phaser-matter-collision-plugin v1.0.0
Phaser Matter Collision Plugin 💥
A plugin for making it easier to manage collisions with the Phaser game engine and the Matter.js physics engine.
Matter is one of the cool physics engine choices you have in Phaser 3. Phaser has a thin wrapper over Matter's API, so you need to dig into Matter's native collision event system if you want to detect and respond to collisions. That system just gives you a dump of all the pairs of bodies that collided in a tick of the engine. This plugin wraps up that collision logic in a friendlier, more modular way:
const player = this.matter.add.sprite(0, 0, "player");
const trapDoor = this.matter.add.sprite(200, 0, "door");
this.matterCollision.addOnCollideStart({
objectA: player,
objectB: trapDoor,
callback: () => console.log("Player touched door!")
});
Or in a slightly more complicated example:
See the interactive version of that example on codesandbox.
If you are reading this on Github or NPM, check out the HTML documentation here.
Installation
You can install this plugin globally as a script, or locally as a module using your bundler of choice.
As a Script
You can drop in any of the transpiled code into your project as a standalone script. Choose the version that you want:
- minified code & optional source map
- unminified code & optional source map
E.g. if you wanted the minified code, you would add this to your HTML:
<script src="phaser-matter-collision-plugin.min.js"></script>
Or use the jsdelivr CDN:
<script src="//cdn.jsdelivr.net/npm/phaser-matter-collision-plugin"></script>
Now you can use the global PhaserMatterCollisionPlugin
. See usage for how to use the plugin.
As a Module
Install via npm:
npm install --save phaser-matter-collision-plugin
To use the transpiled and minified distribution of the library:
import PhaserMatterCollisionPlugin from "phaser-matter-collision-plugin";
To use the raw library (so you can transpile it to match your own project settings):
import PhaserMatterCollisionPlugin from "phaser-matter-collision-plugin/src";
See usage for how to use the plugin.
Usage
Initial Setup
When setting up your game config, add the plugin:
const config = {
// ...
physics: {
default: "matter"
},
// Install the scene plugin
plugins: {
scene: [
{
plugin: PhaserMatterCollisionPlugin, // The plugin class
key: "matterCollision", // Where to store in Scene.Systems, e.g. scene.sys.matterCollision
mapping: "matterCollision" // Where to store in the Scene, e.g. scene.matterCollision
}
]
}
};
const game = new Phaser.Game(config);
Now, within a scene, you can use this.matterCollision
to access the plugin instance.
Usage in Scene
Tracking Collisions
The plugin has addOnCollideStart
, addOnCollideActive
and addOnCollideEnd
methods which allow you to listen to collisions between "objects" in your scene. Those objects can be: a native Matter body, a tile, a Matter sprite, any object with a body
property, or an array of any of those.
For example, game object vs game object collisions:
const player = this.matter.add.sprite(0, 0, "player");
const trapDoor = this.matter.add.image(200, 0, "door");
this.matterCollision.addOnCollideStart({
objectA: player,
objectB: trapDoor,
callback: function(eventData) {
// This function will be invoked any time the player and trap door collide
const { bodyA, bodyB, gameObjectA, gameObjectB, pair } = eventData;
// bodyA & bodyB are the Matter bodies of the player and door respectively
// gameObjectA & gameObjectB are the player and door respectively
// pair is the raw Matter pair data
},
context: this // Context to apply to the callback function
});
If you omit the objectB
property, you'll get all collisions involving objectA
:
const player = this.matter.add.sprite(0, 0, "player");
this.matterCollision.addOnCollideStart({
objectA: player,
callback: eventData => {
const { bodyB, gameObjectB } = eventData;
console.log("Player touched something.");
// bodyB will be the matter body that the player touched
// gameObjectB will be the game object that owns bodyB, or undefined if there's no game object
}
});
Game object vs Matter sensor:
const player = this.matter.add.sprite(0, 0, "player");
const sensor = this.matter.world.add.rectangle(100, 0, 50, 50, { isStatic: true, isSensor: true });
this.matterCollision.addOnCollideStart({
objectA: player,
objectB: sensor,
callback: eventData => console.log("Player touched hidden sensor")
});
Game object vs array of objects:
const player = this.matter.add.sprite(0, 0, "player");
const enemy1 = this.matter.add.sprite(100, 0, "enemy");
const enemy2 = this.matter.add.sprite(200, 0, "enemy");
const enemy3 = this.matter.add.sprite(300, 0, "enemy");
this.matterCollision.addOnCollideStart({
objectA: player,
objectB: [enemy1, enemy2, enemy3],
callback: eventData => {
console.log("Player hit an enemy");
// eventData.gameObjectB will be the specific enemy that was hit!
}
});
Or, array vs array:
this.matterCollision.addOnCollideStart({
objectA: [player1, player2],
objectB: [enemy1, enemy2, enemy3],
callback: eventData => {
console.log("A player hit an enemy");
// eventData.gameObjectA will be the specific player involved in the collision
// eventData.gameObjectB will be the specific enemy involved in the collision
}
});
You can listen for collisions vs a single tile (or an array of tiles), but it's likely more useful to do something like:
this.matterCollision.addOnCollideStart({
objectA: player,
callback: eventData => {
const { bodyB, gameObjectB } = eventData;
if (gameObjectB !== undefined && gameObjectB instanceof Phaser.Tilemaps.Tile) {
// Now you know that gameObjectB is a Tile, so you can check the index, properties, etc.
if (gameObjectB.properties.isDeadly) console.log("Stepped on deadly tile");
else if (gameObjectB.index === 32) console.log("Stepped on the tile with index 32");
}
}
});
The plugin also exposes two sets of events via the this.matterCollision.events
event emitter:
- "collisionstart", "collisionactive", "collisionend" - these match the Matter events. They emit a single parameter
event
. Aside from the normal Matter data inevent
, each pair inevent.pairs
has agameObjectA
andgameObjectB
property that points to the game object that owns each body (if one exists). - "paircollisionstart", "paircollisionactive", "paircollisionend" - these are similar to the above, except they fire once for each pair. They have one parameter that looks like this:
{ bodyA, bodyB, gameObjectA, gameObjectB, pair }
You can listen to them via this.matterCollision.events.on("collisionstart", ...)
.
Stop Tracking Collisions
You can stop tracking a collision via removeOnCollideStart
, removeOnCollideActive
and removeOnCollideEnd
. They take the same parameters as addOnCollideStart
. E.g.:
function onCollide() {
console.log("A player hit an enemy");
}
// ... after addOnCollideStart has been used
this.matterCollision.removeOnCollideStart({
objectA: [player1, player2],
objectB: [enemy1, enemy2, enemy3],
callback: onCollide
});
In addition, the addOnCollide methods will also return a function that automatically unsubscribes from the collision event (which can be useful if you use arrow functions):
const unsubscribe = this.matterCollision.addOnCollideStart({
objectA: player,
objectB: trapDoor,
callback: eventData => {
// Do something, like dropping the door out underneath the player
// Then unsubscribe so this callback is never called again
unsubscribe();
}
});
If you want to remove all listeners that have been added - not just one colliding pair - there are also the following methods:
removeAllCollideStartListeners
removeAllCollideActiveListeners
removeAllCollideEndListeners
removeAllCollideListeners
- removes start, active and end listeners
Examples
There's one example at the moment. You can check it out on CodeSandbox (which uses the plugin imported from npm):
Or you can check out the same example, but with the plugin loaded via a CDN in the examples folder.
You can also poke around the "tests" folder of this repository for usage examples.
TODO: add a module example and a script example
Changelog
Version 0.10.2 - 2019-02-19
- Bug: fixed a bug in
addOnCollide()
that threw an error when the user didn't supply a callback, from @jvanroose
Version 0.10.1 - 2018-11-17
- Bug: fixed a bug in the removeOnCollideXXXX methods of the plugin, from @Fantasix
Development
To set up the project for local development make sure you have node and npm installed. You can grab them bundled together here. Clone/download the repository and run npm i
from a terminal within the folder.
Scripts
The project is controlled by npm scripts and uses cypress & jest for testing. Cypress is used for end-to-end verification that the plugin works as expected with Phaser. Jest is used for unit testing the plugin (via heavy mocking since Phaser headless mode is not complete).
- The
watch
andbuild
tasks will build the plugin source in library/ or the projects in tests/ - The
serve
task opens the whole project (starting at the root) in a server - The
dev
task will build & watch the library, tests and open up the server. This is useful for creating tests and updating the library. - The
dev:cypress
task will build & watch the library & tests, as well as open up cypress in headed mode. This is useful for checking out individual tests and debugging them. - The
test:cypress
task will build the tests and run cypress in headless mode to check all end-to-end tests. - The
test:jest
will run the jest tests.
Tests
The cypress tests rely on a particular structure:
- Each test game inside of "tests/" should have an "index.html" file as the entry point. "src/js/index.js" will be compiled to "build/js/index.js" by webpack. (Cypress doesn't support
type="module"
on scripts, so this is necessary if we need modules.) - Each test has access to
test-utils.js
which providesstartTest
,passTest
andfailTest
methods. CallstartTest
at the beginning and pass/fail when the test passes/fails. This manipulates in the DOM in a way that cypress is expecting. - Each test in "cypress/integration/" simply loads up the specified URL and waits for it to pass or timeout. (Technically, startTest and failTest are ignored, but they are useful for visual inspection of a test.)
The jest unit tests rely on a simple mocking of Phaser and Matter. They are stored inside "src/". Once Phaser headless is available, this testing structure could be re-evaluated.
New Releases
To prepare a new release, verify that all tests pass with npm run test:jest
and npm run test:cypress
, and then:
npm login
npm version [<newversion> | major | minor | patch | ...]
npm publish