284 lines
8.9 KiB
JavaScript
284 lines
8.9 KiB
JavaScript
import Matter from "https://cdn.jsdelivr.net/npm/matter-js@0.19.0/+esm";
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export class GameWorld {
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constructor() {
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this.engine = Matter.Engine.create();
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this.world = this.engine.world;
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this.engine.world.gravity.y = 0;//0.01;
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Matter.Runner.run(this.engine);
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let ground = Matter.Bodies.rectangle(400, 600, 800, 50, { isStatic: true });
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Matter.World.add(this.world, ground);
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this.levelData = null;
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this.currentLevel = 0;
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this.waypoints = [];
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this.obstacles = [];
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this.robots = [];
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}
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reset(player = null) {
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this.robots = []
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this.obstacles = []
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this.waypoints = [];
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Matter.World.clear(this.world); // Clear the world without resetting the engine
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let level = this.levelData[this.currentLevel];
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if (player) {
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console.log("Resetting player position to:", level.robots["player"]["position"]);
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console.log(this.robots);
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player.x = level.robots["player"]["position"]["x"];
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player.y = level.robots["player"]["position"]["y"];
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this.addRobot(player);
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}
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for (let i = 0; i < level.obstacles.length; i++) {
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let obstacle = level.obstacles[i];
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this.addObstacle(obstacle.vertices, obstacle.position, obstacle.strokeColor, obstacle.fillColor);
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}
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for (let i = 0; i < level.waypoints.length; i++) {
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let obstacle = level.waypoints[i];
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console.log("Adding waypoint:", obstacle);
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this.addWaypoint(obstacle.vertices, obstacle.position, obstacle.strokeColor, obstacle.fillColor);
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}
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// this.addObstacle([
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// { x: -100, y: -100 }, // Vertex 1
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// { x: 100, y: -100 }, // Vertex 2
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// { x: 100, y: 100 }, // Vertex 3
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// { x: -100, y: 100 } // Vertex 4
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// ], { x: 400, y: 300 });
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// this.addObstacle([
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// { x: 300, y: 380 }, // Vertex 1
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// { x: 420, y: 380 }, // Vertex 2
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// { x: 350, y: 550 }, // Vertex 3
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// { x: 280, y: 420 } // Vertex 4
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// ], { x: 400, y: -50 });
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}
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update() {
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// Update the physics simulation
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for (let id in this.robots) {
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this.robots[id].update(this);
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}
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//this.checkPlayerCompletedTask();
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Matter.Engine.update(this.engine);
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}
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// Needs to be updated to handle different win conditions
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checkPlayerCompletedTask() {
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let playerPos = this.robots[0].body.position;
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let waypointBounds = this.waypoints[0].bounds;
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if (Matter.Bounds.contains(waypointBounds, playerPos)) {
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console.log("Player is inside the waypoint's bounding box.");
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return true;
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}
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return false;
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}
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addWaypoint(vertices, position = { x: 0, y: 0 }, strokeColor = "yellow", fillColor = "yellow") {
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// Convert the polygon points into a Matter.js body
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let body = Matter.Bodies.fromVertices(position.x, position.y, [vertices], {
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isSensor: true,
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isStatic: true,
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label: "zone"
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});
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body.strokeColor = strokeColor;
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body.fillColor = fillColor;
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// Add body to world and store it
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Matter.World.add(this.world, body);
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this.waypoints.push(body);
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}
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addObstacle(vertices, position = { x: 0, y: 0 }, strokeColor = "black", fillColor = "gray") {
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// Convert the polygon points into a Matter.js body
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let body = Matter.Bodies.fromVertices(position.x, position.y, [vertices], {
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isStatic: true, // Obstacles shouldn't move
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});
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body.strokeColor = strokeColor;
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body.fillColor = fillColor;
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// Add body to world and store it
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Matter.World.add(this.world, body);
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this.obstacles.push(body);
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}
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addRobot(robot) {
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console.log("added robot");
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// Create the robot's Matter.js body
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let robotBody = Matter.Bodies.fromVertices(robot.x, robot.y, [robot.hull], {
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friction: 0.05,
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frictionAir: 0.02, // Air resistance slows it down naturally
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restitution: 0.2, // Slight bounce
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});
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// Add to the world
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Matter.World.add(this.world, robotBody);
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robot.body = robotBody;
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this.robots.push(robot);
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}
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// Return the floor color based on (x, y) coordinates
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getFloorColor(x, y) {
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return (x + y) % 50 < 25 ? "black" : "white"; // Example pattern
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}
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// Draw the game world (e.g., obstacles, background)
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draw(ctx) {
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// Draw obstacles
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ctx.strokeStyle = "gray"; // Obstacle outline color
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ctx.lineWidth = 2; // Optional: to make the outline thicker
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// Draw obstacles
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this.obstacles.forEach(body => {
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ctx.beginPath();
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let vertices = body.vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let i = 1; i < vertices.length; i++) {
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ctx.lineTo(vertices[i].x, vertices[i].y);
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}
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ctx.fillStyle = body.fillColor;;
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ctx.strokeStyle = body.strokeColor;
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ctx.closePath();
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ctx.fill();
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ctx.stroke();
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});
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// Draw Waypoints
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this.waypoints.forEach(body => {
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ctx.beginPath();
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let vertices = body.vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let i = 1; i < vertices.length; i++) {
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ctx.lineTo(vertices[i].x, vertices[i].y);
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}
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ctx.fillStyle = body.fillColor;;
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ctx.strokeStyle = body.strokeColor;
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ctx.closePath();
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ctx.globalAlpha = 0.2; // Applies to all drawing
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ctx.fill();
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ctx.globalAlpha = 1.0; // Reset after if needed
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ctx.stroke();
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});
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this.robots.forEach(robot => {
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let body = robot.body; // Get the Matter.js body from the robot object
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ctx.strokeStyle = "blue";
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let vertices = body.vertices;
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ctx.beginPath();
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let i = 1; i < vertices.length; i++) {
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ctx.lineTo(vertices[i].x, vertices[i].y);
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}
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ctx.closePath();
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ctx.stroke();
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robot.draw(ctx); // Draw the robot's hull and sensors
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});
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}
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rayCast(startX, startY, endX, endY, ignoreBodies = []) {
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let closestIntersection = null;
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let startPoint = { x: startX, y: startY };
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let endPoint = { x: endX, y: endY };
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ignoreBodies.push(...this.waypoints); // Add all obstacles to the ignore list
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// Get all bodies in the world
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let allBodies = Matter.Composite.allBodies(this.engine.world);
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// ✅ Filter out ignored bodies instead of removing them
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let filteredBodies = allBodies.filter(body => !ignoreBodies.includes(body));
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// Debugging
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//console.log("Ignoring bodies: ", ignoreBodies.map(b => b.id));
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//console.log("Filtered bodies: ", filteredBodies.map(b => b.id));
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// Perform raycast only on the filtered bodies
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let hit = this.getRayHitPoint(startPoint, endPoint, filteredBodies);
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if (hit) {
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closestIntersection = hit.point;
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}
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return closestIntersection;
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}
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getRayHitPoint(start, end, bodies) {
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let closestHit = null;
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let minDistance = Infinity;
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bodies.forEach(body => {
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let vertices = body.vertices;
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// Loop through each edge of the polygon body
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for (let i = 0; i < vertices.length; i++) {
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let v1 = vertices[i];
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let v2 = vertices[(i + 1) % vertices.length]; // Wrap around to close the shape
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let intersection = this.getLineIntersection(start, end, v1, v2);
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if (intersection) {
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let distance = Matter.Vector.magnitude(Matter.Vector.sub(intersection, start));
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// Keep track of the closest intersection
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if (distance < minDistance) {
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minDistance = distance;
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closestHit = { point: intersection, body };
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}
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}
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}
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});
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return closestHit;
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}
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// Line intersection helper function
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getLineIntersection(p1, p2, p3, p4) {
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let denom = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
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if (denom === 0) return null; // Parallel lines, no intersection
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let ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denom;
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let ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denom;
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if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1) {
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return {
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x: p1.x + ua * (p2.x - p1.x),
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y: p1.y + ua * (p2.y - p1.y)
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};
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}
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return null; // No valid intersection
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}
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}
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