Alpacas

HTML
<script>console.clear()</script> <div class="controls"> <div class="green"> Move the <b>green alpaca</b> <div class="keys"><kbd data-key="z">z</kbd> & <kbd data-key="x">x</kbd></div> <small>or mouse/touch</small> </div> <div class="mission">Help them <span class="throb">kiss</span>!</div> <div class="pink"> Move the <b>pink alpaca</b> with <div class="keys"><kbd data-key="arrowleft">◀︎</kbd> & <kbd data-key="arrowright">▶</kbd></div> <small>or mouse/touch</small> </div> </div>
LESS
canvas { width: 90%; max-width: 80vh; height: auto; display: block; margin: 0 auto; border: solid 10px #212121; cursor: move; } html { height: 100%; background: #323232; color: #FFF;} body { min-height: 100%; } @media (min-width: 400px) and (min-height: 400px) and (max-width: 1200px) { body { display: flex; justify-content: center; align-items: center; flex-direction: column; } } @import url('https://fonts.googleapis.com/css?family=Patrick+Hand+SC'); .controls { // position: absolute; // bottom: 0; // left: 0; right: 0; margin: 0 auto; width: 90%; max-width: 80vh; border: solid 10px #212121; background: #212121; text-align: center; z-index: 99; display: flex; align-items: center; justify-content: space-between; font-size: 16px; font-family: 'Patrick Hand SC', cursive; text-transform: uppercase; > * { padding: 0.5em 0.5em; } } .mission { font-weight: bold; font-size: 1.5em; } .keys { margin: 0.5em auto 0.25em; } .green b { color: #62D2A2 } .pink b { color: #DD5B82; } .throb { animation: throb 1.5s linear infinite alternate; } @keyframes throb { 0% { color: #FE9797; } 50% { color: #DD5B82; } 100% { color: #913175; } } kbd { display: inline-block; padding: 10px; border: solid 1px #aaa; background: #eee; border-radius: 0.1em; color: #555; width: 2.5em; height: 1.2em; text-transform: none; border-bottom-width: 0.3em; border-radius: 0.5em; border-bottom-right-radius: 0.5em; font-family: monospace; font-size: calc(11px + 2vw); } [data-key] { cursor: pointer; }
ES6
(function() { const green = '#62D2A2'; const pink = '#DD5B82'; const size = 30; const speed = 0.07; const shape = [ [0,0,0,0,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,1,1,1,1], [0,0,0,0,0,0,0,1,1,1,1], [0,0,0,0,0,0,0,1,1,0,0], [0,0,0,0,0,0,0,1,1,0,0], [0,0,0,0,0,0,0,1,1,0,0], [0,0,0,0,0,0,0,1,1,0,0], [0,0,0,0,0,0,0,1,1,0,0], [0,0,0,1,1,1,1,1,1,0,0], [1,1,1,1,1,1,1,1,1,0,0], [0,0,0,1,1,1,1,1,1,0,0], [0,0,0,1,1,0,0,1,1,0,0], [0,0,0,1,1,0,0,1,1,0,0], [0,0,0,1,1,0,0,1,1,0,0], ]; const heartShape = [ [0,1,1,0,1,1,0], [1,1,1,1,1,1,1], [0,1,1,1,1,1,0], [0,0,1,1,1,0,0], [0,0,0,1,0,0,0] ]; var haveKissed = false; var sceneWidth = 800; var sceneHeight = 800; /*////////////////////////////////////////*/ var World = Matter.World, Bodies = Matter.Bodies, Body = Matter.Body, Composites = Matter.Composites, Composite = Matter.Composite, Common = Matter.Common, Constraint = Matter.Constraint, Bounds = Matter.Bounds, Engine = Matter.Engine, Render = Matter.Render, Events = Matter.Events, World = Matter.World; // create an engine var engine = Engine.create(); engine.enableSleeping = true; var world = engine.world; Engine.run(engine); /*////////////////////////////////////////*/ var canvas = document.createElement('canvas'); canvas.width = sceneWidth; canvas.height = sceneHeight; /*////////////////////////////////////////*/ var MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse; var mouseConstraint = MouseConstraint.create(engine,{ mouse: Mouse.create(canvas) }); var ground = Bodies.rectangle(sceneWidth/2, sceneHeight + (sceneHeight/2), Math.max(sceneWidth * 4, 2000), sceneHeight, { isStatic: true, render: { opacity: 1, fillStyle: '#D7FBE8', strokeStyle: '#D7FBE8' } }); World.add(world,[ mouseConstraint, ground]); // var walls = [ // Bodies.rectangle(-30, 0, 20, sceneHeight * 2, { isStatic: true }), // Bodies.rectangle(sceneWidth * 2 + 30, 0, 20, sceneHeight * 2, { isStatic: true }), // ]; // World.add(world, walls); /*////////////////////////////////////////*/ function connect(c, bodyA, bodyB, constraintOptions){ if ( bodyA && bodyB ) { Composite.addConstraint( c, Constraint.create( Common.extend({ bodyA: bodyA, bodyB: bodyB }, constraintOptions) )); } } function softSkeleton(xx, yy, matrix, particleRadius, constraintOptions, callback) { let c = Composite.create({ label: 'Skeleton' }); let y = 0; let lastRow = null; constraintOptions = constraintOptions || { stiffness: 0.95 }; callback = callback || function(x,y,size){ return Bodies.rectangle( x, y, size, size); }; for (let i = 0, len = matrix.length; i < len; i++){ //let c = Composite.create({ label: 'Row' + i }); let row = matrix[i]; let x = 0; for (let j = 0, count = row.length; j < count; j++){ if ( row[j] ) { row[j] = callback( xx + ( x * particleRadius), yy + ( y * particleRadius ), particleRadius, i, j ); Composite.addBody( c, row[j] ); connect(c, row[j - 1], row[j], constraintOptions); if ( lastRow ) { connect(c, row[j], lastRow[j], constraintOptions); connect(c, row[j], lastRow[j + 1], constraintOptions); connect(c, row[j], lastRow[j - 1], constraintOptions); } } x++; } y++; lastRow = row; } return c; }; /*////////////////////////////////////////*/ world.gravity.y = 0.25; var color = green; var width = ( shape[0].length * size ); var height = ( shape.length * size ); var startY = sceneHeight - ( shape.length * size ) - 20; var startX = 0;//(sceneWidth/2) - width; //-width/2; var boy = softSkeleton( startX, startY, shape, size, { stiffness: 0.99, render: { visible: false } }, function(x,y,size, i, j){ let s = size * ( j < 4 ? 0.8 : 1 ); let c = ( i === 2 && j === 9 ? '#000' : // Eyeball ( j % 2 !== ( i % 2 ? 0 : 1 ) ? color : '#52C292' ) ); return Bodies.rectangle( x, y, s, s,{ render: { fillStyle: c, strokeStyle: color, lineWidth: s * 0.3 } }); } ); World.add(world, boy); /*////////////////////////////////////////*/ var shape2 = shape.slice(0); shape2.map(function(row){ return row.reverse(); }); color = pink; startX = Math.max(width * 2, sceneWidth - width/2); // - ( arr2[0].length * size ); var girl = softSkeleton( startX, startY, shape2, size, { stiffness: 0.9, render: { visible: false } }, function(x,y,size, i, j){ let s = size * ( j > 7 ? 0.8 : 1 ); let c = ( i === 2 && j === 2 ? '#000' : // Eye ( j % 2 !== ( i % 2 ? 0 : 1 ) ? color : '#CD4B72' ) ); return Bodies.rectangle( x, y, s, s, { //mass: 0.6, render: { fillStyle: c, strokeStyle: color, lineWidth: s * 0.3 } }); } ); World.add(world, girl); /*////////////////////////////////////////*/ // Controls function onKeyDown(e){ //if ( haveKissed ) { return; } let key = ( e.key || e.code || '' ).toLowerCase(); let target; let invert = false; let girlTarget = girl.bodies[girl.bodies.length-4]; let boy1Target = boy.bodies[boy.bodies.length-1]; switch ( key ) { case 'arrowright': case 'arrowleft': target = girlTarget; break; case 'z': case 'x': target = boy1Target; break; } switch ( key ) { case 'arrowleft': case 'z': invert = true; break; } TweenMax.fromTo('[data-key=' + key + ']', 0.1, { backgroundColor: '#eee' },{ backgroundColor: '#ddd', repeat: 1, yoyo: true }); if ( target ) { let force = speed * ( invert ? -1 : 1 ); if ( haveKissed ) { force *= 0.2; } Body.applyForce(target, target.position, { x: force, y: 0 }); } } document.body.addEventListener('keydown',onKeyDown); function bindKeyButton(el){ let key = el.getAttribute('data-key'); function triggerKey(e){ e.preventDefault(); onKeyDown({ key: key }); } el.addEventListener('mousedown',triggerKey); el.addEventListener('touchstart',triggerKey); } var keys = document.querySelectorAll('[data-key]'); for (let i = 0; i < keys.length; i++){ bindKeyButton(keys[i]); } /*////////////////////////////////////////*/ function kiss(x,y){ if (!haveKissed ) { haveKissed = true; // Make everyone weightless var origGravity = world.gravity.y; TweenMax.to(world.gravity, 0.5, { y: -0.2, ease: Power3.easeIn }); // Make a heart let s = size / 2; let width = s * (heartShape[0].length); let height = heartShape.length * s; let c = '#FF0000'; let heart = softSkeleton( x - (width* 0.4), y - ( height * 1.75 ), heartShape, s, { stiffness: 0.7, render: { visible: false } }, function(x,y,size, i, j){ return Bodies.rectangle( x, y, s, s, { //frictionAir: -0.2, //density: 0.01, frictionAir: 0.004, //mass: 0.3, render: { fillStyle: c, strokeStyle: c, } }); } ); World.add(world, heart); // Check for sleeping heart pieces & remove them var bodiesLeft = heart.bodies.length; heart.bodies.forEach((body)=>{ Events.on(body, 'sleepStart', function(event) { var body = this; Composite.remove(heart, body); bodiesLeft--; if ( bodiesLeft <= 0 ) { World.remove(world, heart); haveKissed = false; } }); }); // Break heart & reset gravity. setTimeout(function(){ var c = Composite.allConstraints(heart); c.forEach((constraint)=>{ Composite.remove(heart, c); }); TweenLite.to(world.gravity, 2, { y: origGravity, ease: Power3.easeIn }); haveKissed = false; // setTimeout(function(){ // Body.applyForce(girl.bodies[0], girl.bodies[0].position, { // x: 0.12, y: 0 // }); // Body.applyForce(boy.bodies[0], boy.bodies[0].position, { // x: -0.09, y: 0 // }); // },1200); },3500); } } /*////////////////////////////////////////*/ // Kiss detection & triggering. var kissDetectors = [ boy.bodies[4], girl.bodies[1] ]; Events.on(engine, 'collisionStart', function(event) { var pairs = event.pairs; // change object colours to show those starting a collision for (var i = 0; i < pairs.length; i++) { var pair = pairs[i]; if ( kissDetectors.indexOf(pair.bodyA) > -1 && kissDetectors.indexOf(pair.bodyB) > -1 ) { var center = ( pair.bodyA.position.x + pair.bodyB.position.x ) / 2; kiss(center, boy.bodies[0].position.y - (size * 2)); } } }) /*////////////////////////////////////////*/ // Render var render = Render.create({ element: document.body, canvas: canvas, context: canvas.getContext('2d'), engine: engine, options: { hasBounds: true, width: sceneWidth, height: sceneHeight, //showAngleIndicator: true, wireframes: false, //wireframeBackground: '#ffffff', } }); Render.run(render); /*////////////////////////////////////////*/ // Resizing var origBounds = render.bounds; var lastScale; // world.bounds.min.x = -width/2; // world.bounds.min.y = -height; // world.bounds.max.x = sceneWidth + width/2; // world.bounds.max.y = sceneHeight; var mouse = mouseConstraint.mouse; var boundsScale = 1; var initial = true; function ease(current,target,ease){ return current + (target - current) * ( ease || 0.2 ); }; function resizeRender(){ requestAnimationFrame(resizeRender); var distance = Math.abs( boy.bodies[0].position.x - girl.bodies[0].position.x ) + width * 2; var boundsScaleTarget = (distance / sceneWidth); boundsScale = ease(boundsScale, boundsScaleTarget, (initial ? 1 : 0.01 )); //+= scaleFactor; // scale the render bounds render.bounds.min.x = ease( render.bounds.min.x, Math.min(boy.bodies[0].position.x - width, girl.bodies[0].position.x), (initial ? 1 : 0.01)); render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale; render.bounds.min.y = (sceneHeight * -0.1 ) * boundsScale; //render.bounds.min.x - (sceneHeight * (1 - boundsScale) * 0.1 ); render.bounds.max.y = (sceneHeight * 0.9 ) * boundsScale; //render.bounds.max.x - (sceneHeight * (1 - boundsScale) * 0.1 ); // update mouse Mouse.setScale(mouse, { x: boundsScale, y: boundsScale });//boundsScale - boundsScaleTarget); Mouse.setOffset(mouse, render.bounds.min); initial = false; } resizeRender(); document.body.insertBefore(canvas, document.body.firstChild); // Vue.filter('round', function(value){ return Math.round(value * 100) / 100 }); // var el = document.createElement('div'); // document.body.appendChild(el); // var v = new Vue({ // el: el, // template: ` // <table> // <tr> // <th>boundsScale</th><td>{{ boundsScale | round }}</td> // </tr> // <template v-for="(bound,key) in bounds"> // <tr v-for="(val,i) in bound"> // <th>{{key}}.{{i}}</th> // <td> {{val | round }}</td> // </tr> // </template> // </table> // `, // data: { // bounds: render.bounds, // boundsScale: boundsScale // }, // beforeUpdate: function(){ // this.boundsScale = boundsScale; // } // }) })();
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