Cosmic Candy Pinball: procedural 8-bit pinball game

Native pygame-ce game with fully procedural pixel art and chiptune
audio (no asset files). Pure-logic physics module with flipper angular
momentum, plus headless autoplay/screenshot/probe dev tools.
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georgios
2026-09-09 16:18:39 +02:00
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"""Pinball physics: pure logic, no rendering. Testable headless.
Coordinate system: y grows downward. 480x360 virtual canvas.
"""
import math
import random
# ---------------------------------------------------------------------------
# Playfield geometry
# ---------------------------------------------------------------------------
CV_W, CV_H = 480, 360
PLAY_L, PLAY_R, PLAY_T, PLAY_B = 20.0, 460.0, 52.0, 346.0
GRAVITY = 0.24 # px/frame^2
MAX_SPEED = 13.0 # speed cap (prevents tunneling; ~300px of rise)
RESTITUTION = 0.42
BALL_R = 7.0
FLIP_LEN = 170.0
FLIP_REST = math.radians(6.0) # tips slightly lowered toward center drain
FLIP_UP = -math.radians(52.0) # fired position
FLIP_PIVOT_L = (62.0, 338.0)
FLIP_PIVOT_R = (418.0, 338.0)
FLIP_RADIUS = 5.5
FLIP_SNAP_UP = 0.40 # rad/frame while firing
FLIP_SNAP_DOWN = 0.05 # gentle return speed
FLIP_BOUNCE = 0.12
# elements
BUMPERS = [
dict(pos=(150.0, 180.0), r=23.0, color="pink"),
dict(pos=(330.0, 180.0), r=23.0, color="mint"),
dict(pos=(240.0, 240.0), r=23.0, color="lemon"),
]
SLING_KICK_L = (0.60, -0.80)
SLING_KICK_R = (-0.60, -0.80)
SLINGS = [
# upper slingshots by the lower bumpers - kick toward table center
dict(pos=(150.0, 282.0), r=11.0, kick=SLING_KICK_L),
dict(pos=(330.0, 282.0), r=11.0, kick=SLING_KICK_R),
# guard posts at the outlane mouths - protect the corners
dict(pos=(44.0, 314.0), r=12.0, kick=(0.80, -0.60)),
dict(pos=(436.0, 314.0), r=12.0, kick=(-0.80, -0.60)),
]
STARS = [(168.0, 92.0), (240.0, 92.0), (312.0, 92.0)]
CANNON = (440.0, 152.0)
CANNON_R = 17.0
LAUNCH_DIR = (-0.94, -0.34)
LAUNCH_MIN, LAUNCH_MAX = 7.0, 13.5
DRAIN_Y = 362.0
CENTER_HOLE = (200.0, 280.0)
OUTLANE_L = 46.0
OUTLANE_R = 434.0
def clamp(v, lo, hi):
return lo if v < lo else hi if v > hi else v
def seg_info(px, py, ax, ay, bx, by):
"""Closest point on segment ab to p; returns (t, cx, cy, dist2)."""
abx, aby = bx - ax, by - ay
l2 = abx * abx + aby * aby
if l2 == 0.0:
return 0.0, ax, ay, (px - ax) ** 2 + (py - ay) ** 2
t = clamp(((px - ax) * abx + (py - ay) * aby) / l2, 0.0, 1.0)
cx, cy = ax + abx * t, ay + aby * t
dx, dy = px - cx, py - cy
return t, cx, cy, dx * dx + dy * dy
class Ball:
__slots__ = ("x", "y", "vx", "vy", "rad", "prev_x", "prev_y")
def __init__(self, x, y):
self.x, self.y = float(x), float(y)
self.vx = self.vy = 0.0
self.rad = BALL_R
self.prev_x, self.prev_y = x, y
@property
def speed(self):
return math.hypot(self.vx, self.vy)
class Event:
__slots__ = ("kind", "x", "y", "data")
def __init__(self, kind, x=0.0, y=0.0, data=None):
self.kind, self.x, self.y, self.data = kind, x, y, data
def __repr__(self):
return "Event(%s)" % self.kind
class Table:
def __init__(self, seed=1):
self.rng = random.Random(seed)
self.events = []
self.frame = 0
# static walls / floors: list of (a, b, kind) where kind in
# ("rail", "floor") - rails keep balls in, floors hold them up
self.walls = [
((PLAY_L, PLAY_T), (PLAY_L, PLAY_B), "rail"),
((PLAY_R, PLAY_T), (PLAY_R, PLAY_B), "rail"),
((PLAY_L, PLAY_T), (PLAY_R, PLAY_T), "rail"),
# floors tilt gently down toward the center so balls funnel inward
((OUTLANE_L, PLAY_B - 8), (CENTER_HOLE[0], PLAY_B), "floor"),
((CENTER_HOLE[1], PLAY_B), (OUTLANE_R, PLAY_B - 8), "floor"),
((CENTER_HOLE[0], PLAY_B), (CENTER_HOLE[0], DRAIN_Y), "hole"),
((CENTER_HOLE[1], PLAY_B), (CENTER_HOLE[1], DRAIN_Y), "hole"),
((OUTLANE_L, PLAY_B), (OUTLANE_L, DRAIN_Y), "hole"),
((OUTLANE_R, PLAY_B), (OUTLANE_R, DRAIN_Y), "hole"),
]
self.bumpers = [
dict(x=b["pos"][0], y=b["pos"][1], r=b["r"], color=b["color"],
cool=0, hit=0, squash=0, face_t=0.0, blink=0.0)
for b in BUMPERS]
self.slings = [
dict(x=s["pos"][0], y=s["pos"][1], r=s["r"], cool=0, flash=0,
kick=s["kick"], guard=(i >= 2))
for i, s in enumerate(SLINGS)]
self.stars = [dict(x=x, y=y, r=13.0, lit=False, cool=0, pulse=0)
for x, y in STARS]
self.flippers = [
dict(side="L", pivot=FLIP_PIVOT_L, angle=FLIP_REST, rest=FLIP_REST,
up=FLIP_UP, length=FLIP_LEN, pressed=False, w=0.0, contacting=False),
dict(side="R", pivot=FLIP_PIVOT_R, angle=FLIP_REST, rest=FLIP_REST,
up=FLIP_UP, length=FLIP_LEN, pressed=False, w=0.0, contacting=False),
]
self.cannon = dict(x=CANNON[0], y=CANNON[1], r=CANNON_R)
self.ball = Ball(CANNON[0], CANNON[1])
self.ball_live = False
self.charge = 0.0
self.stuck_frames = 0
self.trail = []
# ------------------------------------------------------------- input
def press(self, side, down):
f = self.flippers[0] if side == "L" else self.flippers[1]
f["pressed"] = down
# ------------------------------------------------------------- setup
def reset_ball_in_cannon(self):
self.charge = 0.0
self.ball_live = False
self.ball.x, self.ball.y = CANNON[0] + 6, CANNON[1]
self.ball.vx = self.ball.vy = 0.0
self.ball.prev_x, self.ball.prev_y = self.ball.x, self.ball.y
self.stuck_frames = 0
self.trail = []
def launch(self, power):
self.ball_live = True
mx, my = CANNON
off = CANNON_R + self.ball.rad + 2.0
self.ball.x = mx + LAUNCH_DIR[0] * off
self.ball.y = my + LAUNCH_DIR[1] * off
self.ball.vx = LAUNCH_DIR[0] * power
self.ball.vy = LAUNCH_DIR[1] * power
self.ball.prev_x, self.ball.prev_y = self.ball.x, self.ball.y
self.trail = [(self.ball.x, self.ball.y)]
return Event("launch", self.ball.x, self.ball.y)
# ------------------------------------------------------------- frame
def update(self):
self.events = []
self.frame += 1
# decay timers
for b in self.bumpers:
if b["cool"] > 0:
b["cool"] -= 1
if b["squash"] > 0:
b["squash"] -= 1
b["face_t"] += 1
if b["blink"] > 0:
b["blink"] -= 1
elif self.rng.random() < 0.0025:
b["blink"] = 16
for s in self.slings:
if s["cool"] > 0:
s["cool"] -= 1
if s["flash"] > 0:
s["flash"] -= 1
for st in self.stars:
if st["cool"] > 0:
st["cool"] -= 1
if st["pulse"] > 0:
st["pulse"] -= 1
if not self.ball_live:
return self.events
if self.ball.y > DRAIN_Y + 30 and not self._in_drain(self.ball.x, self.ball.y):
# lost below the table somehow - force a drain
self.events.append(Event("drain", self.ball.x, self.ball.y))
return self.events
ball = self.ball
# flipper angle update (kinematic; per-frame, then substepped)
for f in self.flippers:
target = f["up"] if f["pressed"] else f["rest"]
rate = FLIP_SNAP_UP if f["pressed"] else FLIP_SNAP_DOWN
d = target - f["angle"]
f["angle"] = target if abs(d) < rate else f["angle"] + (rate if d > 0 else -rate)
f["w"] = f["angle"] - (f.get("prev_angle", f["angle"]))
f["prev_angle"] = f["angle"]
f["contacting"] = False
speed = ball.speed
n_sub = 1 if speed <= 0.0 else min(6, max(1, int(math.ceil(speed / 4.0))))
for _ in range(n_sub):
self._substep(ball, 1.0 / n_sub)
self.trail.append((ball.x, ball.y))
if len(self.trail) > 9:
self.trail.pop(0)
if ball.speed < 0.55:
self.stuck_frames += 1
if self.stuck_frames > 60 and self.stuck_frames % 14 == 0:
ang = self.rng.uniform(0.0, math.tau)
ball.vx += math.cos(ang) * 1.3
ball.vy += math.sin(ang) * 1.3 - 1.1
self.events.append(Event("nudge", ball.x, ball.y))
else:
self.stuck_frames = 0
if self._in_drain(ball.x, ball.y):
self.events.append(Event("drain", ball.x, ball.y))
return self.events
# ------------------------------------------------------------- helpers
def _in_drain(self, x, y):
if y < DRAIN_Y - 2:
return False
if CENTER_HOLE[0] - 6 < x < CENTER_HOLE[1] + 6:
return True
if x < OUTLANE_L - 4 or x > OUTLANE_R + 4:
return True
if y > DRAIN_Y + 8:
return x < OUTLANE_L + 10 or x > OUTLANE_R - 10
return False
# ------------------------------------------------------------- substep
def _substep(self, ball, dt):
ball.vy += GRAVITY * dt
ball.vx *= (1.0 - 0.014 * dt)
ball.vy *= (1.0 - 0.005 * dt)
ball.prev_x, ball.prev_y = ball.x, ball.y
ball.x += ball.vx * dt
ball.y += ball.vy * dt
# static walls / floors
for (ax, ay), (bx, by), kind in self.walls:
t, cx, cy, d2 = seg_info(ball.x, ball.y, ax, ay, bx, by)
if d2 >= ball.rad * ball.rad:
continue
if t <= 0.0 or t >= 1.0:
continue
dist = math.sqrt(d2)
nx = (ball.x - cx) / dist
ny = (ball.y - cy) / dist
# one-way-ish: never fling a ball that has dropped past a floor plane
if kind == "floor" and ball.y > PLAY_B + ball.rad * 0.5 and ny < -0.3:
continue
ball.x = cx + nx * ball.rad
ball.y = cy + ny * ball.rad
vn = ball.vx * nx + ball.vy * ny
if vn < 0.0:
e = RESTITUTION if kind == "floor" else 0.5
ball.vx -= (1.0 + e) * vn * nx
ball.vy -= (1.0 + e) * vn * ny
ball.vx *= 0.985
if kind == "rail" and ball.speed > 8.0:
self.events.append(Event("wall_hit", ball.x, ball.y, ball.speed))
# bumpers
for b in self.bumpers:
self._bumper_collide(ball, b)
# slingshots
for s in self.slings:
self._sling_collide(ball, s)
# flippers
for f in self.flippers:
self._flipper_collide(ball, f)
# cannon deflector
self._circle_push(ball, self.cannon["x"], self.cannon["y"],
self.cannon["r"], 0.5)
# star lanes
for st in self.stars:
dx = ball.x - st["x"]
dy = ball.y - st["y"]
rr = st["r"] + ball.rad
if dx * dx + dy * dy < rr * rr and st["cool"] <= 0:
st["cool"] = 26
st["pulse"] = 14
if not st["lit"]:
st["lit"] = True
self.events.append(Event("star_lit", st["x"], st["y"], st))
else:
self.events.append(Event("star_again", st["x"], st["y"], st))
self._cap(ball)
@staticmethod
def _cap(ball):
sp = ball.speed
if sp > MAX_SPEED:
k = MAX_SPEED / sp
ball.vx *= k
ball.vy *= k
def _circle_push(self, ball, cx, cy, cr, e, impulse=None, cool_key=None):
"""Generic circle collider. impulse=(ix,iy,strength) overrides bounce."""
dx = ball.x - cx
dy = ball.y - cy
rr = cr + ball.rad
d2 = dx * dx + dy * dy
if d2 >= rr * rr or d2 < 0.0001:
return False
d = math.sqrt(d2)
nx, ny = dx / d, dy / d
ball.x = cx + nx * rr
ball.y = cy + ny * rr
if impulse is not None:
kx, ky, sp = impulse
ball.vx = kx * sp
ball.vy = ky * sp
return True
vn = ball.vx * nx + ball.vy * ny
if vn < 0.0:
ball.vx -= (1.0 + e) * vn * nx
ball.vy -= (1.0 + e) * vn * ny
return True
def _bumper_collide(self, ball, b):
dx = ball.x - b["x"]
dy = ball.y - b["y"]
rr = b["r"] + ball.rad
d2 = dx * dx + dy * dy
if d2 >= rr * rr or d2 < 0.0001:
return
d = math.sqrt(d2)
nx, ny = dx / d, dy / d
ball.x = b["x"] + nx * rr
ball.y = b["y"] + ny * rr
if b["cool"] > 0:
return
b["cool"] = 6
b["hit"] += 1
b["squash"] = 5
b["face_t"] = 0.0
kick = max(6.0, ball.speed * 0.72 + 4.2)
ball.vx = nx * kick
ball.vy = ny * kick
self.events.append(Event("bumper", b["x"] + nx * b["r"], b["y"] + ny * b["r"], b))
def _sling_collide(self, ball, s):
dx = ball.x - s["x"]
dy = ball.y - s["y"]
rr = s["r"] + ball.rad
d2 = dx * dx + dy * dy
if d2 >= rr * rr or d2 < 0.0001:
return
d = math.sqrt(d2)
nx, ny = dx / d, dy / d
ball.x = s["x"] + nx * rr
ball.y = s["y"] + ny * rr
if s["cool"] > 0:
return
s["cool"] = 4
s["flash"] = 7
kx, ky = s["kick"]
ball.vx = kx * 9.6
ball.vy = ky * 9.6
self.events.append(Event("sling", s["x"] + kx * 22, s["y"] + ky * 22, s))
def _flipper_collide(self, ball, f):
px, py = f["pivot"]
a = f["angle"]
tipx = px + math.cos(a) * f["length"]
tipy = py + math.sin(a) * f["length"]
t, cx, cy, d2 = seg_info(ball.x, ball.y, px, py, tipx, tipy)
rad = FLIP_RADIUS + ball.rad
if d2 >= rad * rad:
return
# endpoint (pivot) -> small circle collider; tip end -> still a segment
if t <= 0.0 or t >= 1.0:
ex, ey = (px, py) if t <= 0.0 else (tipx, tipy)
exx, eyy = ball.x - ex, ball.y - ey
ed = math.hypot(exx, eyy)
if ed < rad:
nx, ny = exx / ed, eyy / ed
ball.x = ex + nx * rad
ball.y = ey + ny * rad
self._flipper_impulse(ball, f, nx, ny)
return
dist = math.sqrt(d2)
nx = (ball.x - cx) / dist
ny = (ball.y - cy) / dist
ball.x = cx + nx * rad
ball.y = cy + ny * rad
self._flipper_impulse(ball, f, nx, ny)
def _flipper_impulse(self, ball, f, nx, ny):
"""Reflect relative velocity across the moving flipper surface."""
w = f["w"]
px, py = f["pivot"]
# surface velocity of the flipper at the contact point, in px/frame
# rotating by angle w (screen-clockwise positive) => v = w * (-ry, rx)
rx, ry = ball.x - px, ball.y - py
svx = -ry * w
svy = rx * w
rvx = ball.vx - svx
rvy = ball.vy - svy
vn = rvx * nx + rvy * ny
fresh = not f["contacting"]
f["contacting"] = True
if vn < -0.9:
if fresh:
j = -(1.0 + FLIP_BOUNCE) * vn
else:
j = -vn # inelastic follow-through while pressing
ball.vx += j * nx
ball.vy += j * ny
elif fresh and vn > 0.0:
# tiny push to keep the ball from sinking into a resting flipper
pass
# tangential traction: transfer some of the flipper's swipe to the ball
tx, ty = -ny, nx
vt = rvx * tx + rvy * ty
traction = 0.35 if abs(w) > 0.01 else 0.0
ball.vx += vt * tx * -traction + svx * 0.0
ball.vy += vt * ty * -traction
self._cap(ball)