import Matter from "https://cdn.jsdelivr.net/npm/matter-js@0.19.0/+esm"; export class GameWorld { constructor() { this.engine = Matter.Engine.create(); this.world = this.engine.world; this.engine.world.gravity.y = 0;//0.01; Matter.Runner.run(this.engine); let ground = Matter.Bodies.rectangle(400, 600, 800, 50, { isStatic: true }); Matter.World.add(this.world, ground); this.levelData = null; this.obstacles = []; this.robots = []; } reset(player = null) { this.robots = [] this.obstacles = [] Matter.World.clear(this.world); // Clear the world without resetting the engine let level = this.levelData[0]; if (player) { console.log("Resetting player position to:", level.robots["player"]["position"]); console.log(this.robots); player.x = level.robots["player"]["position"]["x"]; player.y = level.robots["player"]["position"]["y"]; this.addRobot(player); } for (let i = 0; i < level.obstacles.length; i++) { let obstacle = level.obstacles[i]; this.addObstacle(obstacle.vertices, obstacle.position); } // this.addObstacle([ // { x: -100, y: -100 }, // Vertex 1 // { x: 100, y: -100 }, // Vertex 2 // { x: 100, y: 100 }, // Vertex 3 // { x: -100, y: 100 } // Vertex 4 // ], { x: 400, y: 300 }); // this.addObstacle([ // { x: 300, y: 380 }, // Vertex 1 // { x: 420, y: 380 }, // Vertex 2 // { x: 350, y: 550 }, // Vertex 3 // { x: 280, y: 420 } // Vertex 4 // ], { x: 400, y: -50 }); } update() { // Update the physics simulation for (let id in this.robots) { this.robots[id].update(this); } Matter.Engine.update(this.engine); } addObstacle(vertices, position = { x: 0, y: 0 }) { // Convert the polygon points into a Matter.js body let body = Matter.Bodies.fromVertices(position.x, position.y, [vertices], { isStatic: true, // Obstacles shouldn't move }); // Add body to world and store it Matter.World.add(this.world, body); this.obstacles.push(body); } addRobot(robot) { console.log("added robot"); // Create the robot's Matter.js body let robotBody = Matter.Bodies.fromVertices(robot.x, robot.y, [robot.hull], { friction: 0.05, frictionAir: 0.02, // Air resistance slows it down naturally restitution: 0.2, // Slight bounce }); // Add to the world Matter.World.add(this.world, robotBody); robot.body = robotBody; this.robots.push(robot); } // Return the floor color based on (x, y) coordinates getFloorColor(x, y) { return (x + y) % 50 < 25 ? "black" : "white"; // Example pattern } // Draw the game world (e.g., obstacles, background) draw(ctx) { // Draw obstacles ctx.strokeStyle = "gray"; // Obstacle outline color ctx.lineWidth = 2; // Optional: to make the outline thicker // Draw obstacles this.obstacles.forEach(body => { ctx.beginPath(); let vertices = body.vertices; ctx.moveTo(vertices[0].x, vertices[0].y); for (let i = 1; i < vertices.length; i++) { ctx.lineTo(vertices[i].x, vertices[i].y); } ctx.closePath(); ctx.stroke(); }); this.robots.forEach(robot => { let body = robot.body; // Get the Matter.js body from the robot object ctx.strokeStyle = "blue"; let vertices = body.vertices; ctx.beginPath(); ctx.moveTo(vertices[0].x, vertices[0].y); for (let i = 1; i < vertices.length; i++) { ctx.lineTo(vertices[i].x, vertices[i].y); } ctx.closePath(); ctx.stroke(); robot.draw(ctx); // Draw the robot's hull and sensors }); } rayCast(startX, startY, endX, endY, ignoreBodies = []) { let closestIntersection = null; let startPoint = { x: startX, y: startY }; let endPoint = { x: endX, y: endY }; // Get all bodies in the world let allBodies = Matter.Composite.allBodies(this.engine.world); // ✅ Filter out ignored bodies instead of removing them let filteredBodies = allBodies.filter(body => !ignoreBodies.includes(body)); // Debugging //console.log("Ignoring bodies: ", ignoreBodies.map(b => b.id)); //console.log("Filtered bodies: ", filteredBodies.map(b => b.id)); // Perform raycast only on the filtered bodies let hit = this.getRayHitPoint(startPoint, endPoint, filteredBodies); if (hit) { closestIntersection = hit.point; } return closestIntersection; } getRayHitPoint(start, end, bodies) { let closestHit = null; let minDistance = Infinity; bodies.forEach(body => { let vertices = body.vertices; // Loop through each edge of the polygon body for (let i = 0; i < vertices.length; i++) { let v1 = vertices[i]; let v2 = vertices[(i + 1) % vertices.length]; // Wrap around to close the shape let intersection = this.getLineIntersection(start, end, v1, v2); if (intersection) { let distance = Matter.Vector.magnitude(Matter.Vector.sub(intersection, start)); // Keep track of the closest intersection if (distance < minDistance) { minDistance = distance; closestHit = { point: intersection, body }; } } } }); return closestHit; } // Line intersection helper function getLineIntersection(p1, p2, p3, p4) { let denom = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y); if (denom === 0) return null; // Parallel lines, no intersection let ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denom; let ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denom; if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1) { return { x: p1.x + ua * (p2.x - p1.x), y: p1.y + ua * (p2.y - p1.y) }; } return null; // No valid intersection } }