react-native-game-engine-ex.../game/entities/entities.ts

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import { Dimensions } from "react-native";
import Matter from "matter-js";
import { windowHeight, windowWidth } from "@game";
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import { Balloon, Wall } from ".";
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export const entities = (restart: boolean = false) => {
let engine = Matter.Engine.create(undefined, {
enableSleeping: false,
gravity: { x: 0, y: 0.000005 },
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} as Matter.IEngineDefinition);
let world = engine.world;
const topInset = (global as any).topInset; // for notch handling
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const newBalloon = () => Balloon(
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world,
"red",
{
x: Math.random() * (windowWidth - 100) + 50,
y: 150,
},
{ width: 50, height: 50 }
);
let entities = {
physics: { engine, world },
Balloon: newBalloon(),
LeftWall: Wall(
world,
"orange",
{ x: 0 - 25, y: windowHeight / 2 },
{ height: windowHeight, width: 50 }
),
RightWall: Wall(
world,
"orange",
{ x: windowWidth + 25, y: windowHeight / 2 },
{ height: windowHeight, width: 50 }
),
Ceiling: Wall(
world,
"orange",
{ x: 0, y: 0 },
{ height: 110 + topInset, width: windowWidth * 2 }
),
Floor: Wall(
world,
"orange",
{ x: windowWidth / 2, y: windowHeight + 60 },
{ height: 60, width: windowWidth }
),
};
Matter.Events.on(
engine,
"removeBalloon",
({ pairs }: Matter.IEventCollision<any>) => {
// pairs.forEach((pair: Matter.IPair) => {
// if (pair.bodyA.label === "Balloon" && pair.bodyB.label === "Floor") {
// Matter.Events.trigger(engine, "removeBalloon");
// }
// Remove old balloon
const balloonBody = entities.Balloon.body;
Matter.World.remove(world, balloonBody, true);
// Add new Balloon
entities.Balloon = newBalloon();
// @ts-ignore
Matter.World.add(world, entities.Balloon);
// });
});
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Matter.Events.on(
engine,
"collisionStart",
({ pairs }: Matter.IEventCollision<any>) => {
for (var i = 0, j = pairs.length; i != j; ++i) {
const bodyA = pairs[i].bodyA;
const bodyB = pairs[i].bodyB;
console.log(
"collisionStart between " + bodyA.label + " - " + bodyB.label
);
const balloonBody = entities.Balloon.body;
const floorBody = entities.Floor.body;
// Remove balloon if it hits the floor
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Matter.World.remove(world, balloonBody, true);
// Subtract a point from the score
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const gameEngine = (global as any).gameEngine;
gameEngine.dispatch({
type: "subtractFromScore",
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});
entities.Balloon = newBalloon();
// Add new Balloon
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// @ts-ignore
Matter.World.add(world, entities.Balloon);
}
}
);
return entities;
};
export const useEntities = () => {
return {
entities
}
}