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HTML

              
                
              
            
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CSS

              
                
              
            
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JS

              
                /*

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.width = '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+Q4R7-754-4EUR7+3FUR0-3E,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);
        }
    }
}
              
            
!
999px

Console