import { Dimensions } from "react-native"; import Matter from "matter-js"; import { windowHeight, windowWidth } from "@game"; import { Balloon, Wall } from "."; export const entities = (restart: boolean = false) => { let engine = Matter.Engine.create(undefined, { enableSleeping: false, gravity: { x: 0, y: 0.001 }, } as Matter.IEngineDefinition); let world = engine.world; const topInset = (global as any).topInset; // for notch handling const newBalloon = () => Balloon( 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) => { // 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); // }); }); Matter.Events.on( engine, "collisionStart", ({ pairs }: Matter.IEventCollision) => { 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 Matter.World.remove(world, balloonBody, true); // Subtract a point from the score const gameEngine = (global as any).gameEngine; gameEngine.dispatch({ type: "subtractFromScore", }); entities.Balloon = newBalloon(); // Add new Balloon // @ts-ignore Matter.World.add(world, entities.Balloon); } } ); return entities; }; export const useEntities = () => { return { entities } }