['pointerdown']) launchBtn.addEventListener(ev, () => game.setPlunge(true));
@ -124,6 +143,8 @@ export async function PinballView() {
game.stop(); game.stop();
window.removeEventListener('keydown', kd); window.removeEventListener('keydown', kd);
window.removeEventListener('keyup', ku); window.removeEventListener('keyup', ku);
window.removeEventListener('blur', clearAll);
document.removeEventListener('visibilitychange', clearAll);
}); });
return view; return view;
} }