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Author SHA1 Message Date
f957a93c36 Pinball: Pokémon theming, real catches, sound; fix the plunger
Theming:
- Bumpers are Poké Balls now; a lit one "opens" white with a halo.
- A big faint Poké Ball watermark on the playfield.
- Catching (light all 5) pops the wild Pokémon's official artwork with
  "Gotcha! <name> was caught!", logs it to a persistent "Caught" strip of
  sprites below the table (pdx.pinball.caught), and plays a 4-note jingle.
- WebAudio blips for bumpers / posts / drain / launch (no assets), with a
  🔊 mute toggle in the HUD (pdx.pinball.sound).

Plunger:
- Was drawn above the ball and travelled up while charging. Now it sits
  below the shooter-lane floor and is pulled DOWN to charge.
- Stuck plunger fixed: a global window `pointerup` releases it, and
  `blur` / `visibilitychange` panic-release both the plunger and any held
  flippers. Launch button uses onpointerdown + release on up/leave/cancel.
- Ignore auto-repeat keydown so a held key doesn't re-trigger.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 14:45:01 -04:00
0c16c1c4a7 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
2026-09-10 14:37:38 -04:00
4 changed files with 508 additions and 136 deletions

View File

@ -2,7 +2,8 @@
* A tiny single-table pinball engine. Canvas 2D, fixed-timestep physics
* with sub-stepping so the ball doesn't tunnel thin walls.
*
* createPinball(canvas, { onScore, onBalls, onGameOver, onCatch, pickName })
* createPinball(canvas, { onScore, onBalls, onGameOver, onCatch, onBump,
* onDrain, pickMon })
* { start, stop, newGame, setFlipper('L'|'R', down), setPlunge(down) }
*
* All geometry is in logical units (a W×H table); the renderer scales to
@ -10,7 +11,7 @@
*/
const W = 320;
const H = 540;
const H = 560;
const PHYS = {
gravity: 1050, // units/s²
@ -18,51 +19,69 @@ const PHYS = {
maxSpeed: 1000, // 5 substeps keep even this from tunnelling
substeps: 5,
ballR: 7,
wallE: 0.32, // wall restitution
wallE: 0.34, // wall restitution
flipE: 0.28,
flipThick: 6,
flipLen: 56,
flipSwing: 1.02, // radians
flipSpeed: 34, // ease rate toward target angle
bumperE: 0.5,
bumperKick: 108,
slingE: 1.06,
slingKick: 78,
bumperE: 0.55,
bumperKick: 116,
postE: 0.75,
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? }.
// Concave corners are chamfered so a slow ball can't wedge in a vertex.
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: [
{ a: [14, 58], b: [40, 20] }, // top-left corner
{ a: [40, 20], b: [252, 20] }, // top
{ a: [252, 20], b: [300, 56] }, // top-right corner
{ a: [14, 60], b: [42, 20] }, // top-left corner
{ a: [42, 20], b: [250, 20] }, // top
{ a: [250, 20], b: [300, 56] }, // top-right corner
{ a: [300, 56], b: [306, 96] },
{ a: [306, 96], b: [306, 446] }, // right wall / shooter-lane outer
{ a: [288, 446], b: [288, 230] }, // shooter-lane divider
{ a: [288, 446], b: [306, 446] }, // shooter-lane floor
{ a: [14, 58], b: [14, 452] }, // left wall
{ a: [14, 452], b: [34, 476] }, // left chamfer
{ a: [34, 476], b: [86, 506], e: 0.12 }, // left inlane → left flipper
{ a: [288, 446], b: [268, 470] }, // right chamfer off the divider
{ a: [268, 470], b: [214, 504], e: 0.12 }, // right inlane → right flipper
],
// slingshots — bouncy, kink up off the inlane end (a convex corner)
slings: [
{ a: [86, 506], b: [114, 452] },
{ a: [214, 504], b: [188, 452] },
{ a: [306, 96], b: [306, 474] }, // right wall / shooter-lane outer
{ a: [288, 474], b: [288, 236] }, // shooter-lane divider
{ a: [288, 474], b: [306, 474] }, // shooter-lane floor
{ a: [14, 60], b: [14, 452] }, // left wall
{ a: [14, 452], b: [40, 478] }, // left lower guide (rounds toward the flipper)
{ a: [288, 474], b: [264, 492] }, // right lower guide
// left slingshot — triangle above the flipper's outer half
{ a: [88, 442], b: [104, 486], e: PHYS.slingE, k: PHYS.slingKick }, // kicking face
{ a: [88, 442], b: [58, 486] }, // outer face
{ a: [58, 486], b: [104, 486] }, // bottom
// 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: [
{ x: 92, y: 150, r: 15 },
{ x: 168, y: 114, r: 15 },
{ x: 226, y: 150, r: 15 },
{ x: 80, y: 132, r: 15 },
{ x: 160, y: 100, 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: {
L: { pivot: [88, 500], rest: 0.36 }, // radians, y-down; tip points down-right
R: { pivot: [214, 500], rest: Math.PI - 0.36 },
L: { pivot: [86, 504], rest: 0.3 }, // radians, y-down; tip points down-right
R: { pivot: [234, 504], rest: Math.PI - 0.3 },
},
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));
@ -98,14 +117,21 @@ export function createPinball(canvas, cbs = {}) {
plunge: false,
chargeStart: 0, // performance.now() when the plunger was pressed
charge: 0, // 0..1, for the plunger visual only
lit: [false, false, false],
lit: TABLE.bumpers.map(() => false),
catchT: 0,
catchName: '',
catchMon: null,
scale: 1,
};
function spawnBall() {
state.ball = { x: TABLE.laneX, y: 436, vx: 0, vy: 0, inLane: true };
function spawnBall(toLane = true) {
state.ball = {
x: TABLE.laneX,
y: TABLE.laneRestY - 4,
vx: 0,
vy: 0,
spin: 0,
inLane: toLane,
};
state.charge = 0;
state.chargeStart = 0;
}
@ -116,7 +142,7 @@ export function createPinball(canvas, cbs = {}) {
state.score = 0;
state.balls = 3;
state.over = false;
state.lit = [false, false, false];
state.lit = TABLE.bumpers.map(() => false);
spawnBall();
cbs.onScore?.(0);
cbs.onBalls?.(3);
@ -196,20 +222,39 @@ export function createPinball(canvas, cbs = {}) {
b.y += b.vy * dt;
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);
}
for (const s of TABLE.slings) {
if (collideSeg(b, s.a[0], s.a[1], s.b[0], s.b[1], PHYS.slingE, 2)) {
const mx = (s.a[0] + s.b[0]) / 2;
const my = (s.a[1] + s.b[1]) / 2;
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
const mx = (w.a[0] + w.b[0]) / 2;
const my = (w.a[1] + w.b[1]) / 2;
const nx = b.x - mx;
const ny = b.y - my;
const nl = Math.hypot(nx, ny) || 1;
b.vx += (nx / nl) * PHYS.slingKick;
b.vy += (ny / nl) * PHYS.slingKick;
b.vx += (nx / nl) * w.k;
b.vy += (ny / nl) * w.k;
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);
cbs.onBump?.('post');
}
}
for (let i = 0; i < TABLE.bumpers.length; i++) {
const bp = TABLE.bumpers[i];
let dx = b.x - bp.x;
@ -233,14 +278,16 @@ export function createPinball(canvas, cbs = {}) {
b.x = bp.x + nx * (PHYS.ballR + bp.r + 0.5);
b.y = bp.y + ny * (PHYS.ballR + bp.r + 0.5);
addScore(100);
cbs.onBump?.('bumper');
if (!state.lit[i]) {
state.lit[i] = true;
if (state.lit.every(Boolean)) {
state.lit = [false, false, false];
state.lit = TABLE.bumpers.map(() => false);
addScore(5000);
state.catchName = (cbs.pickName?.() || 'Something').toUpperCase();
state.catchT = 1.6;
cbs.onCatch?.(state.catchName);
const mon = cbs.pickMon?.() || { id: 0, name: 'Something' };
state.catchMon = mon;
state.catchT = 2.2;
cbs.onCatch?.(mon);
}
}
}
@ -260,6 +307,7 @@ export function createPinball(canvas, cbs = {}) {
b.vx *= 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
// waiting in the shooter lane) it's wedged — kick it toward centre, like
@ -290,12 +338,17 @@ export function createPinball(canvas, cbs = {}) {
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() {
state.balls -= 1;
cbs.onBalls?.(state.balls);
cbs.onDrain?.();
if (state.balls <= 0) {
state.over = true;
state.ball = null;
@ -326,95 +379,200 @@ export function createPinball(canvas, cbs = {}) {
ctx.stroke();
}
/** A Poké Ball centred at (cx,cy), radius r, rotated by ang. */
function pokeball(cx, cy, r, ang, topColor) {
ctx.save();
ctx.translate(cx, cy);
ctx.rotate(ang);
ctx.beginPath();
ctx.arc(0, 0, r, 0, Math.PI * 2);
ctx.clip();
ctx.fillStyle = '#f4f4f6';
ctx.fillRect(-r, -r, r * 2, r * 2);
ctx.fillStyle = topColor;
ctx.fillRect(-r, -r, r * 2, r);
const band = Math.max(2.4, r * 0.3);
ctx.fillStyle = '#17181d';
ctx.fillRect(-r, -band / 2, r * 2, band);
const br = Math.max(2, r * 0.36);
ctx.beginPath();
ctx.arc(0, 0, br, 0, Math.PI * 2);
ctx.fillStyle = '#17181d';
ctx.fill();
ctx.beginPath();
ctx.arc(0, 0, br * 0.55, 0, Math.PI * 2);
ctx.fillStyle = '#f4f4f6';
ctx.fill();
ctx.restore();
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2);
ctx.lineWidth = Math.max(1, r * 0.14);
ctx.strokeStyle = 'rgba(0,0,0,0.45)';
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() {
ctx.setTransform(state.scale, 0, 0, state.scale, 0, 0);
// playfield
const g = ctx.createLinearGradient(0, 0, 0, H);
g.addColorStop(0, '#282a34');
g.addColorStop(1, '#101116');
g.addColorStop(0, '#2b2d38');
g.addColorStop(0.55, '#1a1b22');
g.addColorStop(1, '#0d0e12');
ctx.fillStyle = g;
ctx.fillRect(0, 0, W, H);
const glow = ctx.createRadialGradient(W / 2, 150, 20, W / 2, 150, 220);
glow.addColorStop(0, `${accent}22`);
const glow = ctx.createRadialGradient(W / 2, 150, 10, W / 2, 150, 240);
glow.addColorStop(0, accentA(0.18));
glow.addColorStop(1, 'transparent');
ctx.fillStyle = glow;
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);
// big Poké Ball watermark on the playfield
ctx.save();
ctx.globalAlpha = 0.05;
ctx.strokeStyle = '#fff';
ctx.lineWidth = 3;
ctx.beginPath();
ctx.arc(W / 2, 262, 118, 0, Math.PI * 2);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(W / 2 - 118, 262);
ctx.lineTo(W / 2 + 118, 262);
ctx.stroke();
ctx.beginPath();
ctx.arc(W / 2, 262, 34, 0, Math.PI * 2);
ctx.stroke();
ctx.restore();
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.strokeStyle = 'rgba(255,255,255,0.55)';
ctx.lineWidth = 2.5;
for (const w of TABLE.walls) line(w.a[0], w.a[1], w.b[0], w.b[1]);
// slingshot triangles (filled) — draw before the wall outline
const tri = (pts) => {
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();
// wall outline
ctx.strokeStyle = 'rgba(255,255,255,0.7)';
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.lineWidth = 5;
for (const s of TABLE.slings) line(s.a[0], s.a[1], s.b[0], s.b[1]);
ctx.stroke();
}
// bumpers — Poké Balls; a lit one "opens" (white) with a halo
for (let i = 0; i < TABLE.bumpers.length; i++) {
const bp = TABLE.bumpers[i];
ctx.beginPath();
ctx.arc(bp.x, bp.y, bp.r, 0, Math.PI * 2);
if (state.lit[i]) {
ctx.fillStyle = accent;
const lit = state.lit[i];
if (lit) {
ctx.save();
ctx.shadowColor = accent;
ctx.shadowBlur = 18;
} else {
ctx.fillStyle = '#4a4e5c';
ctx.shadowBlur = 0;
ctx.shadowBlur = 24;
}
ctx.fill();
ctx.shadowBlur = 0;
ctx.lineWidth = 3;
ctx.strokeStyle = state.lit[i] ? '#fff' : accent;
pokeball(bp.x, bp.y, bp.r, 0, lit ? '#ffffff' : accent);
if (lit) ctx.restore();
ctx.beginPath();
ctx.arc(bp.x, bp.y, bp.r + 2, 0, Math.PI * 2);
ctx.lineWidth = 2;
ctx.strokeStyle = lit ? '#fff' : accentA(0.5);
ctx.stroke();
}
ctx.strokeStyle = accent;
ctx.lineWidth = PHYS.flipThick * 2;
// flippers
for (const which of ['L', 'R']) {
const s = flipperSeg(which);
ctx.strokeStyle = accent;
ctx.lineWidth = PHYS.flipThick * 2 + 2;
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
ctx.fillStyle = 'rgba(255,255,255,0.55)';
ctx.fillRect(289, 452 + state.charge * 14, 16, 20);
// plunger — sits below the shooter-lane floor and is pulled DOWN to charge
{
const top = 480 + state.charge * 22; // more charge → further down
ctx.strokeStyle = 'rgba(255,255,255,0.28)';
ctx.lineWidth = 4;
line(297, 474, 297, top); // shaft
ctx.fillStyle = 'rgba(255,255,255,0.8)';
ctx.beginPath();
if (ctx.roundRect) ctx.roundRect(288, top, 18, 12, 4);
else ctx.rect(288, top, 18, 12);
ctx.fill();
}
// ball — a spinning Poké Ball with a drop shadow
const b = state.ball;
if (b) {
ctx.save();
const r = PHYS.ballR;
ctx.beginPath();
ctx.arc(b.x, b.y, PHYS.ballR, 0, Math.PI * 2);
ctx.clip();
ctx.fillStyle = '#f2f2f5';
ctx.fillRect(b.x - 9, b.y - 9, 18, 18);
ctx.fillStyle = accent;
ctx.fillRect(b.x - 9, b.y - 9, 18, 9);
ctx.restore();
ctx.beginPath();
ctx.arc(b.x, b.y, PHYS.ballR, 0, Math.PI * 2);
ctx.lineWidth = 1.5;
ctx.strokeStyle = 'rgba(0,0,0,0.55)';
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.arc(b.x, b.y + 2.5, r, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(0,0,0,0.28)';
ctx.fill();
pokeball(b.x, b.y, r, b.spin, accent);
}
if (state.catchT > 0) {
ctx.globalAlpha = Math.min(1, state.catchT);
const name = (state.catchMon?.name || 'a Pokémon').toUpperCase();
ctx.globalAlpha = Math.min(1, state.catchT / 1.4);
ctx.fillStyle = 'rgba(0,0,0,0.6)';
ctx.fillRect(0, H / 2 - 60, W, 88);
ctx.fillStyle = '#fff';
ctx.font = 'bold 22px system-ui, sans-serif';
ctx.font = 'bold 20px system-ui, sans-serif';
ctx.textAlign = 'center';
ctx.fillText(`Caught ${state.catchName}!`, W / 2, H / 2 - 40);
ctx.font = 'bold 14px system-ui, sans-serif';
ctx.fillText('Gotcha!', W / 2, H / 2 - 30);
ctx.font = 'bold 17px system-ui, sans-serif';
ctx.fillStyle = accent;
ctx.fillText('+5000', W / 2, H / 2 - 18);
ctx.fillText(`${name} was caught!`, W / 2, H / 2 - 6);
ctx.globalAlpha = 1;
ctx.textAlign = 'left';
}

View File

@ -1,8 +1,20 @@
import { createStore } from './createStore.js';
/** High score for the hidden pinball table (#/pinball). */
export const pinball = createStore('pdx.pinball', { best: 0 });
/** High score + the catch log for the hidden pinball table (#/pinball). */
export const pinball = createStore('pdx.pinball', { best: 0, caught: [], sound: true });
export function recordPinball(score) {
if (score > pinball.get().best) pinball.set((s) => ({ ...s, best: score }));
}
/** Log a Pokémon "caught" on the table (most recent first, de-duped, capped). */
export function recordCatch(mon) {
pinball.set((s) => {
const caught = [mon, ...s.caught.filter((m) => m.id !== mon.id)].slice(0, 24);
return { ...s, caught };
});
}
export function togglePinballSound() {
pinball.set((s) => ({ ...s, sound: !s.sound }));
}

View File

@ -3882,8 +3882,11 @@
/* ---- Hidden mini-game: Pinball (#/pinball) ----------------------- */
.pin {
max-width: 26rem;
max-width: 24rem;
margin: 0 auto;
-webkit-user-select: none;
user-select: none;
-webkit-touch-callout: none;
}
.pin__hud {
display: flex;
@ -3909,14 +3912,22 @@
}
.pin__stage {
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 {
display: block;
margin: 0 auto; /* the engine sets style.width/height from the container */
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;
background: #101116;
-webkit-user-select: none;
user-select: none;
}
.pin__over[hidden] {
display: none;
@ -3953,3 +3964,77 @@
color: var(--text-dim);
text-align: center;
}
.pin__sound {
margin-left: 4px;
border: none;
background: none;
cursor: pointer;
font-size: 1rem;
line-height: 1;
padding: 2px;
}
/* catch pop-up over the table */
.pin__catch[hidden] {
display: none;
}
.pin__catch {
position: absolute;
inset: 0;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 2px;
border-radius: var(--radius-lg);
background: radial-gradient(60% 50% at 50% 45%, rgba(0, 0, 0, 0.82), rgba(0, 0, 0, 0.55));
animation: pinCatch 0.3s ease;
}
@keyframes pinCatch {
from {
opacity: 0;
transform: scale(0.9);
}
}
.pin__catch img {
filter: drop-shadow(0 6px 16px rgba(0, 0, 0, 0.5));
}
.pin__catch-title {
margin: 6px 0 0;
font-size: 1.4rem;
font-weight: 800;
}
.pin__catch-name {
margin: 0;
font-weight: 700;
color: var(--accent);
text-transform: capitalize;
}
/* "caught this run" strip */
.pin__caught {
min-height: 38px;
margin-top: 10px;
}
.pin__caught-row {
display: flex;
align-items: center;
gap: 4px;
flex-wrap: wrap;
}
.pin__caught-label {
font-size: 0.72rem;
font-weight: 700;
text-transform: uppercase;
letter-spacing: 0.04em;
color: var(--text-dim);
margin-right: 4px;
}
.pin__caught-row img {
background: var(--surface-2);
border-radius: 8px;
}
.pin__caught-empty {
font-size: 0.78rem;
color: var(--text-dim);
}

View File

@ -1,39 +1,119 @@
import { el, onTeardown } from '../lib/dom.js';
import { loadSnapshot } from '../data/snapshot.js';
import { createPinball } from '../lib/pinball.js';
import { pinball, recordPinball } from '../store/pinball.js';
import { pinball, recordPinball, recordCatch, togglePinballSound } from '../store/pinball.js';
import { Sprite } from '../components/Sprite.js';
const pretty = (name) => name.replace(/-/g, ' ');
// --- tiny WebAudio blips (no assets) ---------------------------------
let actx = null;
function tone(freq, dur, type = 'square', vol = 0.05, slideTo) {
if (!pinball.get().sound) return;
try {
actx = actx || new (window.AudioContext || window.webkitAudioContext)();
if (actx.state === 'suspended') actx.resume();
const t = actx.currentTime;
const o = actx.createOscillator();
const g = actx.createGain();
o.type = type;
o.frequency.setValueAtTime(freq, t);
if (slideTo) o.frequency.exponentialRampToValueAtTime(slideTo, t + dur);
g.gain.setValueAtTime(vol, t);
g.gain.exponentialRampToValueAtTime(0.0001, t + dur);
o.connect(g).connect(actx.destination);
o.start(t);
o.stop(t + dur + 0.02);
} catch {
/* audio not available — no-op */
}
}
const sfx = {
bump: () => tone(320 + Math.random() * 120, 0.06),
post: () => tone(520, 0.04, 'triangle', 0.035),
drain: () => tone(300, 0.35, 'sawtooth', 0.05, 90),
launch: () => tone(180, 0.22, 'sawtooth', 0.05, 520),
catch: () => {
[523, 659, 784, 1047].forEach((f, i) =>
setTimeout(() => tone(f, 0.12, 'square', 0.05), i * 90),
);
},
};
/**
* Hidden mini-game a single pinball table. Reached from the "Who's that
* Pokémon?" screen's nav row, or the bare #/pinball hash.
* Hidden mini-game a single Pokémon-flavoured pinball table. Reached from
* the "Who's that Pokémon?" screen's nav row, or the bare #/pinball hash.
*
* / (or A / L) work the flippers; hold Space (or the Launch button) to
* pull the plunger. On touch, tap the left or right half of the table.
* / (or A / L / Z) work the flippers; hold Space or the Launch button
* to pull the plunger. On touch, tap the table's left or right half.
*/
export async function PinballView() {
const view = el('section', { class: 'view pin' });
const snap = await loadSnapshot();
const scoreEl = el('span', { class: 'pin__score' }, '0');
const bestEl = el('span', { class: 'pin__best' }, `Best ${pinball.get().best}`);
const bestEl = el('span', { class: 'pin__best' }, `Best ${pinball.get().best.toLocaleString()}`);
const ballsEl = el('span', { class: 'pin__balls' });
const overlay = el('div', { class: 'pin__over', hidden: true });
const catchPop = el('div', { class: 'pin__catch', hidden: true });
const caughtStrip = el('div', { class: 'pin__caught' });
const canvas = el('canvas', { class: 'pin__canvas', 'aria-label': 'Pinball table' });
function renderBalls(n) {
ballsEl.textContent = '●'.repeat(Math.max(0, n)) || '—';
}
function renderCaught() {
const list = pinball.get().caught;
caughtStrip.replaceChildren(
list.length
? el(
'div',
{ class: 'pin__caught-row' },
el('span', { class: 'pin__caught-label' }, 'Caught'),
...list.slice(0, 14).map((m) => Sprite(m.id, { size: 30, alt: m.name })),
)
: el('span', { class: 'pin__caught-empty' }, 'Light all 5 Poké Balls to catch one.'),
);
}
let catchTimer = null;
const soundBtn = el('button', {
class: 'pin__sound',
type: 'button',
title: 'Sound',
'aria-label': 'Toggle sound',
onclick: () => {
togglePinballSound();
soundBtn.textContent = pinball.get().sound ? '🔊' : '🔇';
},
});
soundBtn.textContent = pinball.get().sound ? '🔊' : '🔇';
const game = createPinball(canvas, {
onScore: (s) => (scoreEl.textContent = s.toLocaleString()),
onBalls: renderBalls,
pickName: () => pretty(snap.species[(Math.random() * snap.species.length) | 0].name),
onBump: (kind) => (kind === 'post' ? sfx.post() : sfx.bump()),
onDrain: () => sfx.drain(),
pickMon: () => {
const s = snap.species[(Math.random() * snap.species.length) | 0];
return { id: s.id, name: pretty(s.name) };
},
onCatch: (mon) => {
sfx.catch();
recordCatch(mon);
renderCaught();
catchPop.replaceChildren(
Sprite(mon.id, { style: 'official', size: 120, alt: mon.name }),
el('p', { class: 'pin__catch-title' }, 'Gotcha!'),
el('p', { class: 'pin__catch-name' }, `${mon.name} was caught!`),
);
catchPop.hidden = false;
clearTimeout(catchTimer);
catchTimer = setTimeout(() => (catchPop.hidden = true), 2200);
},
onGameOver: (score) => {
recordPinball(score);
bestEl.textContent = `Best ${pinball.get().best}`;
bestEl.textContent = `Best ${pinball.get().best.toLocaleString()}`;
overlay.replaceChildren(
el('p', { class: 'pin__over-score' }, `${score.toLocaleString()} points`),
el(
@ -54,21 +134,16 @@ export async function PinballView() {
});
// --- input --------------------------------------------------------
const KEYS = {
ArrowLeft: 'L',
ArrowRight: 'R',
a: 'L',
d: 'R',
z: 'L',
l: 'R',
};
const KEYS = { ArrowLeft: 'L', ArrowRight: 'R', a: 'L', d: 'R', z: 'L', l: 'R' };
function onKey(down) {
return (e) => {
if (e.repeat) return;
const f = KEYS[e.key];
if (f) {
game.setFlipper(f, down);
e.preventDefault();
} else if (e.key === ' ' || e.key === 'ArrowDown') {
if (down && !e.repeat) sfx.launch();
game.setPlunge(down);
e.preventDefault();
}
@ -79,23 +154,56 @@ export async function PinballView() {
window.addEventListener('keydown', kd);
window.addEventListener('keyup', ku);
// Per-pointer flipper tracking: two thumbs work, and a missed pointerup
// can never leave a flipper stuck on.
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) => {
e.preventDefault();
canvas.setPointerCapture?.(e.pointerId);
const left = e.offsetX < canvas.clientWidth / 2;
game.setFlipper(left ? 'L' : 'R', true);
canvas._side = left ? 'L' : 'R';
const rect = canvas.getBoundingClientRect();
pointers.set(e.pointerId, e.clientX - rect.left < rect.width / 2 ? 'L' : 'R');
resync();
});
const releaseFlippers = (e) => {
if (canvas._side) game.setFlipper(canvas._side, false);
canvas._side = null;
const drop = (e) => {
if (pointers.delete(e.pointerId)) resync();
};
canvas.addEventListener('pointerup', releaseFlippers);
canvas.addEventListener('pointercancel', releaseFlippers);
for (const ev of ['pointerup', 'pointercancel', 'pointerleave', 'lostpointercapture'])
canvas.addEventListener(ev, drop);
const launchBtn = el('button', { class: 'button pin__launch', type: 'button' }, 'Launch (hold)');
for (const ev of ['pointerdown']) launchBtn.addEventListener(ev, () => game.setPlunge(true));
const launchBtn = el('button', {
class: 'button pin__launch',
type: 'button',
onpointerdown: (e) => {
e.preventDefault();
sfx.launch();
game.setPlunge(true);
},
});
launchBtn.textContent = 'Launch (hold)';
const releasePlunge = () => game.setPlunge(false);
for (const ev of ['pointerup', 'pointerleave', 'pointercancel'])
launchBtn.addEventListener(ev, () => game.setPlunge(false));
launchBtn.addEventListener(ev, releasePlunge);
// Global safety net: any release / focus loss drops the plunger and flippers.
const panic = () => {
game.setPlunge(false);
if (pointers.size) {
pointers.clear();
resync();
}
};
const onVis = () => document.hidden && panic();
window.addEventListener('pointerup', releasePlunge);
window.addEventListener('pointercancel', panic);
window.addEventListener('blur', panic);
document.addEventListener('visibilitychange', onVis);
view.append(
el(
@ -106,24 +214,33 @@ export async function PinballView() {
el('a', { class: 'link', href: '#/whos-that' }, "Who's that Pokémon?"),
),
el('header', { class: 'view__header' }, el('h1', {}, 'Pinball')),
el('div', { class: 'pin__hud' }, el('span', {}, 'Score ', scoreEl), ballsEl, bestEl),
el('div', { class: 'pin__stage' }, canvas, overlay),
el('div', { class: 'pin__hud' }, el('span', {}, 'Score ', scoreEl), ballsEl, bestEl, soundBtn),
el('div', { class: 'pin__stage' }, canvas, overlay, catchPop),
caughtStrip,
el('div', { class: 'pin__controls' }, launchBtn),
el(
'p',
{ class: 'pin__hint' },
'← / → flippers · hold Space to launch · tap the tables left / right half on touch',
'← / → flippers · hold Space to launch · on touch, tap the tables left / right half',
),
);
renderBalls(3);
// Give the canvas a layout box before the engine measures it.
renderCaught();
requestAnimationFrame(() => game.start());
const offStore = pinball.subscribe(() => renderCaught());
onTeardown(view, () => {
game.stop();
clearTimeout(catchTimer);
offStore();
window.removeEventListener('keydown', kd);
window.removeEventListener('keyup', ku);
window.removeEventListener('pointerup', releasePlunge);
window.removeEventListener('pointercancel', panic);
window.removeEventListener('blur', panic);
document.removeEventListener('visibilitychange', onVis);
});
return view;
}