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# vpinball
Play real `.vpx` pinball tables in your browser. Drop in your own table or try the bundled demo —
no plugins, no native install. Powered by [`@valknar/vpinball-wasm`](https://dev.pivoine.art/valknar/vpinball-wasm),
a WebAssembly build of the real [Visual Pinball](https://github.com/vpinball/vpinball) engine
(real physics, real VBScript table scripting, real WebGL2 rendering).
## Features
- **Play any self-contained `.vpx` table** — drag a file onto the landing page, or click to browse.
- **ROM support for real-hardware ("SS") tables** — attach the table's PinMAME ROM `.zip` alongside
the `.vpx` upload; most tables don't need this.
- **A local table library** — uploads are saved in the browser (IndexedDB) so you don't have to
re-upload the same table (and its ROM) on your next visit. Nothing leaves your browser; there's
no server-side storage.
- **Demo mode** — a bundled table plays instantly with no upload required.
- **Fullscreen**, a live **FPS/stats** readout, and a **game info** panel (table name, size, load
time) in an in-game HUD styled after a pinball cabinet's coin door.
- **Installable as a PWA** — add it to your home screen or desktop; the engine is cached after
your first game so it's available offline afterward.
- **Deployable as a static site** via Docker Compose — no Node server at runtime, just nginx
serving prebuilt files.
## Prerequisites
- Node.js ≥ 20, [pnpm](https://pnpm.io) ≥ 11
- Docker + Docker Compose, for the containerized deploy
## Install
```bash
pnpm install --frozen-lockfile --trust-lockfile
```
`vpinball-wasm` is published to a private Gitea npm registry
(`https://dev.pivoine.art/api/packages/valknar/npm/`) under the `@valknar` scope. `.npmrc` maps
that scope to the registry; the package is publicly readable, so no auth token is needed to
install it.
To bump the engine to a newer published version:
```bash
pnpm add @valknar/vpinball-wasm@<version>
```
## Development
```bash
pnpm dev
```
`pnpm dev` copies the engine's build output into `public/vendor/vpinball-wasm/` first (via the
`predev` script) — it's gitignored and regenerated from `node_modules`, so this only needs
`pnpm install` to have completed. Re-run `pnpm run copy-engine-assets` by hand if you update the
dependency without restarting the dev server.
The dev server runs at `http://localhost:3000`.
## Build
```bash
pnpm build
```
Produces a fully static export in `out/` (`next.config.ts` sets `output: "export"`) — no Node
server needed to serve it.
## Docker deploy
No secrets or registry authentication are required to build the image.
The compose file is set up for a [Coolify](https://coolify.io)/Traefik deployment: it joins an
external Docker network and routes entirely through Traefik labels, with no host port published.
Copy `.env.example` to `.env` and set:
- `TRAEFIK_ENABLED=true`
- `TRAEFIK_HOST` — the domain to route to this service
- `NETWORK_NAME` — the external Docker network Traefik and this service both join (Coolify
provisions this automatically for projects deployed through it)
```bash
docker compose up -d --build
```
There's no local-only mode — without Traefik routing to it, the container isn't reachable from
the host. To preview the static build locally instead, run `pnpm build` and serve `out/` with any
static file server (e.g. `npx serve out`).
## PWA
The app can be installed from the browser's install prompt. A hand-rolled service worker
(`public/sw.js`) precaches the app shell; the engine's `.wasm`/`.data` files (~34 MB) are cached
on first visit to `/play`, not upfront, so installing the app doesn't force a large download
before anyone has actually played. After that first visit, offline reloads work.
When you ship a release that changes the app shell or updates the vendored engine build, bump the
cache version so returning visitors actually get the update:
```bash
pnpm run sw:bump
```
## Controls
| Key | Action |
| -------------- | ------------- |
| 4 | Insert coin |
| 1 | Start game |
| Enter | Launch ball |
| Left Shift | Left flipper |
| Right Shift | Right flipper |
On touch devices, an on-screen control overlay appears automatically once a table is running.
## Limitations
Inherited from the underlying engine:
- Only self-contained `.vpx` tables are supported — tables that reference an external `.vbs`
script override or a `Music/` folder won't load correctly.
- PinMAME (`VPinMAME.Controller`) ROM-driven emulation runs, but on-screen DMD/backglass output
and hands-on switch/solenoid/scoring behavior aren't yet confirmed end-to-end — see the engine's
own README for the current state. No DOF, FlexDMD, or backglass (`.directb2s`) plugin support.
ROM files are copyrighted; only supply ones you're legally entitled to use.
- The ROM `gameName` PinMAME needs is derived from the uploaded zip's filename (e.g.
`hvymetal.zip``hvymetal`) — rename the zip to match if a table doesn't recognize its ROM.
- Single-threaded (no `SharedArrayBuffer`) — performance depends on your device's single-core
WebGL2 throughput.
- Initial engine download is ~34 MB (cached after the first visit).
- Gamepad input and DMD rendering are implemented but not yet confirmed on real hardware/tables.
- Raw cabinet hardware input (real nudge/plunger boards) has no browser equivalent.
- The table library lives in the browser's IndexedDB storage — clearing site data removes it, and
it doesn't sync across browsers/devices.
## License
This app's own source has no license file yet — add one before distributing it. Separately, the
built output bundles the `@valknar/vpinball-wasm` engine and its default table, which redistribute
Visual Pinball source under a **mixed legacy/GPLv3+ license** (migrating file-by-file to GPLv3+
since October 2020) — see that package's own `LICENSE` for the authoritative terms before
distributing a build.