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ByronStar
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Sep 25, 2024
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1"> | ||
<meta name="description" content=""> | ||
<meta name="author" content="ByronStar"> | ||
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<title>Clockwork</title> | ||
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<!-- p5js --> | ||
<script src="../libraries/p5.js" type="text/javascript"></script> | ||
<script src="../libraries/p5.sound.js" type="text/javascript"></script> | ||
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<!-- matter.js --> | ||
<script type="text/javascript" src="../libraries/decomp.min.js"></script> | ||
<script type="text/javascript" src="../libraries/pathseg.js"></script> | ||
<script type="text/javascript" src="../libraries/matter.js"></script> | ||
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<!-- Javascript Klassen --> | ||
<script type="text/javascript" src="../classes/Mouse.js"></script> | ||
<script type="text/javascript" src="../classes/BlockCore.js"></script> | ||
<script type="text/javascript" src="../classes/Block.js"></script> | ||
<script type="text/javascript" src="../classes/BlocksFromSVG.js"></script> | ||
<script type="text/javascript" src="../classes/Ball.js"></script> | ||
<script type="text/javascript" src="../classes/Magnet.js"></script> | ||
<script type="text/javascript" src="../classes/Parts.js"></script> | ||
<script type="text/javascript" src="../classes/Polygon.js"></script> | ||
<script type="text/javascript" src="../classes/PolygonFromPoints.js"></script> | ||
<script type="text/javascript" src="../classes/Stack.js"></script> | ||
<script type="text/javascript" src="../classes/PolygonFromSVG.js"></script> | ||
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<!-- Javascript Programm in separater Datei --> | ||
<script type="text/javascript" src="clockwork.js" id="homework"></script> | ||
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<style> | ||
body { | ||
padding: 0; | ||
margin: 0; | ||
height: 100%; | ||
overflow: hidden; | ||
background-color: gray; | ||
} | ||
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canvas, | ||
#thecanvas { | ||
position: absolute; | ||
top: 0; | ||
} | ||
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.overlay { | ||
position: relative; | ||
margin: 0 0 0 5px; | ||
} | ||
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#sprite-background { | ||
position: absolute; | ||
width: 2560px; | ||
height: 1600px; | ||
background: url('./background.png') no-repeat; | ||
z-index: -1; | ||
} | ||
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#sprite-foreground { | ||
position: absolute; | ||
width: 2560px; | ||
height: 1600px; | ||
background: url('./foreground.png') no-repeat; | ||
z-index: 1; | ||
pointer-events: none; | ||
} | ||
</style> | ||
<title>Pinball</title> | ||
</head> | ||
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</head> | ||
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<body> | ||
<div id="sprite-background"></div> | ||
<div id="thecanvas"> | ||
<canvas id="canvas"> | ||
</div> | ||
<div class="overlay"> | ||
<input id="color" style="display: none;" type="text" value="#00800080" data-coloris> | ||
</div> | ||
<!-- <div id="sprite-foreground"></div> --> | ||
</body> | ||
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</html> |
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const Engine = Matter.Engine; | ||
const Runner = Matter.Runner; | ||
const World = Matter.World; | ||
const Events = Matter.Events; | ||
const Bodies = Matter.Bodies; | ||
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// the Matter engine to animate the world | ||
let engine, runner, world, mouse; | ||
let isDrag = false; | ||
// 4512 2538 | ||
const dim = { w: 2560, h: 1600 } | ||
let off = { x: 0, y: 0 } | ||
let blocks = []; | ||
let murmel, canvasElem | ||
const testBall = 'red' | ||
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// collisionFilter: {group: 0x00, category: 0b0000 0000 0000 0001, mask: 0b1111 1111 1111 1111} | ||
// collision of A and B: group > 0 && groupA == groupB , | ||
// no collision of A and B: group < 0 && groupA == groupB | ||
// groupA != groupB: | ||
// collision of A and B ? (categoryA & maskB) !== 0 && (categoryB & maskA) !== 0 | ||
const cfM = { group: 0, category: 0x0002, mask: 0x0021 } | ||
const cfX = { group: 0, category: 0x0004, mask: 0xFFFF } | ||
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const setCollide = (cfA, cfB, on) => { | ||
cfA.mask = on ? cfA.mask | cfB.category : cfA.mask & (~cfB.category & 0xFF) | ||
// console.log(cfA.mask.toString(2)) | ||
} | ||
const doesCollide = (cfA, cfB) => { | ||
return (cfA.mask & cfB.category) !== 0 && (cfB.mask & cfA.category) !== 0 | ||
} | ||
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function preload() { | ||
} | ||
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function setup() { | ||
console.log(windowWidth, windowHeight); | ||
canvasElem = document.getElementById('thecanvas') | ||
let canvas = createCanvas(windowWidth, windowHeight); | ||
canvas.parent('thecanvas'); | ||
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engine = Engine.create(); | ||
runner = Runner.create({ isFixed: true, delta: 1000 / 60 }) | ||
world = engine.world; | ||
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mouse = new Mouse(engine, canvas, { stroke: 'blue', strokeWeight: 3 }); | ||
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// Oder auch Test-Murmeln in Spiel bringen | ||
mouse.on("startdrag", evt => { | ||
isDrag = true; | ||
}); | ||
mouse.on("mouseup", evt => { | ||
if (!isDrag) { | ||
addMurmel({ x: evt.mouse.position.x, y: evt.mouse.position.y }, testBall, murmel.body.collisionFilter) | ||
} | ||
isDrag = false; | ||
}); | ||
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// Hier wird registriert, ob die Murmel mit etwas kollidiert und | ||
// dann die trigger-Funktion des getroffenen Blocks ausgelöst | ||
// Dieser Code ist DON'T TOUCH IT - wenn das Bewdürfnis besteht, bitte mit Benno reden!!! | ||
Events.on(engine, 'collisionStart', function (event) { | ||
var pairs = event.pairs; | ||
pairs.forEach((pair, i) => { | ||
if (pair.bodyA.label == 'Murmel') { | ||
pair.bodyA.plugin.block.collideWith(pair.bodyB.plugin.block) | ||
} | ||
if (pair.bodyB.label == 'Murmel') { | ||
pair.bodyB.plugin.block.collideWith(pair.bodyA.plugin.block) | ||
} | ||
}) | ||
}) | ||
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Events.on(engine, 'collisionActive', function (event) { | ||
var pairs = event.pairs; | ||
pairs.forEach((pair, i) => { | ||
if (pair.bodyA.label == 'Murmel' && pair.bodyB.label == 'Active') { | ||
pair.bodyA.plugin.block.collideWith(pair.bodyB.plugin.block) | ||
} | ||
if (pair.bodyB.label == 'Murmel' && pair.bodyA.label == 'Active') { | ||
pair.bodyB.plugin.block.collideWith(pair.bodyA.plugin.block) | ||
} | ||
}) | ||
}) | ||
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createScene(); | ||
// Den Motor von Matter starten: die Physik wird berechnet | ||
Runner.run(runner, engine); | ||
} | ||
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function createScene() { | ||
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new BlocksFromSVG(world, 'frame.svg', [], | ||
{ isStatic: true, restitution: 0.0, friction: 0.0, frictionAir: 0.0 }, | ||
{ | ||
save: false, sample: 40, offset: { x: -100, y: -100 }, done: (added, time, fromCache) => { | ||
console.log('FRAME', added, time, fromCache) | ||
added.frameB.attributes.trigger = (ball, block) => { | ||
if (ball.attributes.color == testBall) { | ||
Matter.Composite.remove(engine.world, ball.body) | ||
blocks = blocks.filter(block => block != ball) | ||
} | ||
} | ||
} | ||
}); | ||
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new BlocksFromSVG(world, 'static.svg', blocks, | ||
{ isStatic: true, restitution: 0.0, friction: 0.0, frictionAir: 0.0 }, | ||
{ | ||
save: false, sample: 10, offset: { x: 0, y: 0 }, done: (added, time, fromCache) => { | ||
console.log('STATIC', added, time, fromCache) | ||
} | ||
}); | ||
murmel = addMurmel({x: 700, y: 300}, '#404040', cfM) | ||
} | ||
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function addMurmel(point, color, filter) { | ||
const ball = new Ball( | ||
world, | ||
{ x: point.x, y: point.y, r: 30, color: color }, | ||
{ | ||
label: "Murmel", restitution: 0.0, friction: 0.0, frictionAir: 0.0, isStatic: false, | ||
collisionFilter: filter | ||
} | ||
) | ||
blocks.push(ball) | ||
return ball | ||
} | ||
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function scrollEndless(point) { | ||
// wohin muss verschoben werden damit point wenn möglich in der Mitte bleibt | ||
off = { x: Math.min(Math.max(0, point.x - window.innerWidth / 2), dim.w - window.innerWidth), y: Math.min(Math.max(0, point.y - window.innerHeight / 2), dim.h - window.innerHeight) } | ||
// plaziert den Canvas im aktuellen Viewport | ||
canvasElem.style.left = Math.round(off.x) + 'px' | ||
canvasElem.style.top = Math.round(off.y) + 'px' | ||
// korrigiert die Koordinaten | ||
translate(-off.x, -off.y) | ||
// verschiebt den ganzen Viewport | ||
window.scrollTo(off.x, off.y) | ||
mouse.setOffset(off) | ||
} | ||
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function draw() { | ||
clear(); | ||
if (murmel) { | ||
scrollEndless(murmel.body.position) | ||
} | ||
blocks.forEach(block => block.draw()); | ||
mouse.draw(); | ||
} |
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