我正在尝试在 matter.js 中制作射击游戏,但找不到从玩家的确切位置射击子弹的方法以及如何计算玩家与子弹之间的碰撞但不是与墙壁的碰撞。
我想从
player1
发射一颗子弹然后再次按下D它应该从player1
的最后位置发射另一颗子弹。
let p1= Matter.Bodies.polygon(200, 200, 3, 40, {
chamfer: {
radius: [15,10,15]
},
isStatic: false,
inertia: Infinity,
friction: 0.9,
render: {
fillStyle: '#F9ED69'
},
mass:1
});
let p2 = Matter.Bodies.polygon(1100, 200, 3, 40, {
chamfer: {
radius: [15,10,15]
},
isStatic: false,
inertia: Infinity,
friction: 0.9,
render: {
fillStyle: '#11999E'
},
mass:1
});
let bullet1 = Matter.Bodies.polygon(400, 300, 3, 7, {
chamfer: {
radius: [4,2,4]
},
isStatic: false,
inertia: Infinity,
friction: 0.9,
render: {
fillStyle: '#F9ED69'
},
mass:0
});
const keyHandlers = {
KeyS: () => {
Matter.Body.applyForce(p1, {
x: p1.position.x,
y: p1.position.y
}, {x: 0.0, y: 0.001})
},
KeyW: () => {
Matter.Body.applyForce(p1, {
x: p1.position.x,
y: p1.position.y
}, {x: 0.0, y: -0.002})
},
KeyD:()=>{
Matter.Body.applyForce(bullet1, {
x: p1.position.x,
y: p1.position.y
}, {x: 0.001, y: 0.0})
},
};
const keysDown = new Set();
document.addEventListener("keydown", event => {
keysDown.add(event.code);
});
document.addEventListener("keyup", event => {
keysDown.delete(event.code);
});
Matter.Events.on(engine, "beforeUpdate", event => {
[...keysDown].forEach(k => {
keyHandlers[k]?.();
});
});
// on collision of a bullet with wall and other bodies remove the bullet from the world after some delay and add the score
let score1 = 0;
let score2 = 0;
let health
Matter.Events.on(engine, "collisionStart", event => {
for (let i = 0; i < event.pairs.length; i++) {
const pair = event.pairs[i];
if (pair.bodyA === bullet1 || pair.bodyB === bullet1) {
Matter.World.remove(engine.world, bullet1);
alert('1');
}
if (pair.bodyA === bullet2 || pair.bodyB === bullet2) {
Matter.World.remove(engine.world, bullet2);
alert('2');
}
}
score1++;
alert(`SCore1 is ${score1}`); // these alerts are just to confirm the collision
});
你在正确的轨道上,但如果你硬编码
bullet1
和 bullet2
你就只能用这两个子弹。即使有固定数量的子弹并重新使用身体(有利于性能但可能过早优化),我可能会使用数组来存储这些子弹,这几乎总是正确的举动,因为你发现自己在做thing1
, thing2
...
这是一个概念证明。我在这里创建和销毁子弹以使编码更容易,但保留对象池并重新使用/重新定位它们会更高效。
我还使用集合来跟踪物体的类型,但您可能想要使用标签。此处的大部分代码都可以根据您的用例朝着许多不同的方向发展。
const engine = Matter.Engine.create();
engine.gravity.y = 0; // enable top-down
const map = {width: 300, height: 300};
const render = Matter.Render.create({
element: document.body,
engine,
options: {...map, wireframes: false},
});
const player = {
score: 0,
body: Matter.Bodies.polygon(
map.width / 2, map.height / 2, 3, 15, {
frictionAir: 0.06,
density: 0.9,
render: {fillStyle: "red"},
},
),
lastShot: Date.now(),
cooldown: 150,
fireForce: 0.1,
rotationAngVel: 0.03,
rotationAmt: 0.03,
rotateLeft() {
Matter.Body.rotate(this.body, -this.rotationAmt);
Matter.Body.setAngularVelocity(
this.body, -this.rotationAngVel
);
},
rotateRight() {
Matter.Body.rotate(this.body, this.rotationAmt);
Matter.Body.setAngularVelocity(
this.body, this.rotationAngVel
);
},
fire() {
if (Date.now() - this.lastShot < this.cooldown) {
return;
}
// move the bullet away from the player a bit
const {x: bx, y: by} = this.body.position;
const x = bx + (Math.cos(this.body.angle) * 10);
const y = by + (Math.sin(this.body.angle) * 10);
const bullet = Matter.Bodies.circle(
x, y, 4, {
frictionAir: 0.006,
density: 0.1,
render: {fillStyle: "yellow"},
},
);
bullets.add(bullet);
Matter.Composite.add(engine.world, bullet);
Matter.Body.applyForce(
bullet, this.body.position, {
x: Math.cos(this.body.angle) * this.fireForce,
y: Math.sin(this.body.angle) * this.fireForce,
},
);
this.lastShot = Date.now();
},
};
const bullets = new Set();
const makeEnemy = () => Matter.Bodies.polygon(
(Math.random() * (map.width - 40)) + 20,
(Math.random() * (map.height - 40)) + 20,
5, 6, {
render: {
fillStyle: "transparent",
strokeStyle: "white",
lineWidth: 1,
},
},
);
const enemies = new Set([...Array(100)].map(makeEnemy));
const walls = new Set([
Matter.Bodies.rectangle(
0, map.height / 2, 20, map.height, {isStatic: true}
),
Matter.Bodies.rectangle(
map.width / 2, 0, map.width, 20, {isStatic: true}
),
Matter.Bodies.rectangle(
map.width, map.height / 2, 20, map.height, {isStatic: true}
),
Matter.Bodies.rectangle(
map.width / 2, map.height, map.width, 20, {isStatic: true}
),
]);
Matter.Composite.add(engine.world, [
player.body, ...walls, ...enemies
]);
const keyHandlers = {
ArrowLeft: () => player.rotateLeft(),
ArrowRight: () => player.rotateRight(),
Space: () => player.fire(),
};
const validKeys = new Set(Object.keys(keyHandlers));
const keysDown = new Set();
document.addEventListener("keydown", e => {
if (validKeys.has(e.code)) {
e.preventDefault();
keysDown.add(e.code);
}
});
document.addEventListener("keyup", e => {
if (validKeys.has(e.code)) {
e.preventDefault();
keysDown.delete(e.code);
}
});
Matter.Events.on(engine, "beforeUpdate", event => {
[...keysDown].forEach(k => {
keyHandlers[k]?.();
});
if (enemies.size < 100 && Math.random() > 0.95) {
const enemy = makeEnemy();
enemies.add(enemy);
Matter.Composite.add(engine.world, enemy);
}
});
Matter.Events.on(engine, "collisionStart", event => {
for (const {bodyA, bodyB} of event.pairs) {
const [a, b] = [bodyA, bodyB].sort((a, b) =>
bullets.has(a) ? -1 : 1
);
if (bullets.has(a) && walls.has(b)) {
Matter.Composite.remove(engine.world, a);
bullets.delete(a);
}
else if (bullets.has(a) && enemies.has(b)) {
Matter.Composite.remove(engine.world, a);
Matter.Composite.remove(engine.world, b);
bullets.delete(a);
enemies.delete(b);
document.querySelector("span").textContent = ++player.score;
}
}
});
Matter.Render.run(render);
Matter.Runner.run(Matter.Runner.create(), engine);
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.19.0/matter.min.js"></script>
<div>press left/right arrow keys to rotate and space to shoot</div>
<div>score: <span>0</span></div>