我是 Matter-js 新手,正在尝试使用 React Native、React Native 游戏引擎和 Matter-JS 构建一个简单的游戏。
游戏是屏幕上出现圆圈,并且它们正在变大。用户需要在它们相互接触之前将它们弹出。 我让气泡不断生长并建立了自己的碰撞检测方法。然而,它并不能完美地工作,气泡会稍微重叠或几乎不接触,并且碰撞检测将会触发。 我看到 Matter-js 有一个内置的物体碰撞检测功能,但我不知道如何让它工作,代码如下:
当气泡长大并碰撞时,我认为它会触发 createWorld 中的
startCollision
回调。
提前谢谢大家。
渲染游戏引擎
return (<GameEngine style={styles.container}
ref={(ref) => {
this.GAME_ENGINE = ref;
}}
running={running}
onEvent={this.onEvent}
systems={[Physics, this.AddCircles, this.PopBubble, this.GrowCircles, this.CheckCollision]}
entities={this.createWorld()}/>)
创建世界并从 0 个圆圈开始。
createWorld = () => {
const engine = Matter.Engine.create({enableSleeping: false});
const world = engine.world;
Matter.World.add(world, []);
Matter.Events.on(engine, 'collisionStart', (event) => {
let pairs = event.pairs;
this.GAME_ENGINE.dispatch({type: "game-over"});
console.log("Collision", pairs);
});
return {
physics: {
engine: engine,
world: world
},
}
}
添加圈子
AddCircles = (entities: any, {touches, screen, layout, time}: any) => {
if (!this.canAddNewCircle(time)) {
return entities;
}
let available = false;
let ranX = Math.round((Math.random() * screen.width * .8) + (screen.width * .1) - this.BOX_SIZE);
let ranY = Math.round((Math.random() * screen.height * .8) + (screen.height * .1) - this.BOX_SIZE);
// Attempted to use isSensor, still does not work.
const body = Matter.Bodies.circle(ranX, ranY, this.BOX_SIZE, {isStatic: true, isSensor: true});
const id = `circle-${Math.random() * 1000}`;
entities[id] = {
body: body,
originalX: ranX,
originalY: ranY,
size: [this.BOX_SIZE, this.BOX_SIZE],
color: this.circleIdSet.size % 2 == 0 ? "pink" : "#B8E986",
renderer: Bubble
};
Matter.World.addBody(entities.physics.world, body);
this.circleIdSet.add(id);
this.setState({timeSinceLastCircleAdd: time.current});
return entities;
}
扩大圈子
GrowCircles = (entities: any, {touches, screen, layout, time}: any) => {
let circle;
this.circleIdSet.forEach((key: any) => {
circle = entities[key];
Matter.Body.set(circle.body, "circleRadius", circle.body.circleRadius + .2)
Matter.Body.setPosition(circle.body, {
x: circle.originalX - circle.body.circleRadius,
y: circle.originalY - circle.body.circleRadius
});
});
return entities;
}
观看一些演示
未定义碰撞,自动碰撞(组 = -1) https://brm.io/matter-js/demo/#mixed
定义的掩模+类别-用于精确碰撞 https://brm.io/matter-js/demo/#collisionFiltering
未定义碰撞、回调事件(组 = -1) - 可能最适合您 https://brm.io/matter-js/demo/#sensors
集体碰撞,
group = Body.nextGroup(true)
https://brm.io/matter-js/demo/#car
所有分组在我们之间不会发生冲突,但可以与其他组发生冲突。
我的例子 https://mlich.zam.slu.cz/js-matter/js-sorter/mechanical-sorter.htm