Pachinko
A Pachinko game demonstration using Matter.js collision categories and masks, featuring a moving bucket sensor and static pins.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('ball', 'assets/sprites/red_ball.png');
}
create ()
{
this.matter.world.setBounds(0, 0, 800, 600, 32, true, true, false, false);
// Create our Collision categories. One for the pins, one for the balls and one for the bucket
const pinsCategory = this.matter.world.nextCategory();
const ballsCategory = this.matter.world.nextCategory();
const bucketCategory = this.matter.world.nextCategory();
// Create a basic pachinko board layout
let startY = 150;
for (let y = 0; y < 8; y++)
{
let startX = 50;
let max = 23;
if (y % 2 === 0)
{
startX = 50 + 16;
max = 22;
}
for (let x = 0; x < max; x++)
{
const pin = this.matter.add.circle(startX + x * 32, startY + y, 3, {
isStatic: true,
restitution: 1,
});
pin.collisionFilter.category = pinsCategory;
pin.collisionFilter.mask = ballsCategory;
}
startY += 38;
}
// Our bucket to collect the balls in
const bucket = this.add.rectangle(200, 550, 200, 32, 0xffffff);
this.matter.add.gameObject(bucket, { isStatic: true, isSensor: true });
bucket.setCollisionCategory(bucketCategory);
bucket.setCollidesWith([ ballsCategory ]);
// Use a tween to move the bucket in a set path
this.tweens.add({
targets: bucket,
x: 600,
duration: 6000,
yoyo: true,
repeat: -1,
ease: 'linear',
});
// Our 'dropper' that will drop balls from the top (technically this doesn't have to be a physics object, but it helps for debugging)
const dropper = this.matter.add.rectangle(400, 50, 96, 32, { isStatic: true });
// A basic score
let score = 0;
const scoreText = this.add.text(10, 10, 'Score: 0', { font: '16px Courier', fill: '#00ff00' });
// The balls we can drop from the top
this.balls = new Set();
let ballCount = 0;
const ballsText = this.add.text(690, 10, 'Balls: 100', { font: '16px Courier', fill: '#00ff00' });
// A function that creates a ball
const createBall = (x, y) =>
{
const ball = this.matter.add.image(x, y, 'ball');
ball.setCircle();
ball.setFriction(0.005);
ball.setBounce(1);
ball.setCollisionCategory(ballsCategory);
ball.setCollidesWith([ ballsCategory, pinsCategory, bucketCategory ]);
bucket.setOnCollideWith(ball.body, (body, collisionData) => {
this.balls.delete(ball);
ball.destroy();
score += 100;
scoreText.setText('Score: ' + score);
});
this.balls.add(ball);
ballCount++;
ballsText.setText('Balls: ' + (100 - ballCount));
};
this.input.on('pointermove', pointer => {
this.matter.body.setPosition(dropper, { x: pointer.worldX, y: dropper.position.y });
});
this.input.on('pointerdown', pointer => {
if (ballCount < 100)
{
createBall(dropper.position.x, dropper.position.y);
}
});
}
update ()
{
// If a ball goes below the screen, remove it
this.balls.forEach(ball => {
if (ball.y > 650)
{
this.balls.delete(ball);
ball.destroy();
}
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#1d1d1d',
parent: 'game-container',
physics: {
default: 'matter',
matter: {
enableSleeping: false,
gravity: {
y: 1
},
debug: {
staticLineColor: 0x00ff00,
lineColor: 0xffffff,
}
}
},
scene: Example
};
const game = new Phaser.Game(config);