Tweak relax scene soft blobs and spawn batches
This commit is contained in:
52
main.js
52
main.js
@@ -202,23 +202,51 @@
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const y = spawnFromBottom
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? height + config.ballRadius * 2
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: -config.ballRadius * 2;
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const ball = createBallBody(x, y, color);
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ball.plugin = {
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const batchMin = currentScene?.config?.spawnBatchMin ?? 1;
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const batchMax = currentScene?.config?.spawnBatchMax ?? 1;
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const batchCount =
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batchMin === batchMax
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? batchMin
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: Math.max(
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batchMin,
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Math.floor(Math.random() * (batchMax - batchMin + 1)) + batchMin,
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);
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for (let i = 0; i < batchCount; i += 1) {
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const blob = createBallBodies(
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Math.min(
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Math.max(
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config.ballRadius + 10,
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x + (i - batchCount / 2) * config.ballRadius * 1.5,
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),
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width - config.ballRadius - 10,
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),
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y +
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i *
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(spawnFromBottom
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? -config.ballRadius * 0.5
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: config.ballRadius * 0.5),
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color,
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hasEntered: false,
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entryCheckId: null,
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squishX: 1,
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squishY: 1,
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};
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balls.push(ball);
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World.add(world, ball);
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ball.plugin.entryCheckId = setTimeout(() => {
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ball.plugin.entryCheckId = null;
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);
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if (blob.constraints.length > 0 && blob.blobId) {
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blobConstraints.set(blob.blobId, blob.constraints);
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}
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blob.bodies.forEach((body) => {
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balls.push(body);
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World.add(world, body);
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if (!currentScene?.config?.noGameOver) {
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body.plugin.entryCheckId = setTimeout(() => {
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body.plugin.entryCheckId = null;
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if (gameOver) return;
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if (!ball.plugin.hasEntered && Math.abs(ball.velocity.y) < 0.2) {
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if (!body.plugin.hasEntered && Math.abs(body.velocity.y) < 0.2) {
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triggerGameOver();
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}
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}, 1500);
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}
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});
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if (blob.constraints.length > 0) {
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World.add(world, blob.constraints);
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}
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}
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};
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const startSpawner = () => {
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@@ -1,5 +1,5 @@
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(() => {
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const { Bodies } = Matter;
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const { Bodies, Composites } = Matter;
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const scenes = (window.PhysilinksSceneDefs =
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window.PhysilinksSceneDefs || []);
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@@ -16,7 +16,7 @@
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minChain: 2,
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palette: ["#38bdf8", "#f472b6", "#fbbf24", "#22c55e", "#a855f7"],
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ballRadius: 20,
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blobBalls: true,
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blobBalls: false,
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noGameOver: true,
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winCondition: {
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type: "timer",
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@@ -38,6 +38,46 @@
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const wallHeight = h + wallThickness * 2;
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const floorHeight = Math.max(40, h * 0.08);
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const bumperRadius = Math.max(30, Math.min(w, h) * 0.04);
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const makeSoft = (cx, cy, cols, rows, radius, color) => {
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const particleOpts = {
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friction: 0.02,
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frictionStatic: 0.04,
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restitution: 0.02,
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render: { fillStyle: color, strokeStyle: color },
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plugin: { draggable: true, nonLinkable: true },
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};
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const constraintOpts = {
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stiffness: 0.08,
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damping: 0.35,
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render: { visible: false, type: "line", anchors: false },
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};
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const comp = Composites.softBody(
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cx - cols * radius * 1.1,
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cy - rows * radius * 1.1,
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cols,
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rows,
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0,
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0,
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true,
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radius,
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particleOpts,
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constraintOpts,
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);
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comp.bodies.forEach((b) => {
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b.plugin = b.plugin || {};
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b.plugin.draggable = true;
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b.plugin.nonLinkable = true;
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});
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comp.constraints.forEach((c) => {
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c.plugin = { soft: true };
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});
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return comp;
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};
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const softRadius = Math.max(18, w * 0.025);
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const softA = makeSoft(w * 0.35, h * 0.4, 3, 3, softRadius, "#38bdf8");
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const softB = makeSoft(w * 0.65, h * 0.55, 3, 3, softRadius, "#f472b6");
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return [
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Bodies.rectangle(
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w / 2,
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@@ -84,6 +124,10 @@
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restitution: 1.05,
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render: { fillStyle: "#22c55e", strokeStyle: "#22c55e" },
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}),
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...softA.bodies,
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...softA.constraints,
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...softB.bodies,
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...softB.constraints,
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];
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},
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});
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