Now the angle follows the speed. During play it turns a quarter of the speed in each small physics step, so the ball
meets the flipper where it really is in the middle of its swing. While the ball waits, step does not run, so the
flippers turn in update instead.
```js
if (state === 'ready') {
for (const f of flippers) f.angle += f.speed
return
}
for (const f of flippers) {
f.angle += f.speed / SUB
const t = tip(f)
```
What it means
While ready: each flipper turns by its whole speed once per frame, then update returns as before.
During play: step runs four times a frame and turns each flipper by a quarter of its speed before testing it.
Either way a flipper turns by speed per frame, and speed is zero once it reaches its target.
Your turn
In update, turn if (state === 'ready') return into the block shown.
In step, inside the flippers' loop, write f.angle += f.speed / SUB above const t = tip(f).
Skills: Velocity and gravity, Keyboard and mouse input