Talking about Fling game, Game development, HTML5, Javascript and Phaser.
This week I showed you a HTML5 prototype of “Fling” game built with Phaser and Matter.js but it was flawed by varios Matter.js issues.
Actually we can’t talk about “issues” because it was me trying to force the way Matter.js handles the constraints, but in the end I wasn’t satisfied.
So I studied a bit how constraints work and wrote about three ways to deal with constraints.
Finally I sorted out things and now I got something enjoyable:
Click the mouse to fire the hook towards mouse pointer, click again when swinging to release it, then click again to fire another hook and pretend to be Spider-Man.
This is the updated source code:
let game;
let gameOptions = {
gravity: 1, // game gravity
terrainObjects: 20, // amount of terrain objects
heroSize: 20, // hero size
constraintSpeed: 2, // constraint shrinkage speed
minBoxSize: 50, // minimum box size
maxBoxSize: 200, // maximum box size
hookSpeed: 20, // speed use to fire the hook
ropeTolerance: 6 // rope tolerance. Used to avoid body trespassing
}
const WALL = 0;
const BALL = 1;
const HOOK = 2;
window.onload = function() {
// game configuration
let gameConfig = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
parent: "thegame",
width: 1334,
height: 750
},
scene: playGame,
physics: {
default: "matter",
matter: {
gravity: {
y: gameOptions.gravity
},
debug: true
}
}
}
game = new Phaser.Game(gameConfig);
window.focus();
}
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
create(){
// I want physics world to be updated 30 times per second
this.matter.world.update30Hz();
// adding world bounds. Basically four walls
this.matter.world.setBounds(10, 10, game.config.width - 20, game.config.height - 20);
// placing some random static boxes labeled as WALL
for (let i = 0; i < gameOptions.terrainObjects; i++){
let posX = Phaser.Math.Between(0, game.config.width);
let posY = Phaser.Math.Between(0, game.config.height);
let width = Phaser.Math.Between(gameOptions.minBoxSize, gameOptions.maxBoxSize);
let height = Phaser.Math.Between(gameOptions.minBoxSize, gameOptions.maxBoxSize);
let poly = this.matter.add.rectangle(posX, posY, width, height, {
isStatic: true
});
poly.label = WALL;
}
// adding a bouncing ball labeled as BALL
this.hero = this.matter.add.rectangle(game.config.width / 2, game.config.height / 2, gameOptions.heroSize, gameOptions.heroSize, {
restitution: 0.5
});
this.hero.label = BALL;
// the hook
this.hook = null;
// event listeners
this.input.on("pointerdown", this.fireHook, this);
// no ropes at the beginning
this.rope = null;
// collision listener
this.matter.world.on("collisionstart", function(e, b1, b2){
// when the hook collides with something, let's make it static and create the joint
if((b1.label == HOOK || b2.label == HOOK) && !this.rope){
// make the hook static
Phaser.Physics.Matter.Matter.Body.setStatic(this.hook, true);
// calculate the distance between the ball and the hook
let distance = Phaser.Math.Distance.Between(this.hero.position.x, this.hero.position.y, this.hook.position.x, this.hook.position.y);
// is the distance fairly greater than hero size?
if(distance > gameOptions.heroSize * 2){
// add the constraint
this.rope = this.matter.add.constraint(this.hero, this.hook, distance, 0.1);
}
}
}, this)
}
// method to fire the hook
fireHook(e){
// do we have a constraint?
if(this.hook){
// destroy current constraint
this.releaseHook();
}
// don't we have a constraint?
else{
// calculate the angle between the pointer and the ball
let angle = Phaser.Math.Angle.Between(this.hero.position.x, this.hero.position.y, e.position.x, e.position.y);
this.hook = this.matter.add.rectangle(this.hero.position.x + (gameOptions.heroSize * 2) * Math.cos(angle), this.hero.position.y + (gameOptions.heroSize * 2) * Math.sin(angle), 10, 10);
this.hook.label = HOOK;
// give the hook the proper velocity
Phaser.Physics.Matter.Matter.Body.setVelocity(this.hook, {
x: gameOptions.hookSpeed * Math.cos(angle),
y:gameOptions.hookSpeed * Math.sin(angle)
});
}
}
// method to remove the hook
releaseHook(){
// is there a constraint? Remove it
if(this.rope){
this.matter.world.removeConstraint(this.rope);
this.rope = null;
}
// is there a hook? Remove it
if(this.hook){
this.matter.world.remove(this.hook);
this.hook = null;
}
}
// method to be executed at every frame
update(){
// is there a constraint? Shrink it
if(this.rope){
this.rope.length -= gameOptions.constraintSpeed;
let hookPosition = this.hook.position;
let heroPosition = this.hero.position;
let distance = Phaser.Math.Distance.Between(hookPosition.x, hookPosition.y, heroPosition.x, heroPosition.y);
if(distance - this.rope.length > gameOptions.ropeTolerance){
this.rope.length = distance;
}
this.rope.length = Math.max(this.rope.length, gameOptions.heroSize * 2);
}
}
};
Just like in the 3rd example in the post Understanding how Matter.js constraints work with Phaser if the actual distance between the player and the hook differs from the constraint length, we set constraint length to such distance. Download the source code.
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