当前位置: 首页>>代码示例>>TypeScript>>正文


TypeScript World.add方法代码示例

本文整理汇总了TypeScript中matter-js.World.add方法的典型用法代码示例。如果您正苦于以下问题:TypeScript World.add方法的具体用法?TypeScript World.add怎么用?TypeScript World.add使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在matter-js.World的用法示例。


在下文中一共展示了World.add方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。

示例1: default

export default () => {
  const engine: Matter.Engine = Matter.Engine.create();
  const renderer: Matter.Render = Matter.Render.create({
    canvas: document.querySelector('#game'),
    engine,
    options: {
      // @ts-ignore
      background: 'transparent',
      height: PLAYING_FIELD_DIMENSIONS.HEIGHT,
      width: PLAYING_FIELD_DIMENSIONS.WIDTH,
      wireframes: false,
    }
  });

  const mouse: Matter.Mouse = Matter.Mouse.create(renderer.canvas);
  const mouseConstraint: Matter.MouseConstraint = Matter.MouseConstraint.create(engine, {
    mouse,
  });

  Matter.World.add(engine.world, mouseConstraint);
  Matter.Render.run(renderer);
  const runner: Matter.Runner = Matter.Runner.create({})
  Matter.Runner.run(runner, engine);

  return {
    runner,
    instance: engine
  };
};
开发者ID:stefannew,项目名称:Tetrjs,代码行数:29,代码来源:index.ts

示例2: removeAllTetronimos

 const reset = () => {
   if (currentState !== GameState.GAME_OVER) return;
   removeAllTetronimos(engine);
   
   init();
   setGameState(GameState.PLAYING);
   init();
   Matter.World.add(engine.world, floor);
 };
开发者ID:stefannew,项目名称:Tetrjs,代码行数:9,代码来源:game-manager.ts

示例3: default

/**
 * This is way too big and convoluted,
 * Break some of it out
 */
export default (engine: Matter.Engine, runner: Matter.Runner) => {
  let currentState: GameState = 2;
  let nextPiece: Matter.Body = createBlock();
  let currentPiece: Matter.Body;
  let isRemoving: boolean = false;

  const gameOver = (engine: Matter.Engine) => {
    const bodies = Matter.Composite.allBodies(engine.world);
    const floor = bodies.filter(body => body.label === LABEL.FLOOR);
      
    if (bodies.length === 0) return;
  
    for (let i = 0; i < floor.length; i++) {
      Matter.World.remove(engine.world, floor[i]);
    }
  
    setInterval(() => {
      removeAllTetronimos(engine);
    }, 2000);
  };

  const loop = () => {
    switch (currentState) {
      case GameState.TITLE:
        break;
      case GameState.PLAYING:
        hidePausedTitle();
        hideGameOverTitle();
        Matter.Events.on(engine, 'collisionStart', onCollisionCallback);
        break;
      case GameState.GAME_OVER:
        Matter.World.remove(engine.world, currentPiece);
        Matter.Events.off(engine, 'collisionStart', onCollisionCallback);
        gameOver(engine);
        showGameOverTitle();
        break;
      case GameState.PAUSED:
        runner.enabled = !runner.enabled;
        showPausedTitle();
        break;
      case GameState.FROZEN:
        runner.enabled = !runner.enabled;
        break;
      default:
        break;
    };  
  };

  const removeAllTetronimos = (engine: Matter.Engine) => {
    if (isRemoving) return;
    const bodies = Matter.Composite.allBodies(engine.world);
    const tetronimos = bodies.filter(body => body.label === LABEL.TETRONIMO);
  
    if (tetronimos.length === 0) return;
    isRemoving = true;
  
    for (let i = 0; i < tetronimos.length; i++) {
      Matter.World.remove(engine.world, tetronimos[i]);
    }
  }

  const right: Matter.Body = Matter.Bodies.rectangle(PLAYING_FIELD_DIMENSIONS.WIDTH, 0, PLAYING_FIELD_DIMENSIONS.WALL_WIDTH, PLAYING_FIELD_DIMENSIONS.HEIGHT * 2, {
    alive: false,
    isStatic: true,
    label: LABEL.WALL,
    slop: 0,
  });
  const left: Matter.Body = Matter.Bodies.rectangle(0, 0, PLAYING_FIELD_DIMENSIONS.WALL_WIDTH, PLAYING_FIELD_DIMENSIONS.HEIGHT * 2, {
    alive: false,
    isStatic: true,
    label: LABEL.WALL,
    slop: 0,
  });
  const floor: Matter.Body = Matter.Bodies.rectangle(0, PLAYING_FIELD_DIMENSIONS.HEIGHT, PLAYING_FIELD_DIMENSIONS.WIDTH * 2, PLAYING_FIELD_DIMENSIONS.WALL_WIDTH, {
    alive: false,
    isStatic: true,
    label: LABEL.FLOOR,
    slop: 0,
  });

  Matter.World.add(engine.world, [left, right, floor]);


  Matter.Events.on(engine, 'afterTick', () => {
    checkClear();
  });

  // @ts-ignore
  const onCollisionCallback = (event) => {
    for (let i = 0; i < event.pairs.length; i++) {
      const { bodyA, bodyB }: { bodyA: Matter.Body, bodyB: Matter.Body } = event.pairs[i];

      if (bodyA.parent.alive || bodyB.parent.alive) {
        document.getElementById('container').className = 'shake shake-constant';

        setInterval(() => {
//.........这里部分代码省略.........
开发者ID:stefannew,项目名称:Tetrjs,代码行数:101,代码来源:game-manager.ts


注:本文中的matter-js.World.add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。