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feeles-ide

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The hackable and serializable IDE to make learning material

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import { Engine, Render, Runner, Composite, Composites, Common, Query, MouseConstraint, Mouse, Events, World, Vertices, Bodies, } from 'matter'; import engine from 'engine'; const world = engine.world; import render from 'render'; render.options.showAngleIndicator = true; Render.run(render); const runner = Runner.create(); Runner.run(runner, engine); // オブジェクトのスタック const stack = Composites.stack(20, 20, 12, 4, 0, 0, (x, y) => { // ランダムの確率 const rate = Common.random(0, 1); if (rate < 0.1) { // 10% の確率で、ここに入る return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } else if (rate < 0.5) { // のこり 40% の確率で、ここに入る return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50)); } else { // のこりの確率で、ここに入る const _sides = Math.round(Common.random(1, 8)); const sides = (_sides === 3) ? 4 : _sides; return Bodies.polygon(x, y, sides, Common.random(20, 50)); } }); // 星のオブジェクト const star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'); const concave = Bodies.fromVertices(200, 200, star); World.add(world, [ stack, concave, // 壁 Bodies.rectangle(400, 0, 800, 50, { isStatic: true }), Bodies.rectangle(400, 600, 800, 50, { isStatic: true }), Bodies.rectangle(800, 300, 50, 600, { isStatic: true }), Bodies.rectangle(0, 300, 50, 600, { isStatic: true }) ]); Events.on(render, 'afterRender', () => { // 実行中は常に画面の描画が終わったら、ここに入る const mouse = mouseConstraint.mouse; const context = render.context; const bodies = Composite.allBodies(engine.world); // 線分のスタート地点 const startPoint = { x: 400, y: 100 }; // 線分のエンド地点 const endPoint = mouse.position; // 線分のしょう突判定 const collisions = Query.ray(bodies, startPoint, endPoint); Render.startViewTransform(render); // 線分を画面に描画する context.beginPath(); context.moveTo(startPoint.x, startPoint.y); context.lineTo(endPoint.x, endPoint.y); if (collisions.length > 0) { context.strokeStyle = '#fff'; } else { context.strokeStyle = '#555'; } context.lineWidth = 0.5; context.stroke(); // 線分としょう突したオブジェクトのある位置に、四角形を描画する for (const collision of collisions) { context.rect(collision.bodyA.position.x - 4.5, collision.bodyA.position.y - 4.5, 8, 8); } context.fillStyle = 'rgba(255,165,0,0.7)'; context.fill(); Render.endViewTransform(render); }); // マウス操作 const mouse = Mouse.create(render.canvas); const mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.2, render: { visible: false } } }); World.add(world, mouseConstraint); // keep the mouse in sync with rendering render.mouse = mouse; feeles.openReadme('raycasting/README.md');