JSFiddle - React, Tailwind, and code Playground

by dledle2

HTML

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8" />
  <meta http-equiv="X-UA-Compatible" content="IE=edge" />
  <meta name="viewport" content="width=device-width, initial-scale=1.0" />
  <title>3D Pinball: Space Cadet Clone</title>
  <style>
    body, html { margin: 0; padding: 0; overflow: hidden; background: #000; color: white; font-family: sans-serif; }
    canvas { display: block; background: #222; }
    #ui {
      position: absolute;
      top: 10px;
      left: 10px;
      background: rgba(0,0,0,0.5);
      padding: 10px;
      border-radius: 8px;
    }
  </style>
</head>
<body>
  <canvas id="pinballCanvas"></canvas>
  <div id="ui">
    <div>Score: <span id="score">0</span></div>
  </div>
  <script type="module">
    const objects = {
      ball: { x: 300, y: 400, vx: 0, vy: 0, radius: 8 },
      flippers: [],
      bumpers: [],
      keys: { left: false, right: false },
      score: 0
    };
    let width, height;

    function initPhysics(canvas) {
      width = canvas.width;
      height = canvas.height;
      objects.flippers = [
        { x: 200, y: 500, length: 80, angle: 0, side: 'left', active: false },
        { x: 400, y: 500, length: 80, angle: 0, side: 'right', active: false }
      ];
      objects.bumpers = [
        { x: width / 2, y: height / 2 - 100, radius: 30 },
        { x: width / 2 - 100, y: height / 2, radius: 30 },
        { x: width / 2 + 100, y: height / 2, radius: 30 }
      ];
      objects.ball.x = width / 2;
      objects.ball.y = height - 120;
      objects.ball.vx = 0;
      objects.ball.vy = -200;
    }

    function updatePhysics(dt) {
      const b = objects.ball;
      b.vy += 500 * dt;
      b.x += b.vx * dt;
      b.y += b.vy * dt;

      if (b.x < b.radius || b.x > width - b.radius) b.vx *= -1;
      if (b.y < b.radius) b.vy *= -1;
      if (b.y > height + b.radius) {
        b.x = width / 2;
        b.y = height - 100;
        b.vx = 0;
        b.vy = -200;
        objects.score = 0;
      }

     ...