JSFiddle - React, Tailwind, and code Playground
by dledle2
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>3D Pinball Space Cadet Clone (Demo)</title>
<style>
body { margin: 0; overflow: hidden; background: #000; }
canvas { display: block; }
</style>
</head>
<body>
<!-- Inline SVG assets -->
<svg style="display:none;">
<symbol id="background" viewBox="0 0 800 600">
<rect width="800" height="600" fill="#111" />
<!-- add stars or details here -->
</symbol>
<symbol id="ball" viewBox="0 0 20 20">
<circle cx="10" cy="10" r="10" fill="#ff0" />
</symbol>
<symbol id="bumper" viewBox="0 0 60 30">
<rect width="60" height="30" rx="15" fill="#0af" />
</symbol>
</svg>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script type="module">
// --- Vector ---
class Vec {
constructor(x, y) { this.x = x; this.y = y; }
add(v) { return new Vec(this.x + v.x, this.y + v.y); }
mul(s) { return new Vec(this.x * s, this.y * s); }
norm() { const m = Math.hypot(this.x, this.y); return new Vec(this.x/m, this.y/m); }
}
// --- Ball ---
class Ball {
constructor(pos, vel, img) {
this.pos = pos; this.vel = vel; this.radius = 10; this.img = img;
}
update(dt) {
this.vel.y += 300 * dt;
this.pos = this.pos.add(this.vel.mul(dt));
}
draw(ctx) {
ctx.drawImage(this.img, this.pos.x - this.radius, this.pos.y - this.radius, this.radius*2, this.radius*2);
}
}
// --- Bumper ---
class Bumper {
constructor(pos, img) { this.pos = pos; this.img = img; this.size = {w:60, h:30}; }
draw(ctx) {
ctx.drawImage(this.img, this.pos.x - this.size.w/2, this.pos.y - this.size.h/2, this.size.w, this.size.h);
}
collide(ball) {
const dx = ball.pos.x - this.pos.x;
const dy = ball.pos.y - this.pos.y;
if (Math.abs(dx) <= this.size.w/2 + ball.radius && Math.abs(dy) <= this.size.h/2 +...