Pinball: charge-scaled plunger power, fizzle recovery, charge bar
The plunger held no useful power range — any press launched at nearly full strength and a missed pointerup could leave it stuck. - Launch speed now scales with hold time end to end: `-(760 + 320*c)` with no minimum floor, so a tap lobs the ball in and a full ~900ms hold rips it across the top. - The gate kick that turns a straight-up launch into the playfield now fires lower in the lane (y < 300) and scales too, `-(170 + 220*c)`, so even a soft launch clears the divider instead of rattling back down. - A launch that never reaches the gate now clears `b.launching` on the way down, and the lane re-arms for any slow ball sitting in it, so a ball that dribbles back into the tube can be re-launched. - Launch button fills with an accent bar as it charges (`--charge`), driven by a new `onCharge` callback; `peek()` reports `charge`. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
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@ -16,7 +16,7 @@ const H = 560;
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const PHYS = {
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gravity: 1050, // units/s²
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drag: 0.9998, // per sub-step (×substeps×fps) — keep close to 1 or the ball dies fast
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maxSpeed: 1000, // 5 substeps keep even this from tunnelling
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maxSpeed: 1120, // 5 substeps keep even this from tunnelling
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substeps: 5,
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ballR: 7,
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wallE: 0.34, // wall restitution
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@ -215,14 +215,21 @@ export function createPinball(canvas, cbs = {}) {
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b.vx *= 0.6;
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b.x += (TABLE.laneX - b.x) * 0.35;
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}
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// Re-arm the plunger if a ball ends up sitting in the lane again.
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if (!b.inLane && !b.launching && b.x > 292 && b.y > 430 && Math.hypot(b.vx, b.vy) < 60) {
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// If a launch fizzled (never reached the gate) and the ball is dropping
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// back down the lane, forget the launch so the plunger can re-arm.
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if (b.launching && b.vy > 0 && b.y > 320) b.launching = false;
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// Re-arm the plunger for any near-stationary ball back in the lane.
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if (!b.inLane && !b.launching && b.x > 290 && b.y > 442 && Math.hypot(b.vx, b.vy) < 140) {
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b.inLane = true;
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b.x = TABLE.laneX;
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b.vx = 0;
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}
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// Gate kick: once the launched ball clears the divider, fling it left
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// into the playfield (a straight-up launch has nowhere else to go).
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if (b.launching && b.y < 236) {
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b.vx = -(150 + 90 * state.launchC);
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// Gate kick: partway up the lane, fling the ball left into the
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// playfield (a straight-up launch has nowhere else to go). Fired well
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// below the divider top so even a soft launch clears it; the kick
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// scales with the charge so a full plunge rips across the table.
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if (b.launching && b.y < 300) {
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b.vx = -(170 + 220 * state.launchC);
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b.launching = false;
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}
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@ -595,6 +602,7 @@ export function createPinball(canvas, cbs = {}) {
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const sdt = fdt / PHYS.substeps;
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for (let i = 0; i < PHYS.substeps; i++) step(sdt);
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state.charge = state.chargeStart ? Math.min(1, (now - state.chargeStart) / PULL_MS) : 0;
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cbs.onCharge?.(state.charge);
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}
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function loop(now) {
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@ -640,16 +648,19 @@ export function createPinball(canvas, cbs = {}) {
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const b = state.ball;
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if (down && !state.plunge && b?.inLane) {
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state.chargeStart = performance.now();
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} else if (!down && state.plunge && b?.inLane && state.chargeStart) {
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} else if (!down && state.plunge && state.chargeStart && b?.inLane) {
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const held = (performance.now() - state.chargeStart) / 1000;
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const c = Math.min(1, Math.max(0.15, held / (PULL_MS / 1000)));
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// Straight up the lane; step() kicks it left once it clears the divider.
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b.vy = -(920 + 120 * c);
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const c = Math.min(1, held / (PULL_MS / 1000)); // 0 = tap, 1 = full hold
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// Straight up the lane; step() kicks it left once it clears the gate.
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// Both the launch speed and that kick scale with the charge, so a
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// full plunge rips the ball across the top and a tap just lobs it in.
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b.vy = -(760 + 320 * c);
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b.vx = 0;
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b.inLane = false; // commit — don't let a graze in the lane cancel the launch
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b.launching = true;
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state.launchC = c;
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state.chargeStart = 0;
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state.charge = 0;
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}
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state.plunge = down;
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},
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@ -659,6 +670,7 @@ export function createPinball(canvas, cbs = {}) {
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score: state.score,
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balls: state.balls,
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over: state.over,
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charge: state.charge,
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ball: state.ball && { ...state.ball },
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running: state.running,
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}),
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@ -3955,9 +3955,21 @@
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margin-top: 12px;
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}
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.pin__launch {
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min-width: 12rem;
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position: relative;
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overflow: hidden;
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min-width: 13rem;
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touch-action: none;
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}
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.pin__launch-fill {
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position: absolute;
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inset: 0 auto 0 0;
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width: calc(var(--charge, 0) * 100%);
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background: var(--accent);
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opacity: 0.85;
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}
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.pin__launch-label {
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position: relative;
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}
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.pin__hint {
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margin-top: 10px;
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font-size: 0.78rem;
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@ -77,6 +77,7 @@ export async function PinballView() {
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}
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let catchTimer = null;
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let launchBtn; // created below (it needs `game`); onCharge only fires after start()
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const soundBtn = el('button', {
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class: 'pin__sound',
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type: 'button',
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@ -94,6 +95,7 @@ export async function PinballView() {
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onBalls: renderBalls,
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onBump: (kind) => (kind === 'post' ? sfx.post() : sfx.bump()),
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onDrain: () => sfx.drain(),
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onCharge: (c) => launchBtn.style.setProperty('--charge', c.toFixed(3)),
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pickMon: () => {
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const s = snap.species[(Math.random() * snap.species.length) | 0];
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return { id: s.id, name: pretty(s.name) };
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@ -177,7 +179,7 @@ export async function PinballView() {
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for (const ev of ['pointerup', 'pointercancel', 'pointerleave', 'lostpointercapture'])
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canvas.addEventListener(ev, drop);
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const launchBtn = el('button', {
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launchBtn = el('button', {
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class: 'button pin__launch',
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type: 'button',
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onpointerdown: (e) => {
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@ -186,7 +188,10 @@ export async function PinballView() {
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game.setPlunge(true);
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},
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});
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launchBtn.textContent = 'Launch (hold)';
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launchBtn.append(
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el('span', { class: 'pin__launch-fill' }),
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el('span', { class: 'pin__launch-label' }, 'Hold to launch'),
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);
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const releasePlunge = () => game.setPlunge(false);
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for (const ev of ['pointerup', 'pointerleave', 'pointercancel'])
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launchBtn.addEventListener(ev, releasePlunge);
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