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/*
Lu1ky Pinball 🍀
Tiny magic pinball physics game
by Frank Force
for js1024 2023
https://js1024.fun/demos/2023/6/readme
how to play
- z = left flipper
- x = right flipper
- c = ball launcher
- or use mouse if enabled
- free ball every 64 points
- chrome browser recommended
features
- slingshots
- ball launcher
- rotating flipper
- score bumper animation
- score and ball display
- free ball every 64 points
- four leaf clover arrangement
*/
'use strict';
// js1024 shim
const a = document.body.appendChild(document.createElement('canvas'));
const c = a.getContext("2d");
a.width = 1000
a.height = 900;
a.style.height = '100%'
document.body.style='overflow:hidden;margin:0';
// Lu1ky Pinball 🍀 1013 Bytes
//for(_='00F*rE8F-7ED/f)*hCin(BMath.AAsB@keyZ1,Y0,XXYWr=V),UUVT-rS69R15Qe. a.f- r-r-=()**Acos(x,y,t, w x ge=n[--;)for();209+=+rw(482(2*h-1)EU+*(1,X9))60 n[h] y=a=>n[Z]=h=2;h*,;rU5Fc.beginPath(c.fill(c.arc(w=(V9)=>n.push({r,g:Xw:0}n=[x=3,1],i=g=X1e3T65{);RY79XX6)}{,816,18WQ+ 12W45+ 24W45U-21032W70T1Q5F+D+182539,YQT 673,D+*r/38U-*@r/38)V19+Q4R7-754-4EUR7+3FUR0-3E,Y5%3*24438S%9*2W5)}onZdownYonZupXsetInterval(`w=9;w{=Amax(-YAmBYn["zx"[h]]?-.07:.05)T653+65*h],=-+(=482+*(80S/2))U=-+(=7 *@/2)U VQS/8,133],=AmB790,=n.c?.05:@++i)/99+(7 -)/19);width|=2],,.F17,1e3<&&x&&(=RY=74X==Xx--Un.map((a=>{w||x,y,b?--b+r:rUf=Ahypot(y=-x,o=-yTg-,t=w-,0>&0<r*y+t*o&!(t&!)&&(y/f,o/f,f*=f/(t*yS*oUh=!t|b?1.3:(b=9, 0<y||(++g%64||++xU1.7U(r+oC,(t-yC)}))}Vg+8>>32 S%8*2X420+3E,r?9:g%8Vx7 ,420+ E,25)`,16)';G=/[- Q-Z@-F]/.exec(_);)with(_.split(G))_=join(shift());eval(_)
const ENHANCED = 1; // enable mouse/touch controls
// constants (will be auto replace in minified)
const TABLE_WIDTH = 800;
const TABLE_HEIGHT = 800;
const MAX_BALL_HEIGHT = TABLE_HEIGHT+200;
const CENTER = TABLE_WIDTH/2+100;
const BALL_RADIUS = 9;
const WALL_RADIUS = 9;
const DOME_RADIUS = 200;
const FLIPPER_RADIUS = 15;
const FLIPPER_PIECES = 65
const FLIPPER_SPACE = 80;
const FLIPPER_CENTER = CENTER-BALL_RADIUS-WALL_RADIUS;
const FLIPPER_HEIGHT = TABLE_HEIGHT-40;
const SHOOTER_HEIGHT = TABLE_HEIGHT-40;
const SHOOTER_MAX_HEIGHT = TABLE_HEIGHT-10;
const FLIPPER_COUNT = 2;
const BALL_INDEX = FLIPPER_COUNT;
const RESTITUTION = 1.3;
const BUMPER_RESTITUTION = 1.7;
const PHYSICS_SUBSTEPS = 9;
// object types
const TYPE_WALL = 0;
const TYPE_BUMPER = 1;
// locals (remove from minified)
let i, j, dx, dy, s, h, o, frame;
// global variables
let objects, score, ballCount;
// spawn object
let makeObject =
(
x, y, // position
t, // type and bumper strength
r=WALL_RADIUS // radius
)=> objects.push({x, y, t, r, v:0, w:0});
let drawCircle = (x,y,r)=> c.beginPath(c.fill(c.arc(x,y,r,0,9)));
// int global variables
objects = [ballCount = 3, 1];
// make ball and init
makeObject(frame = score = 0, MAX_BALL_HEIGHT);
// flippers and shooter
for(i = FLIPPER_PIECES; i--;)
{
for(s=FLIPPER_COUNT;s--;)
makeObject();
makeObject(CENTER+DOME_RADIUS-BALL_RADIUS,SHOOTER_MAX_HEIGHT, TYPE_WALL, 6);
}
// build symmetric table
for(s=2;s--;)
{
// bottom pin
makeObject(FLIPPER_CENTER, FLIPPER_HEIGHT+56);
// score bumpers
const BUMPER_CENTER = 180;
makeObject(CENTER, BUMPER_CENTER, TYPE_BUMPER, 15);
makeObject(CENTER+(s*2-1)*60, BUMPER_CENTER-60, TYPE_BUMPER, 45);
makeObject(CENTER+(s*2-1)*60, BUMPER_CENTER+60, TYPE_BUMPER, 45);
// side bummpers
makeObject(FLIPPER_CENTER-(s*2-1)*210, DOME_RADIUS+120, TYPE_BUMPER, 70);
// side walls
for(i=115;i--;)
makeObject(CENTER+(s*2-1)*(DOME_RADIUS+WALL_RADIUS),TABLE_HEIGHT-7*i);
// safety bumpers
makeObject(FLIPPER_CENTER+(s*2-1)*182, FLIPPER_HEIGHT-221,TYPE_BUMPER,15);
for(i=60;i--;)
{
// shooter wall
makeObject(CENTER+DOME_RADIUS-BALL_RADIUS*2-WALL_RADIUS,
TABLE_HEIGHT-7*i);
// top dome
const DOME_BOTH_RADIUS = DOME_RADIUS+WALL_RADIUS;
makeObject(
CENTER+(s*2-1)*DOME_BOTH_RADIUS*Math.cos(i/38),
DOME_BOTH_RADIUS-DOME_BOTH_RADIUS*Math.sin(i/38));
}
for(i=19;i--;)
{
// flipper lane side
makeObject(FLIPPER_CENTER + (s*2-1)*(FLIPPER_SPACE+74),
FLIPPER_HEIGHT-63 - i*7);
// flipper lane bottom
makeObject(FLIPPER_CENTER + (s*2-1)*(FLIPPER_SPACE+74-i*4),
FLIPPER_HEIGHT-63 + i*3);
// slingshots
makeObject(FLIPPER_CENTER + (s*2-1)*(FLIPPER_SPACE+20+i), FLIPPER_HEIGHT-70-i*3, TYPE_BUMPER, 5);
// bumper grid
makeObject(CENTER+(i%3*24)*(s*2-1), BUMPER_CENTER+258-i%9*20, TYPE_BUMPER, 5);
}
}
// main game loop
const update = substep=>
{
// update physics
for(substep = PHYSICS_SUBSTEPS; substep--;)
{
// flippers
for(s = FLIPPER_COUNT; s--;)
{
// control flipper angle
objects[s] = Math.max(-1, Math.min(1,
objects[s] += objects['zx'[s]]? -.07 : .05));
// update flipper and shooter physics
for(i = FLIPPER_PIECES; i--;)
{
// update flippers
o = objects[1+FLIPPER_COUNT+s*FLIPPER_PIECES+i];
o.v = -o.x + (o.x = FLIPPER_CENTER + (s*2-1) *
(FLIPPER_SPACE - i*Math.cos(objects[s]/2)));
o.w = -o.y + (o.y = FLIPPER_HEIGHT + i*Math.sin(objects[s]/2));
o.r = FLIPPER_RADIUS - i/8;
// update shooter
o = objects[1+FLIPPER_COUNT+FLIPPER_COUNT*FLIPPER_PIECES+i];
o.y = Math.min(SHOOTER_MAX_HEIGHT+i, // clamp shooter pos
o.y += o.w = objects['c'] ? .05 : // pull back shooter
Math.sin(++frame)/99+ // randomness
(SHOOTER_HEIGHT+i-o.y)/19); // shooter spring
}
}
// clear canvas and get ball
a.width |= o = objects[BALL_INDEX];
// update ball movement and gravity
o.x += o.v;
o.y += o.w += .0017;
// check if ball is out
if (o.y > MAX_BALL_HEIGHT && ballCount)
{
// respawn ball
o.x = CENTER+DOME_RADIUS-BALL_RADIUS;
o.y = FLIPPER_HEIGHT-20;
o.w = o.v = 0;
ballCount--;
}
// for each object
objects.map(p=>
{
// draw object
substep || // fix local var being created in minified
c.beginPath(c.fill(c.arc(p.x, p.y,
p.b ? --p.b + p.r: p.r,0,9)));
// get collision distance
h = Math.hypot(dx = o.x - p.x, dy = o.y - p.y);
// relative velocity
i = p.v - o.v;
j = p.w - o.w;
// resolve collision
if (h - o.r - p.r < 0 & // is inside
i*dx + j*dy > 0 & // moving towards
!(p.t & !o.v)) // can collide
{
// move outside collision
o.x -= (h - o.r - p.r) * dx / h;
o.y -= (h - o.r - p.r) * dy / h;
// tangent length
h *= h / (j * dx - i * dy);
// get restitution and update bumper
s = !p.t | p.b ? RESTITUTION :
(
// start bounce animation
p.b = 9,
// don't give score for slingshots
p.y > 600 ? 0 :
// apply score and award extra balls
++score % 64 || ++ballCount,
// make it bouncy
BUMPER_RESTITUTION
);
// reflect velocity and bounce
o.v += (i + dy / h) * s;
o.w += (j - dx / h) * s;
}
});
}
// draw score
for(i = score+8>>3; i--;)
drawCircle(CENTER-DOME_RADIUS-40-i%8*20, 420+i*3, i?9:score%8);
// draw ball count
for(i = ballCount; i--;)
drawCircle(CENTER+DOME_RADIUS+60, 420+i*60, 25);
if (ENHANCED)
{
let y = 10;
c.font = '6em impact'
c.fillText('LU1KY☘', 15, y+=90,260);
c.fillText('PINBALL', 15, y+=90,260);
c.font = '3em impact'
c.fillText('By Frank Force', 15, y+=45,260);
}
}
// keyboard input
onkeydown = e => objects[e.key] = 1;
onkeyup = e => objects[e.key] = 0;
if (!ENHANCED)
setInterval(update, 16); // 60 fps update
//////////////////////////////////////////////////////////////////////////////////////////
// enhanced mode features
if (ENHANCED)
{
// enhanced rendering system for smoother frame rate
let frameTimeLastMS = 0, frameTimeBufferMS=0;
const updateAnimation = (frameTimeMS=0)=>
{
requestAnimationFrame(updateAnimation);
// update time keeping
let frameTimeDeltaMS = frameTimeMS - frameTimeLastMS;
frameTimeLastMS = frameTimeMS;
frameTimeBufferMS += frameTimeDeltaMS;
frameTimeBufferMS = Math.min(frameTimeBufferMS, 50);
// apply time delta smoothing, improves smoothness of framerate in some browsers
let deltaSmooth = 0;
if (frameTimeBufferMS < 0 && frameTimeBufferMS > -9)
{
// force an update each frame if time is close enough (not just a fast refresh rate)
deltaSmooth = frameTimeBufferMS;
frameTimeBufferMS = 0;
}
// update multiple frames if necessary in case of slow framerate
for (;frameTimeBufferMS >= 0; frameTimeBufferMS -= 1e3 / 60)
update();
// add the time smoothing back in
frameTimeBufferMS += deltaSmooth;
}
updateAnimation();
// mouse control
onmousedown = e=>
{
if (e.button != 1)
{
if (!o.v)
objects['c'] = 1;
objects[e.button?'x':'z'] = 1;
}
else
{
const r = a.getBoundingClientRect();
const o = objects[BALL_INDEX];
o.x = e.x - r.left;
o.y = e.y - r.top;
o.v = o.w = 0.000001;
}
return false;
}
onmouseup = e=> objects['c'] = objects[e.button?'x':'z'] = 0;
oncontextmenu = e=> false;
// try to enable touch
if (window.ontouchstart !== undefined)
{
// override mouse events
let wasTouching, mouseDown = onmousedown, mouseUp = onmouseup;
onmousedown = onmouseup = ()=> 0;
// setup touch input
ontouchstart = (e)=>
{
// handle all touch events the same way
ontouchstart = ontouchmove = ontouchend = (e)=>
{
e.button = 0; // all touches are left click
// check if touching and pass to mouse events
const touching = e.touches.length;
if (touching)
{
// set event pos and pass it along
e.x = e.touches[0].clientX;
e.y = e.touches[0].clientY;
const r = a.getBoundingClientRect();
if (e.x > r.left + (r.right-r.left)/2)
e.button = 2; // if right side
wasTouching || mouseDown(e);
}
else if (wasTouching)
{
mouseUp(e);
e.button = 2; // untouch right
mouseUp(e);
}
// set was touching
wasTouching = touching;
// must return true so the document will get focus
return true;
}
return ontouchstart(e);
}
}
}
Also see: Tab Triggers