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// Thanks K-T for the cool idea at
// The ZIM code is 21% the size of the K-T code
// but that is because physics and emitters are inside ZIM (lots of code!) 
// where K-T coded these amazingly from scratch!

const frame = new Frame("fit", 1024, 768, black, darker);
frame.on("ready", ()=>{ // ES6 Arrow Function - similar to function(){}
		zog("ready from ZIM Frame"); // logs in console (F12 - choose console)

		// often need below - so consider it part of the template
		let stage = frame.stage;
		let stageW = frame.width;
		let stageH = frame.height;

		// REFERENCES for ZIM at
		// see for video and code tutorials
		// see for documentation
		// see for INTRO to ZIM
		// see for INTRO to CODE
		// see for physics examples

		// create a new Physics world - requires Box2D and the ZIM Physics helper js files
		// reduce regular gravity to give the ball a little float and set no borders 
		// later on any ball that goes off stage will be placed up at the top
		const physics = new Physics(2.5, "none");

		// spacing, radius and start alpha for "pins"
		const sH = 105;
		const sV = 90
		const r = 18;
		const startAlpha = .1;

		// we use colors to randomize the emitter and colorSeries to set the pin colors
		const colors = [purple, pink, blue, green, yellow, orange, red];
		const colorSeries = series(colors);

		// make two sets of pins and offset them to get the diagonal positioning 
		// we could do this in one tile then loop through the tile and offest odd rows 
		const pins = new Tile(new Circle(r, colorSeries).alp(startAlpha), 7, 5, sH, sV)
		.mov(-(sH+r*2)/4,(sV+r*2)/4); // offsetting each tile by half the half radius+spacing
		// physics objects must be in a container that has its x and y at 0, 0 (and no scale)
		// so use addTo() which defaults to adding to the stage and keeps the same visual position 
		// this is a feature of addTo() as normally, the x and y property would not change from one coordinate system to another 
		// meaning the position would appear to change if moved from one coordinate system to another
		// if the coordinate systems have a different starting position (the tile and stage start at different positions)
		// if automatic positioning is not desired there is a localToLocal parameter of addTo() that can be set to false
		// we loop through pins to move the pins directly on the stage and add the physics
			pin.addTo().addPhysics({dynamic:false}); // make pins stationary
		}, true); // loop backwards any time removing objects from the container in a loop (very important!) 

		const pins2 = pins.clone().center().mov((sH+r*2)/4, -(sV+r*2)/4);
		pins2.loop(pin=>{pin.addTo().addPhysics({dynamic:false});}, true); // same thing as above

		// create an array to hold balls to bounce around in pins
		// this lets us easily change the number of balls - try 5 below for instance...
		const balls = [];
		loop(2, ()=>{
			let ball = new Circle(12, white)
				.loc(stageW/3+rand(stageW/3), -30) // middle third the width 
				.addPhysics({restitution:1}) // make it bouncy
				.impulse(rand(6)-3) // add a force to one side or the other
				.contact(obj=>{ // when the ball hits an object, obj
					if (obj.type == "Ball") return; // not a pin
					let pin = obj; // just for ease of understanding the code
					ball.animate({color:pin.color}, 500); // animate ball color to color of pin
					ball.impulse(rand(-2,2),rand(1,2)); // bounce the ball a bit more (optional)
					if ( return; // don't activate the pin if already active = true; // set the pin as active (our own property) until animation done
						waitedCall:()=>{ // once waited spurt the emitter at the pin position
						props:{alpha:startAlpha}, // fade out over 1500 ms
						call:()=>{ = false;} // when animation done, set active to false
			ball.type = "Ball";
			// create an Emitter and store it on the ball for easy access in the animation above
			ball.emitter = new Emitter({
				obj:makeStar, // ZIM VEE value or PICK - lets you pass a function that will be evaluated later - with random colors
				random:{rotation:{min:0, max:360}}, // start at random rotations for star
				num:2, // send two at once
				animation:{props:{rotation:[-360,360]}, ease:"linear", loop:true}, // rotate one way or the other
				startPaused:true, // wait until the emitter is spurted when the ball contacts a pin
			balls.push(ball); // add ball to the array

		function makeStar() { // each particle calls this function - to randomize the colors
			let star = new Shape(-20,-20,40,40);[0]).dp(0,0,18,6,rand(.5,.8));
			return star;

		// add a constant check to see if balls are out of bounds 
		// if so, start them at the top again - note, we position the physics object 
		// the ZIM object will map to the physics object position 
		// this does not work the other way around - the physics object will not move to the ZIM object 
		// well... it does move to the ZIM object at the start but that is the only time
			// check each ball so loop through the balls container
			loop(balls, ball=>{
				if (ball.y > stageH + 60 || ball.x < -10 || ball.y > stageW + 10) {
					ball.body.y = -20;
					ball.body.x = stageW/3+rand(stageW/3);


		// call remote script to make ZIM Foundation for Creative Coding icon
		const message = createGreet(74,48);
		timeout(2000, ()=>{message.removeFrom()})

}); // end of ready