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123 lines (109 loc) · 2.97 KB
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Copy pathscript.js
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123 lines (109 loc) · 2.97 KB
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const {
Engine,
Render,
Runner,
Bodies,
World,
Body,
Events,
Composite,
} = Matter;
const canvas = document.querySelector("canvas");
const engine = Engine.create();
const world = engine.world;
world.gravity.y = 1; // Enable gravity by default
const render = Render.create({
canvas: canvas,
engine: engine,
options: {
width: window.innerWidth,
height: window.innerHeight,
wireframes: false,
background: 'white',
}
});
const floor1 = Bodies.rectangle(window.innerWidth / 2, window.innerHeight - 35, window.innerWidth, 70, {
isStatic: true,
render: {
fillStyle: 'black',
}
});
const player = Bodies.rectangle(window.innerWidth/2, window.innerHeight - 200, 70, 70, {
friction: 0,
restitution: 1,
render: {
fillStyle: 'red',
}
});
World.add(world, [floor1, player]);
Render.run(render);
Runner.run(Runner.create(), engine);
// Camera follow logic
// Smooth camera follow using linear interpolation (lerp)
let cameraX = player.position.x;
let cameraY = player.position.y;
function cameraFollowHandler() {
const targetX = player.position.x;
const targetY = player.position.y;
// Lerp factor (0.1 = smooth, 1 = instant)
const lerp = 0.1;
cameraX += (targetX - cameraX) * lerp;
cameraY += (targetY - cameraY) * lerp;
// Adjust render bounds to center the camera smoothly on the player
Render.lookAt(render, {
min: {
x: cameraX - window.innerWidth / 2,
y: cameraY - window.innerHeight / 2
},
max: {
x: cameraX + window.innerWidth / 2,
y: cameraY + window.innerHeight / 2
}
});
// No need to manually set the render context transform; Matter.Render will handle it based on render.bounds.
}
Events.on(engine, "beforeUpdate", cameraFollowHandler);
// Track if the player is on the ground using collision events
let isPlayerOnGround = false;
Events.on(engine, "collisionStart", (event) => {
event.pairs.forEach((pair) => {
if (
(pair.bodyA === player && pair.bodyB === floor1) ||
(pair.bodyB === player && pair.bodyA === floor1)
) {
isPlayerOnGround = true;
}
});
});
Events.on(engine, "collisionEnd", (event) => {
event.pairs.forEach((pair) => {
if (
(pair.bodyA === player && pair.bodyB === floor1) ||
(pair.bodyB === player && pair.bodyA === floor1)
) {
isPlayerOnGround = false;
}
});
});
document.addEventListener("keydown", (event) => {
switch (event.key) {
case "ArrowUp":
Body.applyForce(player, player.position, { x: 0, y: -0.2 });
break;
case "ArrowDown":
Body.applyForce(player, player.position, { x: 0, y: 0.2 });
break;
case "ArrowLeft":
Body.applyForce(player, player.position, { x: -0.2, y: 0 });
if (!isPlayerOnGround) {
Body.setAngularVelocity(player, -0.05);
}
break;
case "ArrowRight":
Body.applyForce(player, player.position, { x: 0.2, y: 0 });
if (!isPlayerOnGround) {
Body.setAngularVelocity(player, 0.05);
}
break;
}
});