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TypeScript matter-js.World類代碼示例

本文整理匯總了TypeScript中matter-js.World的典型用法代碼示例。如果您正苦於以下問題:TypeScript World類的具體用法?TypeScript World怎麽用?TypeScript World使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


在下文中一共展示了World類的7個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。

示例1: switch

 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;
   };  
 };
開發者ID:stefannew,項目名稱:Tetrjs,代碼行數:26,代碼來源:game-manager.ts

示例2: 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
  };
};
開發者ID:stefannew,項目名稱:Tetrjs,代碼行數:29,代碼來源:index.ts

示例3: removeAllTetronimos

 const reset = () => {
   if (currentState !== GameState.GAME_OVER) return;
   removeAllTetronimos(engine);
   
   init();
   setGameState(GameState.PLAYING);
   init();
   Matter.World.add(engine.world, floor);
 };
開發者ID:stefannew,項目名稱:Tetrjs,代碼行數:9,代碼來源:game-manager.ts

示例4:

 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]);
   }
 }
開發者ID:stefannew,項目名稱:Tetrjs,代碼行數:12,代碼來源:game-manager.ts

示例5: setInterval

 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);
 };
開發者ID:stefannew,項目名稱:Tetrjs,代碼行數:14,代碼來源:game-manager.ts

示例6: 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(() => {
//.........這裏部分代碼省略.........
開發者ID:stefannew,項目名稱:Tetrjs,代碼行數:101,代碼來源:game-manager.ts

示例7: createBlock

 const addBlockToGameBoard = () => {
   currentPiece = nextPiece;
   nextPiece = createBlock();
   Matter.World.addBody(engine.world, currentPiece);
   renderNextPiece(nextPiece);
 };
開發者ID:stefannew,項目名稱:Tetrjs,代碼行數:6,代碼來源:game-manager.ts


注:本文中的matter-js.World類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。