Workshop › Pinball › Step 29 of 42

Flip!

What we are doing

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

Your turn

  1. In update, turn if (state === 'ready') return into the block shown.
  2. 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

All steps

  1. Paint the table
  2. Draw one wall
  3. A list of walls
  4. The game loop
  5. A ball in the lane
  6. Draw the ball
  7. Move by the velocity
  8. Launch with Space
  9. Gravity
  10. Does the ball touch a wall?
  11. Push the ball out
  12. Bounce off the wall
  13. Small steps and a speed limit
  14. Ready or playing
  15. The next ball
  16. Three bumpers
  17. The ball meets a bumper
  18. A bumper kicks
  19. A score and a fresh start
  20. Points for every hit
  21. Remember which bumper was hit
  22. Light it up
  23. Lit for a moment, points once
  24. Two flippers
  25. Where is the tip?
  26. Flippers stop the ball
  27. Which keys are held?
  28. Which way to turn
  29. Flip!
  30. A moving wall
  31. The flipper throws
  32. Three balls
  33. Balls left and game over
  34. Play again
  35. Remember the best score
  36. Launch on letting go
  37. Pull the spring
  38. Show the spring
  39. Two thumbs
  40. Pull with a finger
  41. Tap to play again
  42. Build it yourself: slingshots