It's Friday afternoon, so I wanted to do some crazy experiment. In a previous post I already looked into using Web Components (Custom Elements) for browser game development.
Today we're going to add physics to our HTML tags, just because it's possible! And to learn a bit about web components and Matter.JS
We'll be looking at:
- Custom Elements
- Game Loop
- Adding Physics (with Matter.js)
- Project setup (with Parcel.js)
A simulation with bouncy barrels, stubborn crates, platforms and a player character.
Example code is in Typescript, but you can leave out type annotations such as a:number
and public, private
to convert to Javascript.
Custom Elements
A custom element is a HTML tag that has executable code added to it. That's really handy for game objects! We'll use that to add physics later. You can nest custom elements within each other to create a hierarchy. The tag names have to end with -component
(at least I get an error if I leave that out)...
HTML
<game-component>
<platform-component></platform-component>
<crate-component></crate-component>
<player-component></player-component>
</game-component>
CSS
We will use translate
to position our elements with javascript, so that means all elements need position:absolute
and display:block
. You can use a background image for the visual, it's shorter and faster than using <img>
tags, and you can use repeating backgrounds.
platform-component {
position:absolute;
display:block;
background-image:url(./images/platform.png);
width:400px;
height:20px;
}
TYPESCRIPT
First we have to bind our code to the HTML tag by creating a class and registering it using customElments.define()
.
😬 In Javascript this is exactly the same, except for the
:number
type annotations
export class Crate extends HTMLElement {
constructor(x:number, y:number) {
super()
console.log(`I am a crate at ${x}, ${y}`)
}
}
customElements.define('crate-component', Crate)
You can add it to the DOM by placing the tag in the HTML document: <crate-component></crate-component>
. But if we do it by code we can pass constructor arguments, in this case an x
and y
position. This is handy if we want several crates at different positions:
let c = new Crate(200,20)
document.body.appendChild(c)
GAME LOOP
To use physics, we need a game loop. This will update the physics engine 60 times per second. The game loop will then update all the custom elements. In this example, we create a game class with a game loop that updates all crates.
import { Crate } from "./crate"
export class Game extends HTMLElement {
private crates : Crate[] = []
constructor() {
super()
this.elements.push(new Crate(270, 20))
this.gameLoop()
}
private gameLoop(){
for (let c of this.crates){
c.update()
}
requestAnimationFrame(() => this.gameLoop())
}
}
customElements.define('game-component', Game)
The crate component gets an update function to translate
its position.
export class Crate extends HTMLElement {
constructor(private x:number, private y:number) {
super()
}
public update() {
this.style.transform = `translate(${this.x}px, ${this.y}px)`
}
}
customElements.define('crate-component', Crate)
🔥 PHYSICS
FINALLY we get to the point where we add Matter.js physics! Matter.js creates a physics engine that can run invisibly in the background. If we add objects such as boxes, cylinders, floors and ceilings to it, it will create a physics simulation with those objects. Our elements will respond to gravity, friction, velocity, force, bounciness and get precise collision detection.
Matter.js has a renderer
that can draw those objects directly in a canvas, but that's boring 🥱. We'll use the positions of the physics elements to position DOM elements!
Plan:
1 - Adding the physics world to the game class
2 - Adding physics to the crates
3 - What more can you do with physics?
1 - Adding Matter.js to the Game class
import Matter from 'matter-js'
import { Crate } from "./crate"
export class Game extends HTMLElement {
private engine : Matter.Engine
private world : Matter.World
private crates : Crate[] = []
constructor() {
super()
this.engine = Matter.Engine.create()
this.world = this.engine.world
this.crates.push(
new Crate(this.world, 270, 20, 60, 60),
new Crate(this.world, 320, 70, 60, 60)
)
this.gameLoop()
}
private gameLoop(){
Matter.Engine.update(this.engine, 1000 / 60)
for (let c of this.crates){
c.update()
}
requestAnimationFrame(() => this.gameLoop())
}
}
customElements.define('game-component', Game)
2 - Adding physics to the crates
The Crate class will add a physics box to the physics world. Then, it will read the physics box position in the update function, and update the crate element position in the DOM world.
import Matter from 'matter-js'
export class Crate extends HTMLElement {
private physicsBox: Matter.Body
constructor(x: number, y: number, private width: number, private height: number) {
super()
this.physicsBox = Matter.Bodies.rectangle(x, y, this.width, this.height, options)
Matter.Composite.add(game.getWorld(), this.physicsBox)
document.body.appendChild(this)
}
public update() {
let pos = this.physicsBox.position
let angle = this.physicsBox.angle
let degrees = angle * (180 / Math.PI)
this.style.transform = `translate(${pos.x - (this.width/2)}px, ${pos.y-(this.height/2)}px) rotate(${degrees}deg)`
}
}
customElements.define('crate-component', Crate)
3 - What more can you do with physics?
We're really just getting started using Matter.JS. To build the game you see in the images from this post you use the following concepts:
Static elements
These are elements such as platforms and walls, that do not have forces applied to them, but still cause collisions.
this.physicsBox = Matter.Bodies.rectangle(x, y, w, h, {isStatic:true})
Velocity
By setting the velocity of an object manually, you can create a player or enemy character that moves according to player input.
Matter.Body.setVelocity(this.physicsBox, { x: 5, y: this.physicsBox.velocity.y })
Force
By adding force you can temporarily boost an object in a certain direction, for example a rocket or a bullet. You can use force to make a character jump.
Matter.Body.applyForce(this.physicsBox, { x: this.physicsBox.position.x, y: this.physicsBox.position.y }, { x: 0, y: -0.15 })
Project setup
You can set up the above project (with or without Typescript) using Parcel to bundle your modules:
npm install -g parcel-bundler
npm install matter-js
npm install @types/matter-js
npm install typescript
Then, you can run the project in watch mode using
parcel dev/index.html
Or build the whole project using
parcel build dev/index.html --public-url ./
Conclusion
I hope this post didn't become too long! I think this approach is great fun, but is it really useful compared to using a canvas for physics simulations? Well...
- Canvas elements can't have Event Listeners
- Canvas doesn't have a nice DOM tree that you can traverse
Disadvantages:
- Rendering and game structure are a bit too intertwined (you can't easily switch to canvas rendering at a late stage in development).
- If you want thousands (or tens of thousands) of objects bouncing around, a canvas is much more efficient.
Top comments (4)
This post was the closest I found to the project I'm doing. I have Sprite classes, Rectangles, etc... All I can do is add physics to the code.
My Sprite class creates an img tag using DOM, I want to add physics to the game, but I haven't found anything that helps me.
This blog post is the closest one to a meaningful hand holding to Matter.js that I could find after scourging for hours.
Great job and thanks!
Can anyone teach me how I can make a camera system for the Web Component that serves as my game's container?
Taking the game created above as an example, how to add a camera system that follows the player in
<game-component>
?Theoretically, you could put the world, including the player, in a huge
div
. Then, when the player moves right, you also move the world div to the left. That way the player will stay in the middle of the screen and the world will scroll.Be aware that if your world becomes huge, you may need some extra checks to know which items are visible in the viewport and have to be updated.