onlinecodesimulator/gameworld.js

203 lines
6.0 KiB
JavaScript

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.obstacles = [];
this.robots = [];
}
reset() {
this.robots = []
this.obstacles = []
Matter.World.clear(this.world); // Clear the world without resetting the engine
console.log(this.obstacles.length);
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
}
}