Matter.js for collision detection
Solution 1:
You would have to redo most of your code, but the movement code CAN be moved over fairly easily.
First you need to make a new engine and run it:
//Create engine - All the game stuff
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body;
// create an engine
var engine = Engine.create(),
world = engine.world;
// create a renderer
var render = Render.create({
canvas: document.getElementById("canv"),
engine: engine,
options: {
width: 500,
height: 500,
wireframes: false,
background: '#6DDA4A'
}
});
engine.world.gravity.y = 0;
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
Next, you should make and add a new car object and the block into the world. You can edit these values to whatever you need them to be. Note: rot is not an actual parameter you need, I'm just using it to set the rotation of the car later.
var car = Bodies.rectangle(100, 100, 50, 80, {
friction: 1,
frictionAir: 0.1,
rot: 0,
restitution: 0,//Makes it so the car won't bounce off of objects
render: {
fillStyle: "#FF0000",
/*sprite: {
//You can use this to apply a background image to the car
texture: "Path/To/Image.png",
xScale: number,
yScale: number
}/**/
}
});
var block = Bodies.rectangle(350, 100, 100, 400, {
isStatic: true,//Makes block unmovable
friction: 1,
frictionAir: 0.1,
rot: 0,
restitution: 0,
render: {
fillStyle: "#0000FF",
/*sprite: {
texture: "Path/To/Image.png",
xScale: number,
yScale: number
}/**/
}
});
World.add(world, [car, block]);
For updating the car, you can either use body.setPosition
or body.applyForce
. Since it's a car, I would use body.applyForce
so that the car keeps rolling after you've stopped pressing a button. Rotation can also be done with body.setAngle
or body.rotate
. This time, I'm going to use body.setAngle
so the turning feels better.
function updateCar() {
//Declare variables for velocity
var speed = 5;
var carRot = car.rot*180/Math.PI;
var velY = speed * Math.cos(carRot * Math.PI / 180);
var velX = speed * Math.sin(carRot * Math.PI / 180)*-1;
var pushRot = 0;
//Update variables
if (upPressed==false&&downPressed==false) {
velY = 0;
velX = 0;
}
else {
//alert(carX+", "+carY);
}
if (downPressed == true) {
velY *= -1;
velX *= -1;
}
if (leftPressed) {
pushRot = -0.1;
}
if (rightPressed) {
pushRot = 0.1;
}
car.rot += pushRot;
//Set position of car
carX += velX;
carY += velY;
Body.applyForce(car, {x:carX,y:carY}, {x:velX/200,y:velY/200});
Body.setAngle(car, car.rot);
requestAnimationFrame(updateCar);
}
window.requestAnimationFrame(updateCar);
Check out a demo here