Add sprites and constraints
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/green/frame-1.png
Normal file
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After Width: | Height: | Size: 41 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/green/frame-2.png
Normal file
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After Width: | Height: | Size: 39 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/green/frame-3.png
Normal file
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After Width: | Height: | Size: 37 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/green/frame-4.png
Normal file
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After Width: | Height: | Size: 36 KiB |
@ -1,27 +1,28 @@
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////////////////////////////////////////////////////////////////
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function setupGround(){
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function setupGround() {
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ground = Bodies.rectangle(500, 600, 1000, 40, {
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isStatic: true, angle: 0
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isStatic: true,
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angle: 0,
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});
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World.add(engine.world, [ground]);
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}
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////////////////////////////////////////////////////////////////
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function drawGround(){
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function drawGround() {
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push();
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fill(128);
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drawVertices(ground.vertices);
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pop();
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}
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////////////////////////////////////////////////////////////////
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function setupPropeller(){
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function setupPropeller() {
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// your code here
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propeller = Bodies.rectangle(150, 480, 200, 15, {isStatic: true, angle: 0});
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propeller = Bodies.rectangle(150, 480, 200, 15, { isStatic: true, angle: 0 });
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World.add(engine.world, [propeller]);
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}
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////////////////////////////////////////////////////////////////
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//updates and draws the propeller
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function drawPropeller(){
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function drawPropeller() {
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Body.setAngle(propeller, angle);
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Body.setAngularVelocity(propeller, angleSpeed);
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push();
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@ -33,51 +34,62 @@ function drawPropeller(){
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angle += angleSpeed;
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}
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////////////////////////////////////////////////////////////////
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function setupBird(){
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var bird = Bodies.circle(mouseX, mouseY, 20, {friction: 0,
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restitution: 0.95 });
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Matter.Body.setMass(bird, bird.mass*10);
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function setupBird() {
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var bird = Bodies.circle(mouseX, mouseY, 20, {
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friction: 0,
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restitution: 0.95,
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});
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Matter.Body.setMass(bird, bird.mass * 10);
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World.add(engine.world, [bird]);
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|
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pinkFrame.push(Math.trunc(random(1, 5)) - 1);
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birds.push(bird);
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}
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////////////////////////////////////////////////////////////////
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function drawBirds(){
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push();
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for (let i = 0; i < birds.length; i++)
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{
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drawVertices(birds[i].vertices);
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if(isOffScreen(birds[i]))
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{
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function drawBirds() {
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fill("orange");
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for (let i = 0; i < birds.length; i++) {
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//drawVertices(birds[i].vertices);
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//replaced with image
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push();
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imageMode(CENTER);
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translate(birds[i].position.x, birds[i].position.y);
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rotate(birds[i].angle);
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image(pinkSprite[pinkFrame[i]], 0, 0, 40, 40);
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pop();
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if (frameCount % 5 == 0)
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pinkFrame[i] < 3 ? pinkFrame[i]++ : (pinkFrame[i] = 0);
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if (isOffScreen(birds[i])) {
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World.remove(engine.world, birds[i]);
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birds.splice(i, 1);
|
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pinkFrame.splice(i, 1);
|
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i--;
|
||||
}
|
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}
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pop();
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console.log("# Birds: ", birds.length);
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console.log("# World Bodies: ", engine.world.bodies.length);
|
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//console.log("# Birds: ", birds.length);
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//console.log("# World Bodies: ", engine.world.bodies.length);
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}
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////////////////////////////////////////////////////////////////
|
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//creates a tower of boxes
|
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function setupTower(){
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boxes = Composites.stack(500, 100, 3, 6, 0, 0,
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function(x,y){
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let partA = Bodies.rectangle(x, y, 80, 80, {density: 0.001});
|
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colors.push(Math.trunc(random(100, 255)));
|
||||
return Body.create({parts: [partA]});
|
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});
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function setupTower() {
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boxes = Composites.stack(500, 100, 3, 6, 0, 0, function (x, y) {
|
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let partA = Bodies.rectangle(x, y, 80, 80, { density: 0.001 });
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colors.push(Math.trunc(random(100, 255)));
|
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return Body.create({ parts: [partA] });
|
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});
|
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Composite.add(engine.world, [boxes]);
|
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}
|
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////////////////////////////////////////////////////////////////
|
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//draws tower of boxes
|
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function drawTower(){
|
||||
function drawTower() {
|
||||
push();
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for (let i = 0; i < boxes.bodies.length; i++) {
|
||||
fill(0, colors[i], 0);
|
||||
noStroke();
|
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drawVertices(boxes.bodies[i].vertices);
|
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if(isOffScreen(boxes.bodies[i]))
|
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{
|
||||
if (isOffScreen(boxes.bodies[i])) {
|
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World.remove(engine.world, boxes.bodies[i]);
|
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boxes.bodies.splice(i, 1);
|
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colors.splice(i, 1);
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@ -87,23 +99,58 @@ function drawTower(){
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pop();
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}
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////////////////////////////////////////////////////////////////
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function setupSlingshot(){
|
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//your code here
|
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function setupSlingshot() {
|
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slingshotBird = Bodies.circle(200, 250, 20, {
|
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friction: 0,
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restitution: 0.95,
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});
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|
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slingshotConstraint = Constraint.create({
|
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bodyB: slingshotBird,
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pointA: { x: 200, y: 200 },
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pointB: { x: 0, y: 0 },
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stiffness: 0.01,
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damping: 0.0001,
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});
|
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Matter.Body.setMass(slingshotBird, slingshotBird.mass * 10);
|
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World.add(engine.world, [slingshotBird, slingshotConstraint]);
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|
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redFrame.push(Math.trunc(random(1, 5)) - 1);
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slingshotBirds.push(slingshotBird);
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}
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////////////////////////////////////////////////////////////////
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//draws slingshot bird and its constraint
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function drawSlingshot(){
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push();
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// your code here
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pop();
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function drawSlingshot() {
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fill("red");
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for (let i = 0; i < slingshotBirds.length; i++) {
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//drawVertices(slingshotBirds[i].vertices);
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//replaced with image
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push();
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imageMode(CENTER);
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translate(slingshotBirds[i].position.x, slingshotBirds[i].position.y);
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rotate(slingshotBirds[i].angle);
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image(redSprite[redFrame[i]], 0, 0, 40, 40);
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if (frameCount % 5 == 0)
|
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redFrame[i] < 3 ? redFrame[i]++ : (redFrame[i] = 0);
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if (isOffScreen(slingshotBirds[i])) {
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World.remove(engine.world, slingshotBirds[i]);
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slingshotBirds.splice(i, 1);
|
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i--;
|
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}
|
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pop();
|
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}
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drawConstraint(slingshotConstraint);
|
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}
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/////////////////////////////////////////////////////////////////
|
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function setupMouseInteraction(){
|
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function setupMouseInteraction() {
|
||||
var mouse = Mouse.create(canvas.elt);
|
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var mouseParams = {
|
||||
mouse: mouse,
|
||||
constraint: { stiffness: 0.05 }
|
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}
|
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constraint: { stiffness: 0.05 },
|
||||
};
|
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mouseConstraint = MouseConstraint.create(engine, mouseParams);
|
||||
mouseConstraint.mouse.pixelRatio = pixelDensity();
|
||||
World.add(engine.world, mouseConstraint);
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|
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BIN
CM2030 Graphics Programming/Topic 4/4.5.1/pink/frame-1.png
Normal file
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After Width: | Height: | Size: 34 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/pink/frame-2.png
Normal file
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After Width: | Height: | Size: 31 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/pink/frame-3.png
Normal file
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After Width: | Height: | Size: 33 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/pink/frame-4.png
Normal file
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After Width: | Height: | Size: 33 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/red/frame-1.png
Normal file
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After Width: | Height: | Size: 43 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/red/frame-2.png
Normal file
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After Width: | Height: | Size: 43 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/red/frame-3.png
Normal file
|
After Width: | Height: | Size: 41 KiB |
BIN
CM2030 Graphics Programming/Topic 4/4.5.1/red/frame-4.png
Normal file
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After Width: | Height: | Size: 41 KiB |
@ -1,27 +1,55 @@
|
||||
// Example is based on examples from: http://brm.io/matter-js/, https://github.com/shiffman/p5-matter
|
||||
// add also Benedict Gross credit
|
||||
|
||||
var Engine = Matter.Engine;
|
||||
var Render = Matter.Render;
|
||||
var World = Matter.World;
|
||||
var Bodies = Matter.Bodies;
|
||||
var Body = Matter.Body;
|
||||
var Constraint = Matter.Constraint;
|
||||
var Mouse = Matter.Mouse;
|
||||
var MouseConstraint = Matter.MouseConstraint;
|
||||
let Engine = Matter.Engine;
|
||||
let Render = Matter.Render;
|
||||
let World = Matter.World;
|
||||
let Bodies = Matter.Bodies;
|
||||
let Body = Matter.Body;
|
||||
let Constraint = Matter.Constraint;
|
||||
let Mouse = Matter.Mouse;
|
||||
let MouseConstraint = Matter.MouseConstraint;
|
||||
let Composites = Matter.Composites;
|
||||
let Composite = Matter.Composite;
|
||||
|
||||
var engine;
|
||||
var propeller;
|
||||
var boxes = null;
|
||||
var birds = [];
|
||||
var colors = [];
|
||||
var ground;
|
||||
var slingshotBird, slingshotConstraint;
|
||||
var angle=0;
|
||||
var angleSpeed=0.01;
|
||||
var canvas;
|
||||
let engine;
|
||||
let propeller;
|
||||
let boxes = [];
|
||||
let birds = [];
|
||||
let colors = [];
|
||||
let ground;
|
||||
let slingshotBirds = [];
|
||||
let slingshotConstraint;
|
||||
let angle=0;
|
||||
let angleSpeed=0.01;
|
||||
let canvas;
|
||||
|
||||
let pinkSprite = [];
|
||||
let pinkFrame = [];
|
||||
let greenSprite = [];
|
||||
let greenFrame = [];
|
||||
let redSprite = [];
|
||||
let redFrame = [];
|
||||
////////////////////////////////////////////////////////////
|
||||
function preload()
|
||||
{
|
||||
// Bird art by bevouliin.com
|
||||
// https://opengameart.org/content/fat-bird-sprite-sheets-for-gamedev
|
||||
// https://opengameart.org/content/pink-flappy-bird-sprite-sheets
|
||||
https://opengameart.org/content/bevouliin-free-red-flappy-bee-bird-game-character-sprite-sheets-for-game-developers
|
||||
pinkSprite.push(loadImage('/pink/frame-1.png'));
|
||||
pinkSprite.push(loadImage('/pink/frame-2.png'));
|
||||
pinkSprite.push(loadImage('/pink/frame-3.png'));
|
||||
pinkSprite.push(loadImage('/pink/frame-4.png'));
|
||||
greenSprite.push(loadImage('/green/frame-1.png'));
|
||||
greenSprite.push(loadImage('/green/frame-2.png'));
|
||||
greenSprite.push(loadImage('/green/frame-3.png'));
|
||||
greenSprite.push(loadImage('/green/frame-4.png'));
|
||||
redSprite.push(loadImage('/red/frame-1.png'));
|
||||
redSprite.push(loadImage('/red/frame-2.png'));
|
||||
redSprite.push(loadImage('/red/frame-3.png'));
|
||||
redSprite.push(loadImage('/red/frame-4.png'));
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
function setup() {
|
||||
canvas = createCanvas(1000, 600);
|
||||
@ -73,7 +101,7 @@ function keyTyped(){
|
||||
|
||||
//if 'r' reset the slingshot
|
||||
if (key==='r'){
|
||||
removeFromWorld(slingshotBird);
|
||||
//removeFromWorld(slingshotBird);
|
||||
removeFromWorld(slingshotConstraint);
|
||||
setupSlingshot();
|
||||
}
|
||||
@ -94,19 +122,20 @@ function mouseReleased(){
|
||||
////////////////////////////////////////////////////////////
|
||||
//tells you if a body is off-screen
|
||||
function isOffScreen(body){
|
||||
var pos = body.position;
|
||||
let pos = body.position;
|
||||
return (pos.y > height)
|
||||
// Modified so bodies don't disappear when they're not completely off the screen yet
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
//removes a body from the physics world
|
||||
function removeFromWorld(body) {
|
||||
World.remove(engine.world, body);
|
||||
if(body != null)
|
||||
World.remove(engine.world, body);
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
function drawVertices(vertices) {
|
||||
beginShape();
|
||||
for (var i = 0; i < vertices.length; i++) {
|
||||
for (let i = 0; i < vertices.length; i++) {
|
||||
vertex(vertices[i].x, vertices[i].y);
|
||||
}
|
||||
endShape(CLOSE);
|
||||
@ -114,13 +143,13 @@ function drawVertices(vertices) {
|
||||
////////////////////////////////////////////////////////////
|
||||
function drawConstraint(constraint) {
|
||||
push();
|
||||
var offsetA = constraint.pointA;
|
||||
var posA = {x:0, y:0};
|
||||
let offsetA = constraint.pointA;
|
||||
let posA = {x:0, y:0};
|
||||
if (constraint.bodyA) {
|
||||
posA = constraint.bodyA.position;
|
||||
}
|
||||
var offsetB = constraint.pointB;
|
||||
var posB = {x:0, y:0};
|
||||
let offsetB = constraint.pointB;
|
||||
let posB = {x:0, y:0};
|
||||
if (constraint.bodyB) {
|
||||
posB = constraint.bodyB.position;
|
||||
}
|
||||
|
||||