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JavaScript
var demo = document.getElementById('demo');
var canvas = document.createElement('canvas');
var c = canvas.getContext('2d');
demo.appendChild(canvas);
demo.style.textAlign = 'center';
//ピンボール、フリッパー周りの挙動研究用
canvas.height = window.innerHeight;
canvas.width = canvas.height * 780/1280;
var flipperHeight = 1.8;
var cScale = canvas.height / flipperHeight;
var simWidth = canvas.width / cScale;
var simHeight = canvas.height / cScale;
function cX(pos) {
return pos.x * cScale;
}
function cY(pos) {
return canvas.height - pos.y * cScale;
}
class Vector2 {
constructor(x = 0.0, y = 0.0) {
this.x = x;
this.y = y;
}
set(v) {
this.x = v.x; this.y = v.y;
}
clone() {
return new Vector2(this.x, this.y);
}
add(v, s = 1.0) {
this.x += v.x * s;
this.y += v.y * s;
return this;
}
addVectors(a, b) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
}
subtract(v, s = 1.0) {
this.x -= v.x * s;
this.y -= v.y * s;
return this;
}
subtractVectors(a, b) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
}
length() {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
scale(s) {
this.x *= s;
this.y *= s;
return this;
}
dot(v) {
return this.x * v.x + this.y * v.y;
}
perp() {
return new Vector2(-this.y, this.x);
}
}
// ----------------------------------------------------------------------
function closestPointOnSegment(p, a, b)
{
var ab = new Vector2();
ab.subtractVectors(b, a);
var t = ab.dot(ab);
if (t == 0.0)
return a.clone();
t = Math.max(0.0, Math.min(1.0, (p.dot(ab) - a.dot(ab)) / t));
var closest = a.clone();
return closest.add(ab, t);
}
// physics scene -------------------------------------------------------
class Ball {
constructor(radius, mass, pos, vel, restitution) {
this.radius = radius;
this.mass = mass;
this.restitution = restitution;
this.pos = pos.clone();
this.vel = vel.clone();
}
simulate(dt, gravity) {
this.vel.add(gravity, dt);
this.pos.add(this.vel, dt);
}
}
class Obstacle {
constructor(radius, pos, pushVel) {
this.radius = radius;
this.pos = pos.clone();
this.pushVel = pushVel;
}
}
class Flipper {
constructor(radius, pos, length, restAngle, maxRotation,
angularVelocity, restitution)
{
// fixed
this.radius = radius;
this.pos = pos.clone();
this.length = length;
this.restAngle = restAngle;
this.maxRotation = Math.abs(maxRotation);
this.sign = Math.sign(maxRotation);
this.angularVelocity = angularVelocity;
// changing
this.rotation = 0.0;
this.currentAngularVelocity = 0.0;
this.touchIdentifier = -1;
}
simulate(dt)
{
var prevRotation = this.rotation;
var pressed = this.touchIdentifier >= 0;
if (pressed)
this.rotation = Math.min(this.rotation + dt * this.angularVelocity,
this.maxRotation);
else
this.rotation = Math.max(this.rotation - dt * this.angularVelocity,
0.0);
this.currentAngularVelocity = this.sign * (this.rotation - prevRotation) / dt;
}
select(pos) {
var d = new Vector2();
d.subtractVectors(this.pos, pos);
return d.length() < this.length;
}
getTip()
{
var angle = this.restAngle + this.sign * this.rotation;
var dir = new Vector2(Math.cos(angle), Math.sin(angle));
var tip = this.pos.clone();
return tip.add(dir, this.length);
}
}
var physicsScene =
{
gravity : new Vector2(0.0, -3.0),
dt : 1.0 / 60.0,
score: 0,
paused: true,
border: [],
balls: [],
obstacles: [],
flippers: []
};
function setupScene()
{
var offset = 0.001;
physicsScene.score = 0;
// border
physicsScene.border.push(new Vector2(0.74, 0.25));
physicsScene.border.push(new Vector2(1.0 - offset, 0.4));
physicsScene.border.push(new Vector2(1.0 - offset, flipperHeight - offset));
physicsScene.border.push(new Vector2(offset, flipperHeight - offset));
physicsScene.border.push(new Vector2(offset, 0.4));
physicsScene.border.push(new Vector2(0.26, 0.25));
physicsScene.border.push(new Vector2(0.26, 0.0));
physicsScene.border.push(new Vector2(0.74, 0.0));
// ball
{
physicsScene.balls = [];
var radius = 0.03;
var mass = Math.PI * radius * radius;
var pos = new Vector2(0.92, 0.5);
var vel = new Vector2(-0.2, 3.5);
physicsScene.balls.push(new Ball(radius, mass, pos, vel, 0.2));
pos = new Vector2(0.08, 0.5);
vel = new Vector2(0.2, 3.5);
physicsScene.balls.push(new Ball(radius, mass, pos, vel, 0.2));
}
// obstacles
{
physicsScene.obstacles = [];
var numObstacles = 4;
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.0, 1.5), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.1, 1.2), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.2, 1.5), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.3, 1.2), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.4, 1.5), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.5, 1.2), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.6, 1.5), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.7, 1.2), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.8, 1.5), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.9, 1.2), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(1.0, 1.5), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.2, 0.9), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.4, 0.9), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.6, 0.9), 2.0));
physicsScene.obstacles.push(new Obstacle(0.01, new Vector2(0.8, 0.9), 2.0));
physicsScene.obstacles.push(new Obstacle(0.02, new Vector2(0.3, 0.6), 2.0));
physicsScene.obstacles.push(new Obstacle(0.02, new Vector2(0.7, 0.6), 2.0));
}
// flippers
{
var radius = 0.03;
var length = 0.2;
var maxRotation = 1.0;
var restAngle = 0.5;
var angularVelocity = 10.0;
var restitution = 0.0;
var pos1 = new Vector2(0.26, 0.22);
var pos2 = new Vector2(0.74, 0.22);
physicsScene.flippers.push(
new Flipper(radius, pos1, length,
-restAngle, maxRotation, angularVelocity, restitution));
physicsScene.flippers.push(
new Flipper(radius, pos2, length,
Math.PI + restAngle, -maxRotation, angularVelocity, restitution));
}
}
// draw -------------------------------------------------------
function drawDisc(x, y, radius)
{
c.beginPath();
c.arc(
x, y, radius, 0.0, 2.0 * Math.PI);
c.closePath();
c.fill();
}
function draw()
{
c.clearRect(0, 0, canvas.width, canvas.height);
// border
if (physicsScene.border.length >= 2) {
c.strokeStyle = "#000000";
c.lineWidth = 2;
c.beginPath();
var v = physicsScene.border[0];
c.moveTo(cX(v), cY(v));
for (var i = 1; i < physicsScene.border.length + 1; i++) {
v = physicsScene.border[i % physicsScene.border.length];
c.lineTo(cX(v), cY(v));
}
c.stroke();
c.lineWidth = 1;
}
// balls
c.fillStyle = "#202020";
for (var i = 0; i < physicsScene.balls.length; i++) {
var ball = physicsScene.balls[i];
drawDisc(cX(ball.pos), cY(ball.pos), ball.radius * cScale);
}
// obstacles
c.fillStyle = "#666666";
for (var i = 0; i < physicsScene.obstacles.length; i++) {
var obstacle = physicsScene.obstacles[i];
drawDisc(cX(obstacle.pos), cY(obstacle.pos), obstacle.radius * cScale);
}
// flippers
c.fillStyle = "#FF0000";
for (var i = 0; i < physicsScene.flippers.length; i++) {
var flipper = physicsScene.flippers[i];
c.translate(cX(flipper.pos), cY(flipper.pos));
c.rotate(-flipper.restAngle - flipper.sign * flipper.rotation);
c.fillRect(0.0, -flipper.radius * cScale,
flipper.length * cScale, 2.0 * flipper.radius * cScale);
drawDisc(0, 0, flipper.radius * cScale);
drawDisc(flipper.length * cScale, 0, flipper.radius * cScale);
c.resetTransform();
}
}
// --- collision handling -------------------------------------------------------
function handleBallBallCollision(ball1, ball2)
{
var restitution = Math.min(ball1.restitution, ball2.restitution);
var dir = new Vector2();
dir.subtractVectors(ball2.pos, ball1.pos);
var d = dir.length();
if (d == 0.0 || d > ball1.radius + ball2.radius)
return;
dir.scale(1.0 / d);
var corr = (ball1.radius + ball2.radius - d) / 2.0;
ball1.pos.add(dir, -corr);
ball2.pos.add(dir, corr);
var v1 = ball1.vel.dot(dir);
var v2 = ball2.vel.dot(dir);
var m1 = ball1.mass;
var m2 = ball2.mass;
var newV1 = (m1 * v1 + m2 * v2 - m2 * (v1 - v2) * restitution) / (m1 + m2);
var newV2 = (m1 * v1 + m2 * v2 - m1 * (v2 - v1) * restitution) / (m1 + m2);
ball1.vel.add(dir, newV1 - v1);
ball2.vel.add(dir, newV2 - v2);
}
// -----------------------------------------------------------------
function handleBallObstacleCollision(ball, obstacle)
{
var dir = new Vector2();
dir.subtractVectors(ball.pos, obstacle.pos);
var d = dir.length();
if (d == 0.0 || d > ball.radius + obstacle.radius)
return;
dir.scale(1.0 / d);
var corr = ball.radius + obstacle.radius - d;
ball.pos.add(dir, corr);
var v = ball.vel.dot(dir);
ball.vel.add(dir, obstacle.pushVel - v);
physicsScene.score++;
}
// ----------------------------------------------------------------
function handleBallFlipperCollision(ball, flipper)
{
var closest = closestPointOnSegment(ball.pos, flipper.pos, flipper.getTip());
var dir = new Vector2();
dir.subtractVectors(ball.pos, closest);
var d = dir.length();
if (d == 0.0 || d > ball.radius + flipper.radius)
return;
dir.scale(1.0 / d);
var corr = (ball.radius + flipper.radius - d);
ball.pos.add(dir, corr);
// update velocitiy
var radius = closest.clone();
radius.add(dir, flipper.radius);
radius.subtract(flipper.pos);
var surfaceVel = radius.perp();
surfaceVel.scale(flipper.currentAngularVelocity);
var v = ball.vel.dot(dir);
var vnew = surfaceVel.dot(dir);
ball.vel.add(dir, vnew - v);
}
// ---------------------------------------------------------------------
function handleBallBorderCollision(ball, border)
{
if (border.length < 3)
return;
// find closest segment;
var d = new Vector2();
var closest = new Vector2();
var ab = new Vector2();
var normal;
var minDist = 0.0;
for (var i = 0; i < border.length; i++) {
var a = border[i];
var b = border[(i + 1) % border.length];
var c = closestPointOnSegment(ball.pos, a, b);
d.subtractVectors(ball.pos, c);
var dist = d.length();
if (i == 0 || dist < minDist) {
minDist = dist;
closest.set(c);
ab.subtractVectors(b, a);
normal = ab.perp();
}
}
// push out
d.subtractVectors(ball.pos, closest);
var dist = d.length();
if (dist == 0.0) {
d.set(normal);
dist = normal.length();
}
d.scale(1.0 / dist);
if (d.dot(normal) >= 0.0) {
if (dist > ball.radius)
return;
ball.pos.add(d, ball.radius - dist);
}
else
ball.pos.add(d, -(dist + ball.radius));
// update velocity
var v = ball.vel.dot(d);
var vnew = Math.abs(v) * ball.restitution;
ball.vel.add(d, vnew - v);
}
// simulation -------------------------------------------------------
function simulate()
{
for (var i = 0; i < physicsScene.flippers.length; i++)
physicsScene.flippers[i].simulate(physicsScene.dt);
for (var i = 0; i < physicsScene.balls.length; i++) {
var ball = physicsScene.balls[i];
ball.simulate(physicsScene.dt, physicsScene.gravity);
for (var j = i + 1; j < physicsScene.balls.length; j++) {
var ball2 = physicsScene.balls[j];
handleBallBallCollision(ball, ball2, physicsScene.restitution);
}
for (var j = 0; j < physicsScene.obstacles.length; j++)
handleBallObstacleCollision(ball, physicsScene.obstacles[j]);
for (var j = 0; j < physicsScene.flippers.length; j++)
handleBallFlipperCollision(ball, physicsScene.flippers[j]);
handleBallBorderCollision(ball, physicsScene.border);
}
}
// ---------------------------------------------------------------
function update() {
simulate();
draw();
//document.getElementById("score").innerHTML = physicsScene.score.toString();
requestAnimationFrame(update);
}
setupScene();
update();
// ------------------------ user interaction ---------------------------
canvas.addEventListener("touchstart", onTouchStart, false);
canvas.addEventListener("touchend", onTouchEnd, false);
canvas.addEventListener("mousedown", onMouseDown, false);
canvas.addEventListener("mouseup", onMouseUp, false);
//document.addEventListener("keydown", onKeyDown, false);
//document.addEventListener("keyup", onKeyUp, false);
function onTouchStart(event)
{
for (var i = 0; i < event.touches.length; i++) {
var touch = event.touches[i];
var rect = canvas.getBoundingClientRect();
var touchPos = new Vector2(
(touch.clientX - rect.left) / cScale,
simHeight - (touch.clientY - rect.top) / cScale);
for (var j = 0; j < physicsScene.flippers.length; j++) {
var flipper = physicsScene.flippers[j];
if (flipper.select(touchPos))
flipper.touchIdentifier = touch.identifier;
}
}
}
function onTouchEnd(event)
{
for (var i = 0; i < physicsScene.flippers.length; i++) {
var flipper = physicsScene.flippers[i];
if (flipper.touchIdentifier < 0)
continue;
var found = false;
for (var j = 0; j < event.touches.length; j++) {
if (event.touches[j].touchIdentifier == flipper.touchIdentifier)
found = true;
}
if (!found)
flipper.touchIdentifier = -1;
}
}
function onMouseDown(event)
{
var rect = canvas.getBoundingClientRect();
var mousePos = new Vector2(
(event.clientX - rect.left) / cScale,
simHeight - (event.clientY - rect.top) / cScale);
for (var j = 0; j < physicsScene.flippers.length; j++) {
var flipper = physicsScene.flippers[j];
if (flipper.select(mousePos))
flipper.touchIdentifier = 0;
}
}
function onMouseUp(event)
{
for (var i = 0; i < physicsScene.flippers.length; i++)
physicsScene.flippers[i].touchIdentifier = -1;
}
setTimeout(function(){
//setupScene();
},999);
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view-source:https://hi0a.com/demo/-js/js-game-pinball/
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