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
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export interface KeyBinding {
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keys: string;
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action: string;
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}
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export const KEY_BINDINGS: KeyBinding[] = [
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{ keys: "Left Shift", action: "Left flipper" },
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{ keys: "Right Shift", action: "Right flipper" },
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{ keys: "Enter", action: "Plunger" },
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{ keys: "1", action: "Start game" },
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];
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// In-memory handoff for a user-selected .vpx File between the landing page
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// and /play — a File can't survive a URL-based navigation, and this is a
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// single-shot value read once on mount, so module-level state is sufficient
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// (no need for anything heavier than a plain variable).
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let pendingFile: File | null = null;
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export function setPendingTable(file: File): void {
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pendingFile = file;
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}
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export function takePendingTable(): File | null {
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const file = pendingFile;
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pendingFile = null;
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return file;
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}
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@@ -0,0 +1,5 @@
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export interface TableInfo {
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name: string;
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sizeBytes: number;
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isDemo: boolean;
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}
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@@ -0,0 +1,104 @@
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"use client";
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import { useCallback, useEffect, useRef, useState } from "react";
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import type { LoadPinballOptions, PinballInstance } from "@valknar/vpinball-wasm";
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import { hasWebGL2 } from "./webglSupport";
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// Served as a plain static file, not bundled — loadPinball() internally does
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// a dynamic import(`${baseUrl}/vpinball.js`) with a template-literal path
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// that webpack can't statically resolve, so the whole engine must stay
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// outside webpack's module graph (see scripts/copy-engine-assets.mjs).
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const ENGINE_BASE_URL = "/vendor/vpinball-wasm";
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export type PinballStatus = "idle" | "loading" | "ready" | "running" | "error";
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interface EngineModule {
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loadPinball(options: LoadPinballOptions): Promise<PinballInstance>;
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}
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async function loadEngineModule(): Promise<EngineModule> {
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return (await import(
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/* webpackIgnore: true */ `${ENGINE_BASE_URL}/index.js`
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)) as EngineModule;
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}
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export interface UsePinballInstanceResult {
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status: PinballStatus;
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/** 0-1 download progress, only meaningful while status is "loading". */
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progress: number;
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error: string | null;
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loadTimeMs: number | null;
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instanceRef: React.RefObject<PinballInstance | null>;
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/** Call from a user-gesture handler (audio autoplay / fullscreen policy). */
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start: () => void;
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}
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export function usePinballInstance(
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canvasRef: React.RefObject<HTMLCanvasElement | null>,
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tableData: ArrayBuffer | undefined,
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): UsePinballInstanceResult {
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// Computed once at mount (not inside the effect below) so the WebGL2-
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// unsupported case is derived initial state rather than a setState call
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// that an effect makes only to immediately return.
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const [webgl2Supported] = useState(hasWebGL2);
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const [status, setStatus] = useState<PinballStatus>(webgl2Supported ? "idle" : "error");
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const [progress, setProgress] = useState(0);
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const [error, setError] = useState<string | null>(
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webgl2Supported ? null : "Your browser doesn't support WebGL2, which this pinball engine requires.",
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);
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const [loadTimeMs, setLoadTimeMs] = useState<number | null>(null);
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const instanceRef = useRef<PinballInstance | null>(null);
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const disposedRef = useRef(false);
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useEffect(() => {
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disposedRef.current = false;
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const canvas = canvasRef.current;
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if (!canvas || !webgl2Supported) return;
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setStatus("loading");
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const startedAt = performance.now();
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(async () => {
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try {
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const { loadPinball } = await loadEngineModule();
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const instance = await loadPinball({
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canvas,
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baseUrl: ENGINE_BASE_URL,
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tableData,
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onProgress: (fraction) => {
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if (!disposedRef.current) setProgress(fraction);
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},
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});
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if (disposedRef.current) {
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instance.dispose();
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return;
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}
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instanceRef.current = instance;
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setLoadTimeMs(performance.now() - startedAt);
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setStatus("ready");
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} catch (err) {
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if (!disposedRef.current) {
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setStatus("error");
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setError(err instanceof Error ? err.message : "Failed to load the pinball engine.");
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}
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}
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})();
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return () => {
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disposedRef.current = true;
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instanceRef.current?.dispose();
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instanceRef.current = null;
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};
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// Intentionally run once: PlayView mounts a fresh PinballCanvasImpl
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// (via `key`) per table rather than swapping tableData in place.
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, []);
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const start = useCallback(() => {
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if (!instanceRef.current) return;
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instanceRef.current.start();
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setStatus("running");
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}, []);
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return { status, progress, error, loadTimeMs, instanceRef, start };
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}
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@@ -0,0 +1,38 @@
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"use client";
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import { useEffect } from "react";
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import type { attachTouchControls as AttachTouchControls } from "@valknar/vpinball-wasm";
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const ENGINE_BASE_URL = "/vendor/vpinball-wasm";
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function isTouchDevice(): boolean {
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return typeof window !== "undefined" && ("ontouchstart" in window || navigator.maxTouchPoints > 0);
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}
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/** Attaches the engine's on-screen touch overlay to `containerRef` while `active` is true. */
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export function useTouchControls(
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containerRef: React.RefObject<HTMLElement | null>,
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active: boolean,
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): void {
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useEffect(() => {
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if (!active || !isTouchDevice()) return;
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const container = containerRef.current;
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if (!container) return;
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let handle: { detach: () => void } | undefined;
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let cancelled = false;
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(async () => {
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const { attachTouchControls } = (await import(
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/* webpackIgnore: true */ `${ENGINE_BASE_URL}/index.js`
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)) as { attachTouchControls: typeof AttachTouchControls };
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if (cancelled) return;
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handle = attachTouchControls({ container });
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})();
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return () => {
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cancelled = true;
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handle?.detach();
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};
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}, [containerRef, active]);
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}
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@@ -0,0 +1,9 @@
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export function hasWebGL2(): boolean {
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if (typeof window === "undefined") return false;
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try {
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const canvas = document.createElement("canvas");
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return Boolean(canvas.getContext("webgl2"));
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} catch {
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return false;
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}
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}
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