(() => { const { Engine, Render, Runner, World, Body, Bodies, Constraint, Events, Query, Vector, } = Matter; const { scenes = [], defaultSceneId } = window.PhysilinksScenes || {}; const config = { gravity: 1, spawnIntervalMs: 520, minChain: 3, palette: ["#ff595e", "#ffca3a", "#8ac926", "#1982c4", "#6a4c93"], ballRadius: 18, link: { stiffness: 0.85, lengthScale: 1.05, // max stretch factor; slack below this damping: 0.08, lineWidth: 3, rope: true, renderType: "line", maxLengthMultiplier: 3.1, }, }; const ui = window.PhysilinksUI.create(); const { sceneEl } = ui; let width = sceneEl.clientWidth; let height = sceneEl.clientHeight; const engine = Engine.create(); engine.gravity.y = config.gravity; const world = engine.world; const render = Render.create({ element: sceneEl, engine, options: { width, height, wireframes: false, background: "transparent", showAngleIndicator: false, pixelRatio: window.devicePixelRatio || 1, }, }); Render.run(render); const runner = Runner.create(); Runner.run(runner, engine); let runnerActive = true; const startRunner = () => { if (!runnerActive) { Runner.run(runner, engine); runnerActive = true; } }; const stopRunner = () => { if (runnerActive) { Runner.stop(runner); runnerActive = false; } }; // Static boundaries and scene-specific obstacles. let boundaries = []; let rotators = []; let currentScene = scenes.find((s) => s.id === defaultSceneId) || scenes[0] || null; if (currentScene && currentScene.config) { Object.assign(config, currentScene.config); config.link = { ...currentScene.config.link }; } const rebuildSceneBodies = () => { boundaries.forEach((b) => World.remove(world, b)); boundaries = currentScene.createBodies(width, height); rotators = boundaries.filter((b) => b.plugin && b.plugin.rotSpeed); World.add(world, boundaries); }; const balls = []; let spawnTimer = null; let score = 0; let highScore = 0; let gameOver = false; let isPaused = false; const makeStorageKey = (sceneId) => `physilinks-highscore-${sceneId}`; const loadHighScore = (sceneId) => { try { const raw = localStorage.getItem(makeStorageKey(sceneId)); const parsed = parseInt(raw, 10); return Number.isFinite(parsed) ? parsed : 0; } catch (err) { return 0; } }; const saveHighScore = () => { try { localStorage.setItem(makeStorageKey(currentScene.id), String(highScore)); } catch (err) { // ignore write failures (private mode or blocked storage) } }; const applyScene = (sceneId) => { const next = scenes.find((s) => s.id === sceneId) || scenes[0]; currentScene = next; ui.setSceneSelection(next.id); Object.assign(config, next.config); config.link = { ...next.config.link }; engine.gravity.y = config.gravity; highScore = loadHighScore(next.id); rebuildSceneBodies(); buildLegend(); restartGame(); updateHud(); }; const chain = { active: false, color: null, bodies: [], constraints: [], pointer: null, }; const getMaxLinkDistance = () => { const linkCfg = config.link || {}; if (Number.isFinite(linkCfg.maxLinkLength)) { return linkCfg.maxLinkLength; } const mult = linkCfg.maxLengthMultiplier ?? 3; return mult * config.ballRadius; }; const spawnBall = () => { if (gameOver) return; const color = config.palette[Math.floor(Math.random() * config.palette.length)]; const x = Math.max( config.ballRadius + 10, Math.min(width - config.ballRadius - 10, Math.random() * width), ); const y = -config.ballRadius * 2; const ball = Bodies.circle(x, y, config.ballRadius, { restitution: 0.72, friction: 0.01, frictionAir: 0.015, render: { fillStyle: color, strokeStyle: "#0b1222", lineWidth: 2, }, }); ball.plugin = { color, hasEntered: false, entryCheckId: null }; balls.push(ball); World.add(world, ball); ball.plugin.entryCheckId = setTimeout(() => { ball.plugin.entryCheckId = null; if (gameOver) return; if (!ball.plugin.hasEntered && Math.abs(ball.velocity.y) < 0.2) { triggerGameOver(); } }, 1500); }; const startSpawner = () => { if (spawnTimer) clearInterval(spawnTimer); spawnTimer = setInterval(spawnBall, config.spawnIntervalMs); }; const stopSpawner = () => { if (spawnTimer) { clearInterval(spawnTimer); spawnTimer = null; } }; const cleanupBall = (ball) => { if (ball.plugin && ball.plugin.entryCheckId) { clearTimeout(ball.plugin.entryCheckId); ball.plugin.entryCheckId = null; } }; const triggerGameOver = () => { if (gameOver) return; gameOver = true; isPaused = false; resetChainVisuals(); stopSpawner(); stopRunner(); engine.timing.timeScale = 0; ui.setPauseState(false); ui.showGameOver(score); }; const restartGame = () => { gameOver = false; isPaused = false; score = 0; resetChainVisuals(); balls.forEach((ball) => { cleanupBall(ball); World.remove(world, ball); }); balls.length = 0; ui.hideGameOver(); ui.setPauseState(false); engine.timing.timeScale = 1; startRunner(); updateHud(); startSpawner(); }; const setHighlight = (body, on) => { body.render.lineWidth = on ? 4 : 2; body.render.strokeStyle = on ? "#f8fafc" : "#0b1222"; }; const setPaused = (state) => { if (gameOver) return; if (state === isPaused) return; isPaused = state; ui.setPauseState(isPaused); if (isPaused) { resetChainVisuals(); stopSpawner(); stopRunner(); engine.timing.timeScale = 0; } else { startRunner(); startSpawner(); engine.timing.timeScale = 1; } }; const resetChainVisuals = () => { chain.bodies.forEach((b) => setHighlight(b, false)); chain.constraints.forEach((c) => World.remove(world, c)); chain.active = false; chain.color = null; chain.bodies = []; chain.constraints = []; chain.pointer = null; updateHud(); }; const removeLastFromChain = () => { const removedConstraint = chain.constraints.pop(); if (removedConstraint) { World.remove(world, removedConstraint); } const removedBody = chain.bodies.pop(); if (removedBody) setHighlight(removedBody, false); updateHud(); }; const addToChain = (body) => { const last = chain.bodies[chain.bodies.length - 1]; const dist = Vector.magnitude(Vector.sub(last.position, body.position)); const linkCfg = config.link || {}; const constraint = Constraint.create({ bodyA: last, bodyB: body, length: dist * (linkCfg.lengthScale ?? 1), stiffness: linkCfg.stiffness ?? 0.9, damping: linkCfg.damping ?? 0, render: { strokeStyle: chain.color, lineWidth: linkCfg.lineWidth ?? 3, type: linkCfg.renderType || "line", }, }); constraint.plugin = { restLength: dist * (linkCfg.lengthScale ?? 1), rope: linkCfg.rope ?? false, baseStiffness: linkCfg.stiffness ?? 0.9, maxLength: dist * (linkCfg.lengthScale ?? 1), }; chain.constraints.push(constraint); chain.bodies.push(body); setHighlight(body, true); World.add(world, constraint); updateHud(); }; const finishChain = (releasePoint) => { if (!chain.active || gameOver || isPaused) return; if (chain.bodies.length >= config.minChain) { const gain = 10 * Math.pow(chain.bodies.length, 2); score += gain; if (score > highScore) { highScore = score; saveHighScore(); } ui.spawnScorePopup(releasePoint || chain.pointer, gain, chain.color); chain.constraints.forEach((c) => World.remove(world, c)); chain.bodies.forEach((body) => { cleanupBall(body); World.remove(world, body); }); // Remove cleared balls from tracking list. for (let i = balls.length - 1; i >= 0; i -= 1) { if (chain.bodies.includes(balls[i])) { balls.splice(i, 1); } } } else { chain.constraints.forEach((c) => World.remove(world, c)); chain.bodies.forEach((b) => setHighlight(b, false)); } chain.active = false; chain.color = null; chain.bodies = []; chain.constraints = []; chain.pointer = null; updateHud(); }; const pickBody = (point) => { const hits = Query.point(balls, point); return hits[0]; }; const getPointerPosition = (evt) => { const rect = render.canvas.getBoundingClientRect(); const clientX = evt.touches ? evt.touches[0].clientX : evt.clientX; const clientY = evt.touches ? evt.touches[0].clientY : evt.clientY; return { x: clientX - rect.left, y: clientY - rect.top, }; }; const handlePointerDown = (evt) => { if (gameOver || isPaused) return; const point = getPointerPosition(evt); const body = pickBody(point); if (!body) return; chain.active = true; chain.color = body.plugin.color; chain.bodies = [body]; chain.constraints = []; chain.pointer = point; setHighlight(body, true); updateHud(); }; const handlePointerMove = (evt) => { if (!chain.active) return; if (gameOver || isPaused) return; const point = getPointerPosition(evt); chain.pointer = point; const body = pickBody(point); if (!body) return; const alreadyInChain = chain.bodies.includes(body); if (alreadyInChain) { const targetIndex = chain.bodies.indexOf(body); if (chain.bodies.length > 1 && targetIndex === chain.bodies.length - 2) { removeLastFromChain(); } return; } if (body.plugin.color !== chain.color) return; const maxLinkDist = getMaxLinkDistance(); const dist = Vector.magnitude( Vector.sub(chain.bodies[chain.bodies.length - 1].position, body.position), ); if (dist > maxLinkDist) return; addToChain(body); }; const handlePointerUp = () => finishChain(chain.pointer); render.canvas.addEventListener("mousedown", handlePointerDown); render.canvas.addEventListener("mousemove", handlePointerMove); window.addEventListener("mouseup", handlePointerUp); render.canvas.addEventListener( "touchstart", (e) => { e.preventDefault(); handlePointerDown(e); }, { passive: false }, ); render.canvas.addEventListener( "touchmove", (e) => { e.preventDefault(); handlePointerMove(e); }, { passive: false }, ); render.canvas.addEventListener( "touchend", (e) => { e.preventDefault(); handlePointerUp(e); }, { passive: false }, ); const updateHud = () => { ui.updateHud({ spawnIntervalMs: config.spawnIntervalMs, minChain: config.minChain, chainLength: chain.bodies.length, score, highScore, activeColor: chain.color, }); }; const buildLegend = () => { ui.buildLegend(config.palette); }; const handleResize = () => { width = sceneEl.clientWidth; height = sceneEl.clientHeight; render.canvas.width = width; render.canvas.height = height; render.options.width = width; render.options.height = height; Render.lookAt(render, { min: { x: 0, y: 0 }, max: { x: width, y: height }, }); rebuildSceneBodies(); }; Events.on(engine, "afterUpdate", () => { // Keep stray balls within the play area horizontally. balls.forEach((ball) => { if ( !ball.plugin.hasEntered && ball.position.y > config.ballRadius * 1.5 ) { ball.plugin.hasEntered = true; } if ( ball.position.x < -100 || ball.position.x > width + 100 || ball.position.y > height + 500 ) { cleanupBall(ball); ball.plugin.hasEntered = true; Matter.Body.setPosition(ball, { x: Math.random() * width, y: -40 }); Matter.Body.setVelocity(ball, { x: 0, y: 0 }); } }); }); Events.on(engine, "beforeUpdate", () => { // Rope-like constraint handling: allow shortening without push-back, tension when stretched. chain.constraints.forEach((c) => { if (!c.plugin || !c.plugin.rope) return; const current = Vector.magnitude( Vector.sub(c.bodyA.position, c.bodyB.position), ); const maxLen = c.plugin.maxLength ?? c.length; if (current <= maxLen) { c.length = current; c.stiffness = 0; } else { c.length = maxLen; c.stiffness = c.plugin.baseStiffness ?? c.stiffness; } }); // Rotate any scene rotators slowly. const dt = (engine.timing && engine.timing.delta) || 16; const timeScale = engine.timing?.timeScale ?? 1; if (isPaused || gameOver || timeScale === 0) return; rotators.forEach((b) => { const speed = b.plugin.rotSpeed || 0; if (speed !== 0) { Body.rotate(b, speed * ((dt * timeScale) / 1000)); } }); }); Events.on(render, "afterRender", () => { if (!chain.active || !chain.pointer || chain.bodies.length === 0) return; const last = chain.bodies[chain.bodies.length - 1]; const ctx = render.context; const maxLinkDist = getMaxLinkDistance(); const delta = Vector.sub(chain.pointer, last.position); const dist = Vector.magnitude(delta); // Pull back the preview line slightly so it does not suggest a link will land on a too-distant ball. const previewMargin = config.ballRadius; const cappedDist = Math.max( 0, Math.min(dist, Math.max(0, maxLinkDist - previewMargin)), ); const safeTarget = dist > 0 ? Vector.add( last.position, Vector.mult(Vector.normalise(delta), cappedDist), ) : chain.pointer; ctx.save(); ctx.strokeStyle = chain.color || "#fff"; ctx.lineWidth = 3; ctx.setLineDash([6, 6]); ctx.beginPath(); ctx.moveTo(last.position.x, last.position.y); ctx.lineTo(safeTarget.x, safeTarget.y); ctx.stroke(); ctx.restore(); }); window.addEventListener("resize", handleResize); ui.setHandlers({ onPauseToggle: () => setPaused(!isPaused), onRestart: restartGame, onSceneChange: (id) => applyScene(id), }); ui.setSceneOptions( scenes, (currentScene && currentScene.id) || defaultSceneId, ); applyScene((currentScene && currentScene.id) || defaultSceneId); })();