# Physilinks Physilinks is a browser-based physics linking game built with Matter.js. Match and chain same-colored falling balls; link enough to clear them and rack up points. ## Play instructions - Open `index.html` in a modern browser (desktop or mobile touch). - Choose a scene from the selector (changes gravity, obstacles, spawn rate, palette, ball size). Switching scenes restarts the run. - Click/touch a ball to start a chain; drag through balls of the same color to add them. Drag back to the previous ball to undo the last link. - Release: if the chain length is below the minimum, links vanish; if it meets/exceeds the minimum, linked balls are cleared and you score `10 × length²` (popup shows the gain). - The top is open; if a new ball cannot enter because the entry is blocked, the run ends. The overlay shows final score with a restart button. - Pause/resume with the button or `Esc`. HUD shows spawn rate, min link, chain length, score, per-scene high score, and palette legend. ## Tech notes - **Engine**: Matter.js (via CDN). Canvas rendering with custom overlays for HUD, pause, game over, and score popups. - **Scenes**: Defined in `scenes.js` as an array of presets (config + `createBodies` factory). Applying a scene updates gravity, spawn rate, ball radius, palette, link constraints (stiffness/stretch/damping/width), and static bodies, then restarts the game. - **Physics entities**: Falling balls (`Bodies.circle`) with gentle restitution/friction; static boundaries/obstacles per scene. The top is open; sides and floor are static bodies. - **Input**: Pointer/touch events mapped to scene coords; chain state tracks bodies and a dashed preview line to the pointer. Undo by dragging back to the previous node. - **Scoring**: `10 × length²` per cleared chain. Score popup rendered as DOM element near release point (via UI module). - **Persistence**: Per-scene high score stored in `localStorage` under `physilinks-highscore-`; loaded on scene change; HUD shows current scene's best. - **Game loop**: Single Matter runner controlled in `main.js`. Pause/game over stop the runner and spawner and zero `engine.timing.timeScale` so physics and rotating obstacles freeze; resume restarts the runner and spawner. - **Lose detection**: Spawned balls monitor entry; if they remain near the spawn zone with negligible velocity after a short delay, the run is over. ## File structure - `index.html`: Shell layout and HUD overlays; loads Matter.js plus game scripts. - `styles.css`: Styling for canvas, HUD, overlays, and score popups. - `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). - `decomp-setup.js`: Registers `poly-decomp` with Matter to allow concave shapes (stars, blobs) built via `Bodies.fromVertices`. - `ui.js`: DOM access, HUD updates, overlays, popups, and control/selector wiring. - `main.js`: Physics setup, state machine, chain interaction, spawning, scene application, and pause/restart logic. ## Development quick start - No build step. Open `index.html` directly in the browser. - Key files: `index.html` (layout), `styles.css` (styling), `ui.js` (DOM/HUD), `main.js` (physics/game logic), `scenes.js` (scene data). - Adjust or add scenes in `scenes.js` by extending the `scenes` array with config and a `createBodies(width, height)` function.