Add vpinball: a browser Visual Pinball player

Next.js app that plays real .vpx tables via @valknar/vpinball-wasm
(WebAssembly Visual Pinball). Demo mode with the bundled default
table, drag-and-drop custom table upload, a cabinet-styled UI with a
coin-door HUD (fullscreen/stats/info/eject), a custom 404 page, PWA
support (hand-rolled service worker), and a static Docker Compose
deployment behind nginx.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012hQoM3jJT1Lx7CMTciMzvD
This commit is contained in:
2026-08-23 05:25:15 +02:00
co-authored by Claude Sonnet 5
commit e493a12e68
51 changed files with 5570 additions and 0 deletions
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"use client";
import dynamic from "next/dynamic";
import type { PinballCanvasImplProps } from "./PinballCanvasImpl";
// The engine touches window/canvas/WebGL as soon as it mounts, so it's kept
// out of the server render entirely rather than just deferring to an effect.
const PinballCanvasImpl = dynamic<PinballCanvasImplProps>(() => import("./PinballCanvasImpl"), {
ssr: false,
});
export default function PinballCanvas(props: PinballCanvasImplProps) {
return <PinballCanvasImpl {...props} />;
}
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"use client";
import { useRef } from "react";
import { usePinballInstance } from "@/lib/pinball/usePinballInstance";
import { useTouchControls } from "@/lib/pinball/useTouchControls";
import CoinDoorHud from "@/components/hud/CoinDoorHud";
import type { TableInfo } from "@/lib/pinball/types";
export interface PinballCanvasImplProps {
tableData?: ArrayBuffer;
tableInfo: TableInfo;
}
export default function PinballCanvasImpl({ tableData, tableInfo }: PinballCanvasImplProps) {
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const containerRef = useRef<HTMLDivElement | null>(null);
const { status, progress, error, loadTimeMs, instanceRef, start } = usePinballInstance(
canvasRef,
tableData,
);
useTouchControls(containerRef, status === "running");
return (
<div ref={containerRef} className="relative h-full w-full overflow-hidden bg-black">
{/* SDL3's Emscripten backend resolves its own window/GL-context target via
document.querySelector("#canvas") independently of Module.canvas — the
id is required or context creation silently no-ops (findCanvasEventTarget
returns null, emscripten_webgl_create_context returns handle 0, and the
engine crashes later reading an unset GL context). */}
<canvas id="canvas" ref={canvasRef} className="h-full w-full" />
{(status === "ready" || status === "running") && (
<CoinDoorHud instanceRef={instanceRef} tableInfo={tableInfo} loadTimeMs={loadTimeMs} />
)}
{status === "loading" && (
<div className="absolute inset-0 flex flex-col items-center justify-center gap-4 bg-ink/90 text-paper">
<div className="font-display text-2xl tracking-wide text-marquee">LOADING TABLE</div>
<div className="h-2 w-64 overflow-hidden rounded-full bg-ash">
<div
className="h-full bg-marquee transition-[width]"
style={{ width: `${Math.round(progress * 100)}%` }}
/>
</div>
<div className="font-mono text-sm text-chrome">{Math.round(progress * 100)}%</div>
</div>
)}
{status === "error" && (
<div className="absolute inset-0 flex flex-col items-center justify-center gap-2 bg-ink px-8 text-center text-paper">
<div className="font-display text-2xl text-marquee">TABLE NOT LOADING</div>
<p className="max-w-md font-body text-chrome">{error}</p>
</div>
)}
{status === "ready" && (
<div className="absolute inset-0 flex items-center justify-center bg-ink/80">
<button
type="button"
onClick={start}
className="rounded-full border-2 border-marquee bg-marquee/10 px-8 py-4 font-display text-2xl tracking-wide text-marquee shadow-[0_0_24px_rgba(255,122,41,0.5)] transition hover:bg-marquee/20"
>
TAP TO START
</button>
</div>
)}
</div>
);
}
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"use client";
import { useEffect, useState } from "react";
import PinballCanvas from "./PinballCanvas";
import { takePendingTable } from "@/lib/pinball/tableSelectionStore";
import type { TableInfo } from "@/lib/pinball/types";
interface ResolvedTable {
tableData?: ArrayBuffer;
tableInfo: TableInfo;
}
export default function PlayView() {
const [resolved, setResolved] = useState<ResolvedTable | null>(null);
useEffect(() => {
let cancelled = false;
(async () => {
const file = takePendingTable();
if (file) {
const tableData = await file.arrayBuffer();
if (cancelled) return;
setResolved({
tableData,
tableInfo: { name: file.name, sizeBytes: file.size, isDemo: false },
});
return;
}
// No pending upload (fresh visit, or a hard refresh of /play) — fall
// back to the bundled demo table rather than dead-ending the route.
setResolved({
tableInfo: { name: "Demo table", sizeBytes: 0, isDemo: true },
});
})();
return () => {
cancelled = true;
};
}, []);
if (!resolved) {
return (
<div className="flex h-full w-full items-center justify-center bg-ink font-mono text-chrome">
Preparing table
</div>
);
}
return (
<PinballCanvas tableData={resolved.tableData} tableInfo={resolved.tableInfo} key={resolved.tableInfo.name} />
);
}