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(() => {
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// plugins
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Matter.use(MatterAttractors);
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// constants
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const PATHS = {
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DOME: '0 0 0 250 19 250 20 231.9 25.7 196.1 36.9 161.7 53.3 129.5 74.6 100.2 100.2 74.6 129.5 53.3 161.7 36.9 196.1 25.7 231.9 20 268.1 20 303.9 25.7 338.3 36.9 370.5 53.3 399.8 74.6 425.4 100.2 446.7 129.5 463.1 161.7 474.3 196.1 480 231.9 480 250 500 250 500 0 0 0',
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DROP_LEFT: '0 0 20 0 70 100 20 150 0 150 0 0',
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DROP_RIGHT: '50 0 68 0 68 150 50 150 0 100 50 0',
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APRON_LEFT: '0 0 180 120 0 120 0 0',
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APRON_RIGHT: '180 0 180 120 0 120 180 0'
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};
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const COLOR = {
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BACKGROUND: '#000',
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OUTER: '#000',
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INNER: '#FFFFFF',
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BUMPER: '#FFFFFF',
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// BUMPER_LIT:'#FF3F99', //Lobster
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// BUMPER_LIT:'#FF8C1F', //PNF
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// BUMPER_LIT:'#FFFF01', //Pigeon Plaza
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// BUMPER_LIT:'#86FC06', //Secret Garden
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BUMPER_LIT:'#04D9FF', //Sonic
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PADDLE: '#FFFFFF',
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// PINBALL: '#FF3F99', //Lobster
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// PINBALL: '#FF8C1F', //PNF
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// PINBALL: '#FFFF01', //Pigeon Plaza
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// PINBALL: '#86FC06', //Secret Garden
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PINBALL: '#04D9FF', //Sonic
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// LINK: '#FF3F99', //Lobster
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// LINK: '#FF8C1F', //PNF
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// LINK: '#FFFF01', //Pigeon Plaza
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// LINK: '#86FC06', //Secret Garden
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LINK: '#04D9FF', //Sonic
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};
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const GRAVITY = 1;
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const WIREFRAMES = false;
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const BUMPER_BOUNCE = 1.5;
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const MAX_VELOCITY = 50;
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// matter.js has a built in random range function, but it is deterministic
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function rand(min, max) {
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return Math.random() * (max - min) + min;
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}
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// shared variables
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let engine, world, render, pinball, stopperGroup;
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function load() {
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init();
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createStaticBodies();
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createPinball();
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createEvents();
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}
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function init() {
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// engine (shared)
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engine = Matter.Engine.create();
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// world (shared)
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world = engine.world;
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world.bounds = {
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min: { x: 0, y: 0},
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max: { x: 500, y: 800 }
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};
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world.gravity.y = GRAVITY; // simulate rolling on a slanted table
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// render (shared)
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render = Matter.Render.create({
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element: $('.container')[0],
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engine: engine,
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options: {
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width: world.bounds.max.x,
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height: world.bounds.max.y,
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wireframes: WIREFRAMES,
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background: COLOR.BACKGROUND
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}
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});
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Matter.Render.run(render);
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// runner
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let runner = Matter.Runner.create();
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Matter.Runner.run(runner, engine);
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// used for collision filtering on various bodies
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stopperGroup = Matter.Body.nextGroup(true);
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// based on https://stackoverflow.com/questions/28324303/matter-js-mouse-click-on-body
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// https://github.com/liabru/matter-js/blob/081645474c4aa798e5b1ede5d5230b0ecb8835d2/examples/events.js
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var mouse = Matter.Mouse.create(render.canvas);
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var mouseConstraint = Matter.MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 1,
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render: {
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visible: false
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}
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}
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})
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Matter.World.add(world, mouseConstraint);
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Matter.Events.on(engine, 'tick', function(event) {
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if(mouseConstraint.mouse.button == 0){
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console.log("click", mouseConstraint.body);
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if (mouseConstraint.body && mouseConstraint.body.url) {
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console.log("opening link", mouseConstraint.body.url);
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function openTab(url) {
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// Create link in memory
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var a = window.document.createElement("a");
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//a.target = '_blank';
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a.href = url;
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// Dispatch fake click
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var e = window.document.createEvent("MouseEvents");
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e.initMouseEvent("click", true, true, window, 0, 0, 0, 0, 0, false, false, false, false, 0, null);
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a.dispatchEvent(e);
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};
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openTab(mouseConstraint.body.url);
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//window.open(mouseConstraint.body.url, "_self");
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}
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}
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});
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// an example of using mouse events on a mouse
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Matter.Events.on(mouseConstraint, 'mousedown', function(event) {
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var mousePosition = event.mouse.position;
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console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
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});
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}
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var BUMPER_DATA = [
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{x: 100, y: 200, url: "./guestbook/", text: "I want to leave a trace"}, //1 + (I want to leave a trace) +(./guestbook/index.php)
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{x: 250, y: 200, url: "./city-framing/", text: "city framing"}, //2 + (City Framing) + (/city-framing)
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{x: 400, y: 200, url: "./praxis/", text: "🛰 🌐 📱🖥 ⏳ 🧬 🔋📦🍏🕸🌡💸 🔫⚔️"}, //3 - praxis zine (+code access: PRAXIS)
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{x: 175, y: 290, url: "./S10/", text: "the less we know, the better the journey?"}, //4 + (the less we know, the better the journey?) + (S10/)
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{x: 325, y: 290, url: "./S5/", text: "what about doing it together?"}, //5 + (what about doing it together?) + (S5/)
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{x: 100, y: 380, url: "./S9/", text: "do we need to know?"}, //6 + (do we need to know?) + (S9/)
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{x: 250, y: 380, url: "./heindistinguishableartofthewaitingroom.pdf", text: "I think I’m seeing things."}, //7 + (I think I’m seeing things.) + (Theindistinguishableartofthewaitingroom.pdf)
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{x: 400, y: 380, url: "./overwhelmed.gif", text: "something doesn't feel right."}, //8 + (something doesn't feel right.) + (overwhelmed.gif)
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{x: 175, y: 470, url: "./thisisnotart.gif", text: "this is not art."}, //9 + (this is not art.) + (thisisnotart.gif)
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{x: 325, y: 470, url: "./Savior/", text: "I won't buy anything.)"}, //10 + I don't know where we are going but... + (name: I won't buy anything.)
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{x: 400, y: 560, url: "./nah.gif", text: "I just want to be in peace"}, //11 + (I just want to be in peace) + (nah.gif)
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{x: 100, y: 560, url: "./Strolling_Cat/", text: "I just want to walk in peace"}, //12 (I just want to walk in peace) + (link)
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{x: 250, y: 560, url: "./Woke_Gaming2.jpg", text: "I just want to play in peace"}, //13 - + (I just want to play in peace) + (Woke_Gaming2.jpg)
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];
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function createStaticBodies() {
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Matter.World.add(world, [
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// table boundaries (top, bottom, left, right)
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boundary(50, -30, 500, 100),
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boundary(250, 830, 500, 100),
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boundary(-40, 400, 100, 800),
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boundary(540, 400, 100, 800),
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// dome
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path(251, 10, PATHS.DOME),
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//The secret garden
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// wall(250, 200, 30, 110, COLOR.INNER),
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// wall(100, 380, 30, 110, COLOR.INNER),
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// wall(100, 380, 30, 110, COLOR.INNER),
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// wall(400, 380, 30, 110, COLOR.INNER),
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// wall(130, 560, 30, 110, COLOR.INNER, -0.96),
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// wall(370, 560, 30, 110, COLOR.INNER, 0.96),
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//Sonic the Sellout
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// Pigeons Plaza
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//wall(250, 380, 30, 110, COLOR.INNER, 0.96),
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// PNF
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//wall(250, 560, 30, 110, COLOR.INNER),
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//wall(175, 290, 30, 110, COLOR.INNER),
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//wall(325, 290, 30, 110, COLOR.INNER),
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//wall(130, 560, 30, 110, COLOR.INNER, -0.96),
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//wall(370, 560, 30, 110, COLOR.INNER, 0.96),
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// Lobster Lounge
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//wall(455, 520, 7, 560, COLOR.OUTER),
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//wall(250, 380, 30, 110, COLOR.INNER),
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//wall(100, 380, 30, 110, COLOR.INNER),
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//wall(400, 380, 30, 110, COLOR.INNER),
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//wall(130, 200, 30, 110, COLOR.INNER, -0.96),
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//wall(370, 560, 30, 110, COLOR.INNER, 0.96),
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// reset zones (center, right)
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reset(221, 420),
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reset(470, 40)
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]);
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BUMPER_DATA.forEach(d => {
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Matter.World.add(world, bumper(d.x, d.y, d.url));
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});
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//
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// eventually
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// Matter.World.add(world, bumper(d)); and change bumper to use b.whatever as needed (incl color for instance)
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}
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function createPinball() {
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// x/y are set to when pinball is launched
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pinball = Matter.Bodies.circle(0, 0, 12, {
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label: 'pinball',
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collisionFilter: {
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group: stopperGroup
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},
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render: {
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fillStyle: COLOR.PINBALL
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}
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});
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Matter.World.add(world, pinball);
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launchPinball();
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}
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function createEvents() {
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// events for when the pinball hits stuff
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Matter.Events.on(engine, 'collisionStart', function(event) {
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let pairs = event.pairs;
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pairs.forEach(function(pair) {
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if (pair.bodyB.label === 'pinball') {
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switch (pair.bodyA.label) {
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case 'reset':
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launchPinball();
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break;
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case 'bumper':
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pingBumper(pair.bodyA);
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break;
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}
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}
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});
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});
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// regulate pinball
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Matter.Events.on(engine, 'beforeUpdate', function(event) {
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// bumpers can quickly multiply velocity, so keep that in check
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Matter.Body.setVelocity(pinball, {
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x: Math.max(Math.min(pinball.velocity.x, MAX_VELOCITY), -MAX_VELOCITY),
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y: Math.max(Math.min(pinball.velocity.y, MAX_VELOCITY), -MAX_VELOCITY),
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});
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// cheap way to keep ball from going back down the shooter lane
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if (pinball.position.x > 450 && pinball.velocity.y > 0) {
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Matter.Body.setVelocity(pinball, { x: 0, y: -10 });
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}
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});
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}
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function launchPinball() {
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Matter.Body.setPosition(pinball, { x: 465, y: 765 });
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Matter.Body.setVelocity(pinball, { x: 0, y: -25 + rand(-2, 2) });
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Matter.Body.setAngularVelocity(pinball, 0);
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}
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function pingBumper(bumper) {
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//updateScore(currentScore + 10);
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// flash color
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bumper.render.fillStyle = COLOR.BUMPER_LIT;
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setTimeout(function() {
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bumper.render.fillStyle = COLOR.BUMPER;
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}, 100);
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// swap text (#textfeature)
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var textcontainer = document.getElementById("but");
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console.log('BUMPER:', bumper)
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BUMPER_DATA.forEach(b => {
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if (b.url == bumper.url){
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console.log('b.url == bumper.url :', b.url, bumper.url);
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console.log('b.text:', b.text);
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textcontainer.innerText = b.text;
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}
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});
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}
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// outer edges of pinball table
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function boundary(x, y, width, height) {
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return Matter.Bodies.rectangle(x, y, width, height, {
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isStatic: true,
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render: {
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fillStyle: COLOR.OUTER
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}
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});
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}
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// wall segments
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function wall(x, y, width, height, color, angle = 0) {
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return Matter.Bodies.rectangle(x, y, width, height, {
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angle: angle,
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isStatic: true,
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chamfer: { radius: 15 },
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render: {
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fillStyle: color
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}
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});
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}
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// bodies created from SVG paths
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function path(x, y, path) {
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let vertices = Matter.Vertices.fromPath(path);
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return Matter.Bodies.fromVertices(x, y, vertices, {
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isStatic: true,
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render: {
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fillStyle: COLOR.OUTER,
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// add stroke and line width to fill in slight gaps between fragments
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strokeStyle: COLOR.OUTER,
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lineWidth: 1
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}
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});
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}
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// round bodies that repel pinball
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function bumper(x, y, url) {
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let bumper = Matter.Bodies.circle(x, y, 25, {
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label: 'bumper',
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url: url,
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isStatic: true,
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render: {
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fillStyle: COLOR.BUMPER
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}
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});
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// for some reason, restitution is reset unless it's set after body creation
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bumper.restitution = BUMPER_BOUNCE;
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return bumper;
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}
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// invisible bodies to constrict paddles
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// contact with these bodies causes pinball to be relaunched
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function reset(x, width) {
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return Matter.Bodies.rectangle(x, 781, width, 4, {
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label: 'reset',
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isStatic: true,
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render: {
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fillStyle: '#00070C'
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}
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});
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}
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window.addEventListener('load', load, false);
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})(); |