101 lines
2.5 KiB
TypeScript
101 lines
2.5 KiB
TypeScript
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import { Dimensions } from "react-native";
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import Matter from "matter-js";
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import { windowHeight, windowWidth } from "@game";
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import { Balloon, Finger, Wall } from ".";
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export const entities = (restart: boolean = false) => {
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let engine = Matter.Engine.create(undefined, {
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enableSleeping: false,
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gravity: { x: 0, y: 0.0005 },
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} as Matter.IEngineDefinition);
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let world = engine.world;
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const topInset = (global as any).topInset; // for notch handling
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const newBalloon = () => {
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return Balloon(
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world,
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"red",
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{
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x: Math.random() * (windowWidth - 100) + 50,
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y: 150,
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},
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{ width: 50, height: 50 }
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);
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};
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let entities = {
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physics: { engine, world },
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fingers: {
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1: { position: [40, 200], renderer: Finger },
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2: { position: [100, 200], renderer: Finger },
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3: { position: [160, 200], renderer: Finger },
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4: { position: [220, 200], renderer: Finger },
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5: { position: [280, 200], renderer: Finger },
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},
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Balloon: newBalloon(),
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LeftWall: Wall(
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world,
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"orange",
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{ x: 0 - 25, y: windowHeight / 2 },
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{ height: windowHeight, width: 50 }
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),
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RightWall: Wall(
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world,
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"orange",
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{ x: windowWidth + 25, y: windowHeight / 2 },
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{ height: windowHeight, width: 50 }
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),
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Ceiling: Wall(
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world,
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"orange",
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{ x: 0, y: 0 },
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{ height: 110 + topInset, width: windowWidth * 2 }
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),
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Floor: Wall(
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world,
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"orange",
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{ x: windowWidth / 2, y: windowHeight + 60 },
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{ height: 60, width: windowWidth }
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),
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};
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Matter.Events.on(
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engine,
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"collisionStart",
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({ pairs }: Matter.IEventCollision<any>) => {
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for (var i = 0, j = pairs.length; i != j; ++i) {
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const bodyA = pairs[i].bodyA;
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const bodyB = pairs[i].bodyB;
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console.log(
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"collisionStart between " + bodyA.label + " - " + bodyB.label
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);
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const balloonBody = entities.Balloon.body;
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Matter.Body.scale(balloonBody, 0.0, 0.0, {
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x: balloonBody.bounds.min.x - 1000,
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y: balloonBody.bounds.max.y,
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});
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Matter.World.remove(world, balloonBody, true);
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const gameEngine = (global as any).gameEngine;
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gameEngine.dispatch({
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type: "addToScore",
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});
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entities.Balloon = newBalloon();
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// @ts-ignore
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Matter.World.add(world, entities.Balloon);
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}
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}
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);
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return entities;
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};
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export const useEntities = () => {
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return {
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entities
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}
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}
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