PhaserRexUI Plugin Not displaying - javascript

So I've been trying to use the RexRainbow Phaser UI plugin, and All the Ui i make is invisible for some reason, But when I draw boundaries, it draws them, leaving me with a bunch of red boxes. Why are they all invisible?
Code Here (Github Gist)
//UI
var tabs = this.rexUI.add
.tabs({
x: 400,
y: 1600,
panel: this.rexUI.add.gridTable({
background: this.rexUI.add.roundRectangle(
0,
0,
20,
10,
10,
0x4e342e
),
table: {
width: 250,
height: 400,
cellWidth: 120,
cellHeight: 60,
columns: 1,
mask: {
padding: 2,
},
},
slider: {
//scroll bar
track: this.rexUI.add.roundRectangle(
0,
0,
20,
10,
10,
this.COLOR_DARK
),
thumb: this.rexUI.add.roundRectangle(
0,
0,
5,
40,
10,
this.COLOR_LIGHT
),
}
.layout()
.drawBounds(this.add.graphics(), 0xff0000); //debug for ui
https://codepen.io/vatsadev/pen/dyqGNBG -> full working example

It is hard too say, but I just can assume, that the reason is, that the color's used (that are not visible) are probally undefined and that's why transparent/invisible.
Without knowing the whole code, it is best to check, the variables/properties used for colors (like: this.COLOR_LIGHT, this.COLOR_DARK, ...)
Especially line 62, since here the this context is local to the tabs- object, and is not the scene object.
Tipp: for debugging purposes, I would hardcode all colors, just to see if the setup works, as intended. If so start replacing the hardcoded values with variables, like this you will find the culprit fast.
document.body.style = 'margin:0;';
const COLOR_PRIMARY = 0x4e342e;
const COLOR_LIGHT = 0x7b5e57;
const COLOR_DARK = 0x260e04;
var config = {
type: Phaser.AUTO,
width: 536,
height: 283,
scene: {
preload,
create
}
};
var isLeaking = false;
function preload (){
this.load.image('tiles', 'https://labs.phaser.io/assets/tilemaps/tiles/catastrophi_tiles_16.png');
this.load.tilemapCSV('map', 'https://labs.phaser.io/assets/tilemaps/csv/catastrophi_level2.csv');
this.load.scenePlugin({
key: "rexuiplugin",
url: "https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexuiplugin.min.js",
sceneKey: "rexUI",
});
}
function create () {
let map = this.make.tilemap({ key: 'map', tileWidth: 16, tileHeight: 16 });
let tileset = map.addTilesetImage('tiles');
let fgLayer = map.createLayer(0, tileset, 0, 0);
createUi(this);
updateMap(map);
}
function updateMap (map) {
let originPoint1 = map.getTileAtWorldXY(200, 100);
console.info(map.layers.sort((a,b) => b.depth - a.depth))
map.forEachTile(function (tile) {
var dist = Phaser.Math.Distance.Chebyshev(
originPoint1.x,
originPoint1.y,
tile.x,
tile.y
);
tile.setAlpha(1 - 0.09 * dist);
});
}
function createDataBase () {
var inventory = ['grass', 2, 'dirt', 3, 'wood', 2, 'leaves', 2, ]
// Create the database
var db = new loki();
// Create a collection
var items = db.addCollection("items");
// Insert documents
for (var i = 0; i < inventory.length; i+=2) {
items.insert({
blockType: inventory[i],
quantity: inventory[i+1],
color: Phaser.Math.Between(0, 0xffffff),
});
}
return items;
};
function createUi(scene){
var db = createDataBase();
var tabs = scene.rexUI.add
.tabs({
x: 250,
y: 250,
panel: scene.rexUI.add.gridTable({
background: scene.rexUI.add.roundRectangle(
0,
0,
20,
10,
10,
COLOR_PRIMARY
),
table: {
width: 250,
height: 400,
cellWidth: 120,
cellHeight: 60,
columns: 1,
mask: {
padding: 2,
},
},
slider: { //scroll bar
track: scene.rexUI.add.roundRectangle(0, 0, 20, 10, 10, COLOR_DARK),
thumb: scene.rexUI.add.roundRectangle(0, 0, 5, 40, 10, COLOR_LIGHT),
},
createCellContainerCallback: function (cell) { // each inventory cell
var scene = cell.scene;
var width = 250;
var height = cell.height;
var item = cell.item;
var index = cell.index;
return scene.rexUI.add.label({
width: width,
height: height,
background: scene.rexUI.add
.roundRectangle(0, 0, 20, 20, 0)
.setStrokeStyle(2, COLOR_DARK),
icon: scene.rexUI.add.roundRectangle( // inventory item texture goes here
0,
0,
20,
20,
10,
item.color
),
text: scene.add.text(0, 0, `${item.blockType}: ${item.quantity}`),
space: {
icon: 10,
left: 15,
},
});
},
}),
leftButtons: [
createButton(scene, 2, "Inv."),
],
space: {
leftButtonsOffset: 20,
leftButton: 1,
},
})
.layout()
.drawBounds(scene.add.graphics(), 0xff0000);
tabs.on(
"button.click",
function () {
// Load items into grid table
var items = db
.chain()
.data();
this.getElement("panel").setItems(items).scrollToTop();
},
tabs
);
tabs.emitButtonClick("left", 0);
}
function createButton (scene, direction, text) {
var radius;
switch (direction) {
case 0: // Right
radius = {
tr: 20,
br: 20,
};
break;
case 2: // Left
radius = {
tl: 20,
bl: 20,
};
break;
}
return scene.rexUI.add.label({
width: 50,
height: 40,
background: scene.rexUI.add.roundRectangle(
0,
0,
50,
50,
radius,
COLOR_DARK
),
text: scene.add.text(0, 0, text, {
fontSize: "18pt",
}),
space: {
left: 10,
},
});
};
new Phaser.Game(config);
<script src="//cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/lokijs/1.5.5/lokijs.min.js"></script>

Related

Add and visualize custom values assigned to nodes of plotly

This is a follow-up to my previous question posted here How to add custom values to nodes of plotly graph.
The solution posted works well for selecting a single node using plotly_click. As suggested in the comments, I tried to use plotly_selected for displaying multiple nodes.
I am trying to select multiple nodes and display the values associated with the nodes using the following code.
<html>
<head>
<script src="https://cdn.plot.ly/plotly-1.58.5.min.js"></script>
<style>
.graph-container {
display: flex;
justify-content: center;
align-items: center;
}
.main-panel {
width: 70%;
float: left;
}
.side-panel {
width: 30%;
background-color: lightgray;
min-height: 300px;
overflow: auto;
float: right;
}
</style>
</head>
<body>
<div class="graph-container">
<div id="myDiv" class="main-panel"></div>
<div id="lineGraph" class="side-panel"></div>
</div>
<script>
var nodes = [
{ x: 0, y: 0, z: 0, value: [1, 2, 3] },
{ x: 1, y: 1, z: 1, value: [4, 5, 6] },
{ x: 2, y: 0, z: 2, value: [7, 8, 9] },
{ x: 3, y: 1, z: 3, value: [10, 11, 12] },
{ x: 4, y: 0, z: 4, value: [13, 14, 15] }
];
var edges = [
{ source: 0, target: 1 },
{ source: 1, target: 2 },
{ source: 2, target: 3 },
{ source: 3, target: 4 }
];
var x = [];
var y = [];
var z = [];
for (var i = 0; i < nodes.length; i++) {
x.push(nodes[i].x);
y.push(nodes[i].y);
z.push(nodes[i].z);
}
var xS = [];
var yS = [];
var zS = [];
var xT = [];
var yT = [];
var zT = [];
for (var i = 0; i < edges.length; i++) {
xS.push(nodes[edges[i].source].x);
yS.push(nodes[edges[i].source].y);
zS.push(nodes[edges[i].source].z);
xT.push(nodes[edges[i].target].x);
yT.push(nodes[edges[i].target].y);
zT.push(nodes[edges[i].target].z);
}
var traceNodes = {
x: x, y: y, z: z,
mode: 'markers',
marker: { size: 12, color: 'red' },
type: 'scatter3d',
text: [0, 1, 2, 3, 4],
hoverinfo: 'text',
hoverlabel: {
bgcolor: 'white'
},
customdata: nodes.map(function(node) {
if (node.value !== undefined)
return node.value;
}),
type: 'scatter3d'
};
var layout = {
margin: { l: 0, r: 0, b: 0, t: 0 }
};
Plotly.newPlot('myDiv', [traceNodes], layout, { displayModeBar: false });
// max y value for the line plot
const ymax = Math.max(...nodes.map(n => n.value).flat());
document.getElementById('myDiv').on('plotly_selected', function(data){
var selectedNodeIndices = data.points.map(function(point) {
return point.pointNumber;
});
var values = [];
for (var i = 0; i < selectedNodeIndices.length; i++) {
values.push(nodes[selectedNodeIndices[i]].value);
}
var data = [];
for (var i = 0; i < values.length; i++) {
data.push({
type: 'scatter',
mode: 'lines',
x: [0, 1, 2],
y: values[i],
name: 'Node ' + selectedNodeIndices[i]
});
}
Plotly.newPlot('lineGraph', data, {
margin: { t: 0 },
yaxis: {autorange: false, range: [0, ymax + 1]}
});
});
</script>
</body>
</html>
There is some issue, I am not able to select multiple nodes and the line graph is not plotted when nodes are clicked.
Suggestions on how to fix this will be really helpful.
EDIT:
<html>
<head>
<script src="https://cdn.plot.ly/plotly-1.58.5.min.js"></script>
<style>
.graph-container {
display: flex;
justify-content: center;
align-items: center;
}
.main-panel {
width: 70%;
float: left;
}
.side-panel {
width: 30%;
background-color: lightgray;
min-height: 300px;
overflow: auto;
float: right;
}
</style>
</head>
<body>
<div class="graph-container">
<div id="myDiv" class="main-panel"></div>
<div id="lineGraph" class="side-panel"></div>
</div>
<script>
var nodes = [
{ x: 0, y: 0, z: 0, value: [1, 2, 3] },
{ x: 1, y: 1, z: 1, value: [4, 5, 6] },
{ x: 2, y: 0, z: 2, value: [7, 8, 9] },
{ x: 3, y: 1, z: 3, value: [10, 11, 12] },
{ x: 4, y: 0, z: 4, value: [13, 14, 15] }
];
var edges = [
{ source: 0, target: 1 },
{ source: 1, target: 2 },
{ source: 2, target: 3 },
{ source: 3, target: 4 }
];
var x = [];
var y = [];
var z = [];
for (var i = 0; i < nodes.length; i++) {
x.push(nodes[i].x);
y.push(nodes[i].y);
z.push(nodes[i].z);
}
const edge_x = [];
const edge_y = [];
const edge_z = [];
for (var i = 0; i < edges.length; i++) {
const a = nodes[edges[i].source];
const b = nodes[edges[i].target];
edge_x.push(a.x, b.x, null);
edge_y.push(a.y, b.y, null);
edge_z.push(a.z, b.z, null);
}
var traceNodes = {
x: x, y: y, z: z,
mode: 'markers',
marker: { size: 12, color: Array.from({length: nodes.length}, () => 'red') },
text: [0, 1, 2, 3, 4],
hoverinfo: 'text',
hoverlabel: {
bgcolor: 'white'
},
customdata: nodes.map(function(node) {
if (node.value !== undefined)
return node.value;
}),
type: 'scatter3d'
};
var traceEdges = {
x: edge_x,
y: edge_y,
z: edge_z,
type: 'scatter3d',
mode: 'lines',
line: { color: 'red', width: 2},
opacity: 0.8
};
var layout = {
margin: { l: 0, r: 0, b: 0, t: 0 }
};
Plotly.newPlot('myDiv', [traceNodes, traceEdges], layout, { displayModeBar: false });
// max y value for the line plot
const ymax = Math.max(...nodes.map(n => n.value).flat());
document.getElementById('myDiv').on('plotly_click', function(data){
var nodeIndex = data.points[0].pointNumber;
var values = nodes[nodeIndex].value;
// Change color of the selected node
traceNodes.marker.color = Array.from({length: nodes.length}, (_, i) => i === nodeIndex ? 'blue' : 'red');
Plotly.update('myDiv', {
marker: {
color: traceNodes.marker.color
}
}, [0]);
Plotly.newPlot('lineGraph', [{
type: 'scatter',
mode: 'lines',
x: [0, 1, 2],
y: values
}], {
margin: { t: 0 },
yaxis: {autorange: false, range: [0, ymax + 1]}
});
});
</script>
</body>
</html>
I tried to define the selected marker's color i.e. blue to indicate that it has been selected. Unfortunately, this is not working.
Regarding selecting multiple nodes,
Currently, one single curve is visible on the side panel. I would like to know how to select multiple nodes and display multiple curves.
Unfortunately selection features don't work with 3d scatter plot : lasso and select tools are not available and the event plotly_selected won't fire. See this issue for more info.
That said, it is still possible to handle multi-point selection manually using the plotly_click event with some extra code. The idea is to use a flag and keypress/keyup events to determine whether a given point should be added to or removed from the current selection, or if it should be added to a new selection (ie. the flag is on when holding the shift or ctrl key).
The second thing is to define a selection object that can persist across different click events, which means we need to define it outside the handler.
(only the end of the script changes)
// max y value for the line plot
const ymax = Math.max(...nodes.map(n => n.value).flat());
// Accumulation flag : true when user holds shift key, false otherwise.
let accumulate = false;
document.addEventListener('keydown', event => {
if (event.key === 'Shift') accumulate = true;
});
document.addEventListener('keyup', event => {
if (event.key === 'Shift') accumulate = false;
});
// Selected points {<nodeIndex> : <nodeData>}
let selection = {};
document.getElementById('myDiv').on('plotly_click', function(data){
if (data.points[0].curveNumber !== 0)
return;
const nodeIndex = data.points[0].pointNumber;
if (accumulate === false)
selection = {[nodeIndex]: data.points[0]};
else if (nodeIndex in selection)
delete selection[nodeIndex];
else
selection[nodeIndex] = data.points[0];
// Highlight selected nodes (timeout is set to prevent infinite recursion bug).
setTimeout(() => {
Plotly.restyle('myDiv', {
marker: {
size: 12,
color: nodes.map((_, i) => i in selection ? 'blue' : 'red')
}
});
}, 150);
// Create a line trace for each selected node.
const lineData = [];
for (const i in selection) {
lineData.push({
type: 'scatter',
mode: 'lines',
x: [0, 1, 2],
y: selection[i].customdata,
});
}
Plotly.react('lineGraph', lineData, {
margin: {t: 0},
yaxis: {autorange: false, range: [0, ymax + 1]},
});
});

How can I render circles around rectangle in Konva js?

I need to render table and chairs like in this picture:
I dont know how to calculate position of circles around rect. I tried some code, but its not working...Anybody knows how to solve it?
Check my code:
let smallCircleRadius = 20
let tableSize = {
width: ((seats-4/2)*(smallCircleRadius)),
height: ((seats-4/2)*(smallCircleRadius))
}
let controlY = 0
let totalCircleSide = (seats-4)/2
let controlX = 0
let distanceY = 0
let distanceX = 0
let table = new Konva.Rect({
width: tableSize.width,
height: tableSize.height,
fill: '#fff',
stroke: '#c3c6cf',//'#b2cfcf',
strokeWidth: 8,
x:150,
y: 150
});
let count = 0
group.add(table)
for (var i = 0; i < seats; i++) {
// let distanceToTable = tableSize.width/2;
// let x = i <= 2 ? table.x() + distanceToTable * i + (smallCircleRadius + 8) : count > totalCircleSide ? distanceToTable + distanceX+smallCircleRadius: controlX
// let y = i < 2 ? table.y() - distanceToTable/2: count > totalCircleSide ? controlY : distanceToTable + distanceY*smallCircleRadius
//let x = table.x()
//let y = table.y()
group.add(new Konva.Circle({ radius: smallCircleRadius, fill: '#d2d6df', stroke: '#c3c6cf',strokeWidth: 3, x, y }));
}
Make yourself a simple model that describes the position of the circles in simple relationship of circles to the table. Something like this can be extended via different models to accommodate other table layouts as the description of the layout is entirely in the model data.
const
// Set up a canvas stage
containerEle = document.getElementById('container'),
stage = new Konva.Stage({
container: "container",
size: {
width: containerEle.offsetWidth,
height: containerEle.offsetHeight
}
}),
layer = new Konva.Layer();
stage.add(layer);
const model = {
table: {
x: 100,
y: 100,
width: 200,
height: 400,
fill: 'black',
stroke: 'silver',
strokeWidth: 5
},
seat: {
radius: 40,
fill: 'white',
stroke: 'silver',
strokeWidth: 5,
gap: 20
},
seats: [{
name: "Seat 1",
x: "25%",
y: "-1r"
},
{
name: "Seat 2",
x: "75%",
y: "-1r"
},
{
name: "Seat 3",
tableX: 1,
tableY: 0,
x: "1r",
y: "16.6%"
},
{
name: "Seat 4",
tableX: 1,
tableY: 0,
x: "1r",
y: "50%"
},
{
name: "Seat 5",
tableX: 1,
tableY: 0,
x: "1r",
y: "83.3%"
},
{
name: "Seat 6",
tableX: 0,
tableY: 1,
x: "75%",
y: "1r"
},
{
name: "Seat 7",
tableX: 0,
tableY: 1,
x: "25%",
y: "1r"
},
]
}
// make the table
const table = new Konva.Rect(model.table);
layer.add(table)
for (const seat of model.seats) {
const seatShape = new Konva.Circle(model.seat);
let tablePos = {
x: seat.tableX && seat.tableX === 1 ? model.table.x + model.table.width : model.table.x,
y: seat.tableY && seat.tableY === 1 ? model.table.y + model.table.height : model.table.y
}
let position = {
x: tablePos.x + getPosComponent(seat.x, model.seat.radius, model.table.width, model.seat.gap),
y: tablePos.y + getPosComponent(seat.y, model.seat.radius, model.table.height, model.seat.gap)
}
seatShape.position(position)
layer.add(seatShape);
}
function getPosComponent(val, radius, size, gap) {
if (val.indexOf('r') > 0) {
let num = parseInt(val),
sign = Math.sign(num);
return sign * ((Math.abs(num) * radius) + gap);
} else if (val.indexOf('%') > 0) {
let num = parseFloat(val),
sign = Math.sign(num);
return sign * (size * num / 100);
}
throw new Error("Unexpected val format " + val);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset=UTF-8>
<script src="https://unpkg.com/konva#8/konva.min.js"></script>
<style>
#container {
width: 800px;
height: 600px;
}
</style>
</head>
<body>
<div id="container"></div>
</body>
</html>

Implementing bullet collisions in Matter.js for a shooting game

I am trying to make a shooting game in matter.js but can't find a way to shoot bullets from the player's exact location and how to count the collision between player and bullet but not with the walls.
I want to fire a bullet from player1 and then on pressing D again it should fire another bullet from the player1's last position.
My Codepen of this game
let p1= Matter.Bodies.polygon(200, 200, 3, 40, {
chamfer: {
radius: [15,10,15]
},
isStatic: false,
inertia: Infinity,
friction: 0.9,
render: {
fillStyle: '#F9ED69'
},
mass:1
});
let p2 = Matter.Bodies.polygon(1100, 200, 3, 40, {
chamfer: {
radius: [15,10,15]
},
isStatic: false,
inertia: Infinity,
friction: 0.9,
render: {
fillStyle: '#11999E'
},
mass:1
});
let bullet1 = Matter.Bodies.polygon(400, 300, 3, 7, {
chamfer: {
radius: [4,2,4]
},
isStatic: false,
inertia: Infinity,
friction: 0.9,
render: {
fillStyle: '#F9ED69'
},
mass:0
});
const keyHandlers = {
KeyS: () => {
Matter.Body.applyForce(p1, {
x: p1.position.x,
y: p1.position.y
}, {x: 0.0, y: 0.001})
},
KeyW: () => {
Matter.Body.applyForce(p1, {
x: p1.position.x,
y: p1.position.y
}, {x: 0.0, y: -0.002})
},
KeyD:()=>{
Matter.Body.applyForce(bullet1, {
x: p1.position.x,
y: p1.position.y
}, {x: 0.001, y: 0.0})
},
};
const keysDown = new Set();
document.addEventListener("keydown", event => {
keysDown.add(event.code);
});
document.addEventListener("keyup", event => {
keysDown.delete(event.code);
});
Matter.Events.on(engine, "beforeUpdate", event => {
[...keysDown].forEach(k => {
keyHandlers[k]?.();
});
});
// on collision of a bullet with wall and other bodies remove the bullet from the world after some delay and add the score
let score1 = 0;
let score2 = 0;
let health
Matter.Events.on(engine, "collisionStart", event => {
for (let i = 0; i < event.pairs.length; i++) {
const pair = event.pairs[i];
if (pair.bodyA === bullet1 || pair.bodyB === bullet1) {
Matter.World.remove(engine.world, bullet1);
alert('1');
}
if (pair.bodyA === bullet2 || pair.bodyB === bullet2) {
Matter.World.remove(engine.world, bullet2);
alert('2');
}
}
score1++;
alert(`SCore1 is ${score1}`); // these alerts are just to confirm the collision
});
You're on the right track, but if you hardcode bullet1 and bullet2 you're stuck with just those two bullets. Even with a fixed number of bullets and re-using the bodies (good for performance but maybe premature optimization), I'd probably use an array to store these bullets, which is almost always the correct move after you catch yourself doing thing1, thing2...
Here's a proof of concept. I'm creating and destroying bullets here to keep the coding easier, but it'd be more performant to keep a pool of objects and re-use/re-position them.
I'm also using sets to keep track of the types of the bodies, but you might want to use labels. Most of the code here could go in many different directions, specific to your use case.
const engine = Matter.Engine.create();
engine.gravity.y = 0; // enable top-down
const map = {width: 300, height: 300};
const render = Matter.Render.create({
element: document.body,
engine,
options: {...map, wireframes: false},
});
const player = {
score: 0,
body: Matter.Bodies.polygon(
map.width / 2, map.height / 2, 3, 15, {
frictionAir: 0.06,
density: 0.9,
render: {fillStyle: "red"},
},
),
lastShot: Date.now(),
cooldown: 150,
fireForce: 0.1,
rotationAngVel: 0.03,
rotationAmt: 0.03,
rotateLeft() {
Matter.Body.rotate(this.body, -this.rotationAmt);
Matter.Body.setAngularVelocity(
this.body, -this.rotationAngVel
);
},
rotateRight() {
Matter.Body.rotate(this.body, this.rotationAmt);
Matter.Body.setAngularVelocity(
this.body, this.rotationAngVel
);
},
fire() {
if (Date.now() - this.lastShot < this.cooldown) {
return;
}
// move the bullet away from the player a bit
const {x: bx, y: by} = this.body.position;
const x = bx + (Math.cos(this.body.angle) * 10);
const y = by + (Math.sin(this.body.angle) * 10);
const bullet = Matter.Bodies.circle(
x, y, 4, {
frictionAir: 0.006,
density: 0.1,
render: {fillStyle: "yellow"},
},
);
bullets.add(bullet);
Matter.Composite.add(engine.world, bullet);
Matter.Body.applyForce(
bullet, this.body.position, {
x: Math.cos(this.body.angle) * this.fireForce,
y: Math.sin(this.body.angle) * this.fireForce,
},
);
this.lastShot = Date.now();
},
};
const bullets = new Set();
const makeEnemy = () => Matter.Bodies.polygon(
(Math.random() * (map.width - 40)) + 20,
(Math.random() * (map.height - 40)) + 20,
5, 6, {
render: {
fillStyle: "transparent",
strokeStyle: "white",
lineWidth: 1,
},
},
);
const enemies = new Set([...Array(100)].map(makeEnemy));
const walls = new Set([
Matter.Bodies.rectangle(
0, map.height / 2, 20, map.height, {isStatic: true}
),
Matter.Bodies.rectangle(
map.width / 2, 0, map.width, 20, {isStatic: true}
),
Matter.Bodies.rectangle(
map.width, map.height / 2, 20, map.height, {isStatic: true}
),
Matter.Bodies.rectangle(
map.width / 2, map.height, map.width, 20, {isStatic: true}
),
]);
Matter.Composite.add(engine.world, [
player.body, ...walls, ...enemies
]);
const keyHandlers = {
ArrowLeft: () => player.rotateLeft(),
ArrowRight: () => player.rotateRight(),
Space: () => player.fire(),
};
const validKeys = new Set(Object.keys(keyHandlers));
const keysDown = new Set();
document.addEventListener("keydown", e => {
if (validKeys.has(e.code)) {
e.preventDefault();
keysDown.add(e.code);
}
});
document.addEventListener("keyup", e => {
if (validKeys.has(e.code)) {
e.preventDefault();
keysDown.delete(e.code);
}
});
Matter.Events.on(engine, "beforeUpdate", event => {
[...keysDown].forEach(k => {
keyHandlers[k]?.();
});
if (enemies.size < 100 && Math.random() > 0.95) {
const enemy = makeEnemy();
enemies.add(enemy);
Matter.Composite.add(engine.world, enemy);
}
});
Matter.Events.on(engine, "collisionStart", event => {
for (const {bodyA, bodyB} of event.pairs) {
const [a, b] = [bodyA, bodyB].sort((a, b) =>
bullets.has(a) ? -1 : 1
);
if (bullets.has(a) && walls.has(b)) {
Matter.Composite.remove(engine.world, a);
bullets.delete(a);
}
else if (bullets.has(a) && enemies.has(b)) {
Matter.Composite.remove(engine.world, a);
Matter.Composite.remove(engine.world, b);
bullets.delete(a);
enemies.delete(b);
document.querySelector("span").textContent = ++player.score;
}
}
});
Matter.Render.run(render);
Matter.Runner.run(Matter.Runner.create(), engine);
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
<div>press left/right arrow keys to rotate and space to shoot</div>
<div>score: <span>0</span></div>

Matter.js — How to get the dimension of an image to set Bodies sizes?

I am trying to programmatically set the width and heights of the chained bodies in matter.js. Unfortunately, I am only getting 0 as values and I am unsure why. My guess is that the images are not being loaded fast enough to provide those values. How can I load those dimensions before the images are loaded?
Pseudo-code
Several bodies from Array
Get the width and height of each image in the Array
Use this value to set the Bodies dimensions
Code
var playA = Composites.stack(
percentX(25) - assetSize / 2,
percentY(25),
1,
6,
5,
5,
function (x, y) {
iA++;
var imgWidth;
var imgHeight;
var img = new Image();
img.src = String(design[iA]);
var imgWidth = 0;
var imgHeight = 0;
img.onload = function a() {
imgWidth = img.naturalWidth;
imgHeight = img.naturalHeight;
console.log(String(design[iA]), imgWidth, imgHeight);
};
console.log(String(design[iA]), imgHeight, imgWidth); // I can't access the values here.
return Bodies.rectangle(x, y, imgWidth, imgHeight, {
// collisionFilter: { group: group },
friction: 1,
render: {
sprite: {
texture: design[iA],
xScale: (assetSize / 100) * 0.46,
yScale: (assetSize / 100) * 0.46
}
}
});
}
);
Composites.chain(playA, 0.3, 0, -0.5, 0, {
stiffness: 1,
length: 10,
render: { type: "line", visible: false }
});
If you know the dimensions and can populate an array beforehand, the solution is potentially straightforward since Matter.js loads images given a URL string, with the caveat that the engine doesn't wait for the loads before running.
Here's a minimal example of iterating over width/height pairs in an array and passing these properties into the rectangle calls which I'll use as a stepping stone to the example that matches your use case.
const engine = Matter.Engine.create();
const render = Matter.Render.create({
element: document.body,
engine: engine,
options: {
width: 450,
height: 250,
wireframes: false, // required for images
}
});
Matter.Render.run(render);
const runner = Matter.Runner.create();
Matter.Runner.run(runner, engine);
const imgSizes = [[56, 48], [45, 50], [35, 50], [60, 63]];
const stack = Matter.Composites.stack(
// xx, yy, columns, rows, columnGap, rowGap, cb
150, 50, 4, 1, 0, 0,
(x, y, i) => {
const [w, h] = imgSizes[i];
return Matter.Bodies.rectangle(x, y, w, h, {
render: {
sprite: {
texture: `http://placekitten.com/${w}/${h}`
}
}
});
}
);
Matter.Composites.chain(stack, 0.5, 0, -0.5, 0, {
stiffness: 0.75,
length: 10,
render: {type: "line", visible: true}
});
Matter.Composite.add(engine.world, [
stack,
Matter.Bodies.rectangle(225, 0, 450, 25, {
isStatic: true
}),
Matter.Bodies.rectangle(450, 150, 25, 300, {
isStatic: true
}),
Matter.Bodies.rectangle(0, 150, 25, 300, {
isStatic: true
}),
Matter.Bodies.rectangle(225, 250, 450, 25, {
isStatic: true
})
]);
const mouse = Matter.Mouse.create(render.canvas);
const mouseConstraint = Matter.MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
render: {visible: true}
}
});
Matter.Composite.add(engine.world, mouseConstraint);
render.mouse = mouse;
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
Now, if you need to load images using onload and use their dimensions, you'll need to use promises or put all code dependent on these images into the sequence of onload callback(s) as described in the canonical How do I return the response from an asynchronous call?.
The failing pattern is:
const getSomethingAsync = cb => setTimeout(() => cb("something"), 0);
let data = null;
getSomethingAsync(result => {
data = result;
console.log("this runs last");
});
console.log(data); // guaranteed to be null, not "something"
// more logic that is supposed to depend on data
The fix is:
const getSomethingAsync = cb => setTimeout(() => cb("something"), 0);
getSomethingAsync(data => {
console.log(data);
// logic that depends on the data from `getSomethingAsync`
});
console.log("this will run first");
// logic that doesn't depend on data from `getSomethingAsync`
Since you're juggling multiple onloads, you can promisify the onloads to make them easier to work with. I have a couple examples of doing this here and here agnostic of matter.js.
Here's an example of using promises to load images applied to your general problem. Again, I'll use my own code so that it's runnable and reproducible, but the pattern should be easy to extrapolate to your project.
The idea is to first load the images using a series of promises which are resolved when onload handlers fire, then use Promise.all to chain a then which runs the MJS initializer callback only when all images are loaded. The widths and heights are then accessible to your matter.js code within the callback.
As a side benefit, this ensures images are loaded by the time MJS runs.
const initializeMJS = images => {
const engine = Matter.Engine.create();
const render = Matter.Render.create({
element: document.body,
engine: engine,
options: {
width: 450,
height: 250,
wireframes: false, // required for images
}
});
Matter.Render.run(render);
const runner = Matter.Runner.create();
Matter.Runner.run(runner, engine);
const stack = Matter.Composites.stack(
// xx, yy, columns, rows, columnGap, rowGap, cb
150, 50, 4, 1, 0, 0,
(x, y, i) => {
const {width: w, height: h} = images[i];
return Matter.Bodies.rectangle(x, y, w, h, {
render: {
sprite: {
texture: images[i].src
}
}
});
}
);
Matter.Composites.chain(stack, 0.5, 0, -0.5, 0, {
stiffness: 0.75,
length: 10,
render: {type: "line", visible: true}
});
Matter.Composite.add(engine.world, [
stack,
Matter.Bodies.rectangle(225, 0, 450, 25, {
isStatic: true
}),
Matter.Bodies.rectangle(450, 150, 25, 300, {
isStatic: true
}),
Matter.Bodies.rectangle(0, 150, 25, 300, {
isStatic: true
}),
Matter.Bodies.rectangle(225, 250, 450, 25, {
isStatic: true
})
]);
const mouse = Matter.Mouse.create(render.canvas);
const mouseConstraint = Matter.MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
render: {visible: true}
}
});
Matter.Composite.add(engine.world, mouseConstraint);
render.mouse = mouse;
};
const imageSizes = [[56, 48], [45, 50], [35, 50], [60, 63]];
const imageURLs = imageSizes.map(([w, h]) =>
`http://placekitten.com/${w}/${h}`
);
Promise.all(imageURLs.map(e =>
new Promise((resolve, reject) => {
const img = new Image();
img.onload = () => resolve(img);
img.onerror = reject;
img.src = e;
})
))
.then(initializeMJS)
;
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>

Fabric.js line rendering when resizing object

Have an issue with line rendering when resizing object.
I've locked line endings positions to exact point on circles and when moving, scaling, rotating etc I have to edit lines connected to current circle.
Here is fiddle
Just try to resize circles and at some point you'll see that rendering is crashed a bit which corresponds to lines. Need a help for it, maybe rerender or something.
Or that's an issue of fabric.js
var circlesData = [{
id: 1,
x: 80,
y: 80,
r: 60
}, {
id: 2,
x: 440,
y: 190,
r: 90
}];
var connectionsData = [{
from: {id: 1, angle: 0, rdist: .8},
to: {id: 2, angle: 0, rdist: .4},
}]
var fcircles = [];
var fconnections = [];
var fcanvas;
init();
function init() {
fcanvas = new fabric.Canvas('c', {
imageSmoothingEnabled: false,
allowTouchScrolling: true,
});
fcanvas.preserveObjectStacking = true;
fcanvas.selection = false;
fcanvas.setBackgroundColor('#fff');
fcircles = circlesData.map(function(circleData) {
var circle = new fabric.Circle({
left: circleData.x,
top: circleData.y,
radius: circleData.r,
fill: 'rgba(100,100,255,0.2)',
originX: 'center',
originY: 'center'
});
circle.initialData = circleData;
circle.setControlsVisibility({
mt: false,
mb: false,
ml: false,
mr: false,
mtr: false,
});
return circle;
});
fconnections = connectionsData.map(function(connectionData) {
var line = new fabric.Line([0,0,0,0], {
strokeWidth: 6,
strokeLineCap: 'round',
fill: 'red',
stroke: 'red',
originX: 'center',
originY: 'center'
});
line.from = copyJson(connectionData.from);
line.to = copyJson(connectionData.to);
line.selectable = false;
return line;
});
fcircles.concat(fconnections).forEach(function(fobj){
fcanvas.add(fobj)
});
updateConnections(fconnections);
fcanvas.renderAll();
console.log(fcanvas.getObjects())
fcanvas.on('object:moving', onObjChange);
fcanvas.on('object:scaling', onObjChange);
fcanvas.on('object:rotating', onObjChange);
}
function onObjChange(e) {
if(['line'].indexOf(e.target.type) > -1) {
return;
}
var circle = e.target;
updateConnections(fconnections.filter(function(fconnection){
return fconnection.from.id === e.target.initialData.id || fconnection.to.id === e.target.initialData.id;
}))
}
function updateConnections(fconnections) {
fconnections.forEach(function(fconnection) {
var from = fcircles.filter(function(c){return c.initialData.id === fconnection.from.id})[0];
var to = fcircles.filter(function(c){return c.initialData.id === fconnection.to.id})[0];
var fromAngle = fconnection.from.angle - from.angle / 180 * Math.PI;
var toAngle = fconnection.to.angle - from.angle / 180 * Math.PI;
debugger;
fconnection.set({
x1: from.left + fconnection.from.rdist * from.radius * Math.cos(fromAngle),
y1: from.top + fconnection.from.rdist * from.radius * Math.sin(fromAngle),
x2: to.left + fconnection.to.rdist * to.radius * Math.cos(toAngle),
y2: to.top + fconnection.to.rdist * to.radius * Math.sin(toAngle)
});
fconnection.setCoords();
});
}
function copyJson(obj) {
return JSON.parse(JSON.stringify(obj));
}
Add to your Line object property:
objectCaching: false
From fabricjs documentation:
objectCaching :Boolean When true, object is cached on an additional
canvas. default to true since 1.7.0

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