Add lava lamp scene with soft-body blobs
This commit is contained in:
@@ -23,7 +23,7 @@ Physilinks is a browser-based physics linking game built with Matter.js. Match a
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## File structure
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- `index.html`: Shell layout and HUD overlays; loads Matter.js plus game scripts.
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- `styles.css`: Styling for canvas, HUD, overlays, and score popups.
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- `scenes/`: Scene presets split per file (`scene-*.js`) plus `index.js` that registers them to `window.PhysilinksScenes`.
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- `scenes/`: Scene presets split per file (`scene-*.js`) plus `index.js` that registers them to `window.PhysilinksScenes` (e.g., zero-G grid, balanced, low-G, fast drop, lava drift).
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- `ui.js`: DOM access, HUD updates, overlays, popups, and control/selector wiring.
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- `main.js`: Physics setup, state machine, chain interaction, spawning, scene application, and pause/restart logic.
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@@ -96,6 +96,7 @@
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<script src="./scenes/scene-balanced.js"></script>
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<script src="./scenes/scene-lowg.js"></script>
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<script src="./scenes/scene-fastdrop.js"></script>
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<script src="./scenes/scene-lavalamp.js"></script>
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<script src="./scenes/index.js"></script>
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<script src="./ui.js"></script>
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<script src="./main.js"></script>
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122
main.js
122
main.js
@@ -78,6 +78,7 @@
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// Static boundaries and scene-specific obstacles.
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let boundaries = [];
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let rotators = [];
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let oscillators = [];
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let currentScene =
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scenes.find((s) => s.id === defaultSceneId) || scenes[0] || null;
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@@ -90,6 +91,7 @@
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boundaries.forEach((b) => World.remove(world, b));
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boundaries = currentScene.createBodies(width, height);
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rotators = boundaries.filter((b) => b.plugin && b.plugin.rotSpeed);
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oscillators = boundaries.filter((b) => b.plugin && b.plugin.oscillate);
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World.add(world, boundaries);
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};
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@@ -176,18 +178,18 @@
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config.ballRadius + 10,
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Math.min(width - config.ballRadius - 10, Math.random() * width),
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);
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const y = -config.ballRadius * 2;
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const ball = Bodies.circle(x, y, config.ballRadius, {
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restitution: 0.72,
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friction: 0.01,
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frictionAir: 0.015,
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render: {
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fillStyle: color,
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strokeStyle: "#0b1222",
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lineWidth: 2,
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},
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});
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ball.plugin = { color, hasEntered: false, entryCheckId: null };
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const spawnFromBottom = currentScene?.config?.spawnFrom === "bottom";
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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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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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@@ -352,6 +354,28 @@
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if (typeof winCond.onWin.setGravity === "number") {
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engine.gravity.y = winCond.onWin.setGravity;
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}
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if (winCond.onWin.shoveBalls) {
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balls.forEach((ball) => {
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const angle = Math.random() * Math.PI * 2;
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const magnitude = 12 + Math.random() * 10;
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const force = {
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x: Math.cos(angle) * magnitude,
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y: Math.sin(angle) * magnitude,
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};
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Body.applyForce(ball, ball.position, force);
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});
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}
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if (winCond.onWin.removeCurves) {
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const remaining = [];
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boundaries.forEach((b) => {
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if (b.plugin && b.plugin.curve) {
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World.remove(world, b);
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} else {
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remaining.push(b);
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}
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});
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boundaries = remaining;
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}
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};
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const checkWinCondition = () => {
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@@ -578,6 +602,34 @@
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config.ballRadius = nextRadius;
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};
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const createBallBody = (x, y, color) => {
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const commonOpts = {
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restitution: 0.72,
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friction: 0.01,
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frictionAir: 0.015,
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render: {
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fillStyle: color,
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strokeStyle: "#0b1222",
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lineWidth: 2,
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},
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};
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if (currentScene?.config?.blobBalls) {
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const points = [];
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const segments = 12;
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for (let i = 0; i < segments; i += 1) {
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const angle = (i / segments) * Math.PI * 2;
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const variance = 0.75 + Math.random() * 0.35;
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const r = config.ballRadius * variance;
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points.push({
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x: x + Math.cos(angle) * r,
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y: y + Math.sin(angle) * r,
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});
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}
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return Bodies.fromVertices(x, y, [points], commonOpts);
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}
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return Bodies.circle(x, y, config.ballRadius, commonOpts);
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};
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const getGoalState = () => {
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const winCond = currentScene?.config?.winCondition;
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if (!winCond) return null;
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@@ -669,11 +721,17 @@
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if (
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ball.position.x < -100 ||
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ball.position.x > width + 100 ||
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ball.position.y > height + 500
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(currentScene?.config?.spawnFrom === "bottom"
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? ball.position.y < -500
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: ball.position.y > height + 500)
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) {
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cleanupBall(ball);
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ball.plugin.hasEntered = true;
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Matter.Body.setPosition(ball, { x: Math.random() * width, y: -40 });
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const spawnFromBottom = currentScene?.config?.spawnFrom === "bottom";
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Matter.Body.setPosition(ball, {
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x: Math.random() * width,
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y: spawnFromBottom ? height + 40 : -40,
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});
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Matter.Body.setVelocity(ball, { x: 0, y: 0 });
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}
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});
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@@ -705,6 +763,42 @@
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Body.rotate(b, speed * ((dt * timeScale) / 1000));
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}
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});
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oscillators.forEach((b) => {
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const osc = b.plugin.oscillate;
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if (!osc) return;
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if (!osc.base) {
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osc.base = { x: b.position.x, y: b.position.y };
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}
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const now = (engine.timing.timestamp || 0) / 1000;
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const amplitude = osc.amplitude ?? 0;
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const speed = osc.speed ?? 1;
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const phase = osc.phase ?? 0;
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const offset = Math.sin(now * speed + phase) * amplitude;
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const target =
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osc.axis === "x"
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? { x: osc.base.x + offset, y: osc.base.y }
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: { x: osc.base.x, y: osc.base.y + offset };
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Body.setPosition(b, target);
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Body.setVelocity(b, { x: 0, y: 0 });
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});
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if (currentScene?.config?.blobBalls) {
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balls.forEach((ball) => {
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if (!ball.plugin) return;
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const speed = Vector.magnitude(ball.velocity || { x: 0, y: 0 });
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const squeeze = Math.min(0.22, speed / 20);
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const targetX = 1 + squeeze;
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const targetY = Math.max(0.7, 1 - squeeze);
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const currX = ball.plugin.squishX || 1;
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const currY = ball.plugin.squishY || 1;
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const factorX = targetX / currX;
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const factorY = targetY / currY;
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if (Math.abs(factorX - 1) > 0.02 || Math.abs(factorY - 1) > 0.02) {
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Body.scale(ball, factorX, factorY);
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ball.plugin.squishX = targetX;
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ball.plugin.squishY = targetY;
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}
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});
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}
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});
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Events.on(render, "afterRender", () => {
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@@ -1,7 +1,7 @@
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(() => {
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const { Bodies } = Matter;
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const scenes =
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(window.PhysilinksSceneDefs = window.PhysilinksSceneDefs || []);
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const scenes = (window.PhysilinksSceneDefs =
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window.PhysilinksSceneDefs || []);
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scenes.push({
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id: "scene1",
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@@ -12,6 +12,12 @@
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minChain: 3,
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palette: ["#ff595e", "#ffca3a", "#8ac926", "#1982c4", "#6a4c93"],
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ballRadius: 38,
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winCondition: {
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type: "score",
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target: 10000,
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onWin: { shoveBalls: true },
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nextSceneId: "scene2",
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},
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link: {
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stiffness: 0.85,
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lengthScale: 1.05,
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@@ -41,16 +47,10 @@
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render: { fillStyle: "#0ea5e9", strokeStyle: "#0ea5e9" },
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},
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),
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Bodies.rectangle(
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-wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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Bodies.rectangle(-wallThickness / 2, h / 2, wallThickness, wallHeight, {
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isStatic: true,
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render: { fillStyle: "#f97316", strokeStyle: "#f97316" },
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},
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),
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}),
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Bodies.rectangle(
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w + wallThickness / 2,
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h / 2,
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97
scenes/scene-lavalamp.js
Normal file
97
scenes/scene-lavalamp.js
Normal file
@@ -0,0 +1,97 @@
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(() => {
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const { Bodies, Body } = Matter;
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const scenes = (window.PhysilinksSceneDefs =
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window.PhysilinksSceneDefs || []);
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const makeCurveSegments = (cx, h, amp, thickness, segments) => {
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const segs = [];
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const stepY = h / segments;
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let prevX = cx;
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let prevY = 0;
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for (let i = 0; i < segments; i += 1) {
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const y = stepY * (i + 1);
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const t = y / h;
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const x = cx + Math.sin(t * Math.PI * 1.5) * amp;
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const dx = x - prevX;
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const dy = y - prevY;
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const len = Math.max(1, Math.sqrt(dx * dx + dy * dy));
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const angle = Math.atan2(dy, dx);
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segs.push(
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Bodies.rectangle((prevX + x) / 2, (prevY + y) / 2, thickness, len, {
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isStatic: true,
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angle,
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render: { fillStyle: "#14213a", strokeStyle: "#14213a" },
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plugin: { curve: true },
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}),
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);
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prevX = x;
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prevY = y;
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}
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return segs;
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};
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scenes.push({
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id: "scene-lava",
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name: "Lava drift",
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config: {
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gravity: -0.1,
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spawnIntervalMs: 180,
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spawnFrom: "bottom",
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autoSpawn: true,
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minChain: 3,
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palette: ["#f472b6", "#38bdf8", "#fbbf24", "#a855f7", "#22c55e"],
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ballRadius: 26,
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blobBalls: true,
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winCondition: {
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type: "score",
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target: 25000,
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onWin: { setGravity: -0.55, removeCurves: true },
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nextSceneId: "scene-grid",
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},
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link: {
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stiffness: 0.7,
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lengthScale: 1.05,
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damping: 0.12,
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lineWidth: 3,
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rope: true,
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renderType: "line",
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maxLengthMultiplier: 4.8,
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},
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},
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createBodies: (w, h) => {
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const wallThickness = Math.max(24, w * 0.05);
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const amp = Math.max(40, w * 0.08);
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const segments = 12;
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const curves = [
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...makeCurveSegments(w * 0.33, h, amp, wallThickness, segments),
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...makeCurveSegments(w * 0.67, h, amp * 0.95, wallThickness, segments),
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];
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// Gentle paddles that sway slightly
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/*
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const paddleWidth = Math.max(120, w * 0.18);
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const paddleHeight = Math.max(12, h * 0.018);
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const paddles = [
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Bodies.rectangle(w * 0.45, h * 0.65, paddleWidth, paddleHeight, {
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isStatic: true,
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angle: -0.08,
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render: { fillStyle: "#0ea5e9", strokeStyle: "#0ea5e9" },
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plugin: {
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oscillate: { axis: "x", amplitude: w * 0.05, speed: 0.7 },
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},
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}),
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Bodies.rectangle(w * 0.58, h * 0.4, paddleWidth * 0.85, paddleHeight, {
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isStatic: true,
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angle: 0.12,
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render: { fillStyle: "#f59e0b", strokeStyle: "#f59e0b" },
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plugin: {
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oscillate: { axis: "x", amplitude: w * 0.04, speed: 1.0 },
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},
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}),
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];
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*/
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return [...curves];
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},
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});
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})();
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@@ -1,7 +1,7 @@
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(() => {
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const { Bodies } = Matter;
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const scenes =
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(window.PhysilinksSceneDefs = window.PhysilinksSceneDefs || []);
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const { Bodies, Body } = Matter;
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const scenes = (window.PhysilinksSceneDefs =
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window.PhysilinksSceneDefs || []);
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scenes.push({
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id: "scene2",
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@@ -12,6 +12,12 @@
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minChain: 3,
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palette: ["#fb7185", "#fbbf24", "#34d399", "#38bdf8"],
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ballRadius: 22,
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winCondition: {
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type: "score",
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target: 50000,
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nextSceneId: "scene3",
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onWin: { shoveBalls: true },
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},
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link: {
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stiffness: 0.6,
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lengthScale: 1,
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@@ -26,10 +32,45 @@
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const floorHeight = Math.max(70, h * 0.12);
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const wallThickness = Math.max(32, w * 0.05);
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const wallHeight = h * 1.8;
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const ledgeHeight = Math.max(14, h * 0.022);
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const leftWidth = Math.max(160, w * 0.18);
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const midWidth = Math.max(190, w * 0.26);
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const rightWidth = Math.max(150, w * 0.18);
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const cogRadius = Math.max(40, Math.min(w, h) * 0.085);
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const cogRadiusSmall = Math.max(30, Math.min(w, h) * 0.065);
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const bumperRadius = Math.max(20, Math.min(w, h) * 0.05);
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const stickyWidth = Math.max(90, w * 0.12);
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const stickyHeight = Math.max(14, h * 0.02);
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const stickyAmplitude = w * 0.06;
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const bumperAmplitude = h * 0.08;
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const makeGear = (cx, cy, outerRadius, teeth, color, rotSpeed) => {
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const coreRadius = outerRadius * 1.5;
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const toothLength = outerRadius * 0.5;
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const toothWidth = Math.max(outerRadius * 0.14, 10);
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const parts = [
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Bodies.circle(cx, cy, coreRadius, {
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isStatic: true,
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render: { fillStyle: color, strokeStyle: color },
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}),
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];
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const step = (Math.PI * 2) / teeth;
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for (let i = 0; i < teeth; i += 1) {
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const angle = step * i;
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const tx = cx + Math.cos(angle) * (coreRadius + toothLength / 2);
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const ty = cy + Math.sin(angle) * (coreRadius + toothLength / 2);
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parts.push(
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Bodies.rectangle(tx, ty, toothWidth, toothLength, {
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isStatic: true,
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angle,
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render: { fillStyle: color, strokeStyle: color },
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}),
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);
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}
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const gear = Body.create({
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isStatic: true,
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parts,
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plugin: { rotSpeed },
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});
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return gear;
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};
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return [
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Bodies.rectangle(
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w / 2,
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@@ -42,16 +83,10 @@
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render: { fillStyle: "#0ea5e9", strokeStyle: "#0ea5e9" },
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},
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),
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Bodies.rectangle(
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-wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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Bodies.rectangle(-wallThickness / 2, h / 2, wallThickness, wallHeight, {
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isStatic: true,
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render: { fillStyle: "#7c3aed", strokeStyle: "#7c3aed" },
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},
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),
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}),
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Bodies.rectangle(
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w + wallThickness / 2,
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h / 2,
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@@ -62,20 +97,77 @@
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render: { fillStyle: "#7c3aed", strokeStyle: "#7c3aed" },
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},
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),
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Bodies.rectangle(w * 0.2, h * 0.45, leftWidth, ledgeHeight, {
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// Rotating cogs with teeth
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makeGear(w * 0.32, h * 0.38, cogRadius, 10, "#f97316", 1.2),
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makeGear(w * 0.64, h * 0.5, cogRadiusSmall, 12, "#a855f7", -1.6),
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makeGear(w * 0.5, h * 0.32, cogRadius * 0.85, 14, "#fb7185", 1.9),
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// Oscillating bumpers
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Bodies.circle(w * 0.2, h * 0.46, bumperRadius, {
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isStatic: true,
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angle: 0.08,
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render: { fillStyle: "#f97316", strokeStyle: "#f97316" },
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}),
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Bodies.rectangle(w * 0.5, h * 0.6, midWidth, ledgeHeight, {
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||||
isStatic: true,
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angle: -0.04,
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restitution: 1.08,
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friction: 0.01,
|
||||
render: { fillStyle: "#14b8a6", strokeStyle: "#14b8a6" },
|
||||
plugin: {
|
||||
oscillate: { axis: "y", amplitude: bumperAmplitude, speed: 1.4 },
|
||||
},
|
||||
}),
|
||||
Bodies.rectangle(w * 0.8, h * 0.42, rightWidth, ledgeHeight, {
|
||||
Bodies.circle(w * 0.5, h * 0.62, bumperRadius * 0.9, {
|
||||
isStatic: true,
|
||||
angle: 0.14,
|
||||
restitution: 1.08,
|
||||
friction: 0.01,
|
||||
render: { fillStyle: "#fbbf24", strokeStyle: "#fbbf24" },
|
||||
plugin: {
|
||||
oscillate: { axis: "x", amplitude: stickyAmplitude, speed: 1.1 },
|
||||
},
|
||||
}),
|
||||
Bodies.circle(w * 0.8, h * 0.38, bumperRadius * 1.05, {
|
||||
isStatic: true,
|
||||
restitution: 1.08,
|
||||
friction: 0.01,
|
||||
render: { fillStyle: "#38bdf8", strokeStyle: "#38bdf8" },
|
||||
plugin: {
|
||||
oscillate: {
|
||||
axis: "y",
|
||||
amplitude: bumperAmplitude * 0.7,
|
||||
speed: 1.8,
|
||||
},
|
||||
},
|
||||
}),
|
||||
// Sticky moving pads
|
||||
Bodies.rectangle(w * 0.32, h * 0.72, stickyWidth, stickyHeight, {
|
||||
isStatic: true,
|
||||
angle: -0.08,
|
||||
friction: 1.3,
|
||||
render: { fillStyle: "#0ea5e9", strokeStyle: "#0ea5e9" },
|
||||
plugin: {
|
||||
oscillate: { axis: "x", amplitude: stickyAmplitude, speed: 0.9 },
|
||||
},
|
||||
}),
|
||||
Bodies.rectangle(w * 0.72, h * 0.7, stickyWidth * 0.9, stickyHeight, {
|
||||
isStatic: true,
|
||||
angle: 0.06,
|
||||
friction: 1.3,
|
||||
render: { fillStyle: "#f472b6", strokeStyle: "#f472b6" },
|
||||
plugin: {
|
||||
oscillate: {
|
||||
axis: "x",
|
||||
amplitude: stickyAmplitude * 0.8,
|
||||
speed: 1.3,
|
||||
},
|
||||
},
|
||||
}),
|
||||
// Random polygon obstacles
|
||||
Bodies.polygon(w * 0.18, h * 0.28, 5, bumperRadius * 0.9, {
|
||||
isStatic: true,
|
||||
angle: 0.2,
|
||||
render: { fillStyle: "#22c55e", strokeStyle: "#22c55e" },
|
||||
plugin: { rotSpeed: -0.6 },
|
||||
}),
|
||||
Bodies.polygon(w * 0.86, h * 0.62, 7, bumperRadius * 0.95, {
|
||||
isStatic: true,
|
||||
angle: -0.25,
|
||||
render: { fillStyle: "#c084fc", strokeStyle: "#c084fc" },
|
||||
plugin: { rotSpeed: 0.9 },
|
||||
}),
|
||||
];
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user