I'm making a simple flick type basketball game. The game is 2D, but the ball scales smaller after you launch it to give the 3d effect.
Where the ball spawns, the rim of the hoop is directly above it on screen. However, I need to launch the ball above the rim without colliding with it, and then when the ball is on its way down, the rim becomes an object the ball can collide with. Otherwise, I am launching a ball and on its upwards trajectory, it's just hitting the rim from underneath it and bouncing down to the ground.
Here's the code I have:
export default class PlayScene extends Phaser.Scene {
constructor({ sceneKey, nextSceneKey }) {
super({ key: sceneKey, active: false });
this.nextSceneKey = nextSceneKey;
this.MIN_LAUNCH_VELOCITY = 10; // Minimum velocity required to count as a valid shot
this.isBallFalling = false; // Track the ball's downward movement
this.isGameRunning = true;
}
init({ score, sessionToken, config }) {
this.config = config;
this.sessionToken = sessionToken;
this.score = score || 0;
this.isDown = false;
}
preload() {}
create() {
const { height, width } = this.game.config;
// Define collision categories
const BALL_CATEGORY = 0x0001;
const RIM_CATEGORY = 0x0002;
this.matter.world.setBounds(
0,
0,
width,
height,
32,
true,
true,
false,
true
); // Disabling the top boundary
this.background = this.add
.tileSprite(0, 0, width, height, 'global', 'background')
.setOrigin(0, 0)
.setAlpha(0.6);
setHeightAndScale(this.background, height);
this.hoop = this.add.sprite(width / 2, 400, 'global', 'hoop');
setHeightAndScale(this.hoop, 250);
// Create small circular collision bodies for the sides of the rim
this.leftRim = this.matter.add.circle(width / 2 - 80, 485, 1, {
isStatic: true,
label: 'leftRim',
});
this.rightRim = this.matter.add.circle(width / 2 + 80, 485, 1, {
isStatic: true,
label: 'rightRim',
});
// Add debug graphics to see the collision bodies
this.debugGraphics = this.add.graphics();
this.debugGraphics.lineStyle(1, 0x00ff00);
this.debugGraphics.fillStyle(0x00ff00, 0.5);
this.drawDebug(this.leftRim);
this.drawDebug(this.rightRim);
this.ball = this.matter.add.image(
width / 2,
height - 50,
'global',
'basketball'
);
setHeightAndScale(this.ball, 150);
this.ball.setCircle();
this.ball.setBounce(0.5);
this.ball.setInteractive({ useHandCursor: true });
this.matter.add.mouseSpring({ length: 1, stiffness: 0.05 }); // Reduce stiffness for less sensitivity - experiment with
this.matter.world.setGravity(0, 4);
this.ball.on('pointerup', () => {
const velocityX = this.ball.body.velocity.x * 0.5;
const velocityY = this.ball.body.velocity.y * 0.5;
// Check if the ball was actually launched
if (
Math.abs(velocityX) < this.MIN_LAUNCH_VELOCITY &&
Math.abs(velocityY) < this.MIN_LAUNCH_VELOCITY
) {
this.resetBall(this.ball);
return;
}
this.ball.setVelocity(velocityX, velocityY);
// Add scale tween to simulate "3D" effect
this.tweens.add({
targets: this.ball,
scaleX: 0.5,
scaleY: 0.5,
duration: 150,
ease: 'Power1',
onComplete: () => {
if (
this.ball.body.velocity.x === 0 &&
this.ball.body.velocity.y === 0
) {
this.ball.setScale(1, 1);
}
},
});
// reset the ball if it goes out of bounds
this.time.delayedCall(1000, () => {
if (
this.ball.y > height ||
this.ball.y < 0 ||
this.ball.x > width ||
this.ball.x < 0
) {
this.resetBall(this.ball);
}
});
});
// Periodic check to reset the ball if it goes out of bounds
this.time.addEvent({
delay: 500,
callback: () => {
if (
this.ball.y > height ||
this.ball.y < 0 ||
this.ball.x > width ||
this.ball.x < 0
) {
this.resetBall(this.ball);
}
},
loop: true,
});
// Pre-collision detection to manage ball and rim collision dynamically
this.matter.world.on('collisionactive', (event) => {
event.pairs.forEach((pair) => {
const { bodyA, bodyB } = pair;
// Handle rim collisions only when the ball is falling
if (
(bodyA.label === 'basketball' &&
(bodyB.label === 'leftRim' ||
bodyB.label === 'rightRim')) ||
(bodyB.label === 'basketball' &&
(bodyA.label === 'leftRim' ||
bodyA.label === 'rightRim'))
) {
if (!this.isBallFalling) {
pair.isActive = false;
}
}
});
});
// Collision detection for scoring
this.matter.world.on('collisionstart', (event) => {
event.pairs.forEach((pair) => {
const { bodyA, bodyB } = pair;
// Handle rim collisions only when the ball is falling
if (
(bodyA.label === 'basketball' &&
(bodyB.label === 'leftRim' ||
bodyB.label === 'rightRim')) ||
(bodyB.label === 'basketball' &&
(bodyA.label === 'leftRim' ||
bodyA.label === 'rightRim'))
) {
if (this.isBallFalling) {
this.handleRimCollision();
}
}
// Check if the ball hits the ground
if (
(bodyA === this.ball.body && bodyB.label === 'ground') ||
(bodyB === this.ball.body && bodyA.label === 'ground')
) {
this.resetBall(this.ball);
}
});
});
// Create the ground as a static body
this.ground = this.matter.add.rectangle(width / 2, height, width, 10, {
isStatic: true,
label: 'ground',
});
}
drawDebug(body) {
this.debugGraphics.fillCircle(body.position.x, body.position.y, 5);
this.debugGraphics.strokeCircle(body.position.x, body.position.y, 5);
}
handleRimCollision() {
this.score += 1;
console.log('Score:', this.score);
}
resetBall(ball) {
const { height, width } = this.game.config;
ball.setPosition(width / 2, height - 50); // Reset to bottom center of the screen
ball.setVelocity(0, 0);
ball.setScale(1, 1);
this.isBallFalling = false; // Reset the falling state
}
update() {
if (!this.isGameRunning) {
return;
}
// Check if the ball is falling
this.isBallFalling = this.ball.body.velocity.y > 0;
const { height, width } = this.game.config;
if (
this.ball.y > height ||
this.ball.y < 0 ||
this.ball.x > width ||
this.ball.x < 0
) {
this.resetBall(this.ball);
}
}
}
The main parts I thought were important are the pre collision check on collisionactive
, and the actual collision logic on collisionstart
. My thought was that I could only have the ball collide with the sides of the rim if it were on a downward trajectory (I.e. the y velocity is greater than 0). However, nothing I've done up to this point has gotten it to work.
Having a pre-collision check and a check in the collision start methods. Only handle the collision if the ball's trajectory is moving downwards.
A solution, could be to use / set the property isSensor
, when the ball is falling.
I created a short demo based on your code (I just keep, the relevant parts), if the velocity is greater than 0 (="falling"), the rim is only a sensor, the will be no collision. This might work for the most cases.
Short Demo:
to "throw" (drag & release) the "ball", but just small movements, if not you wont be able to see it.
document.body.style = 'margin:0;';
class PlayScene extends Phaser.Scene {
create() {
const { height, width } = this.game.config;
this.add.text(15, 10, 'Demo for "isSensor"')
.setColor('#ffffff');
this.matter.world.setBounds(0, 0, width, height, 32, true, true, false, true);
this.matter.add.mouseSpring({ length: 1, stiffness: 0.05 });
this.matter.world.setGravity(0, 4);
// Create small circular collision bodies for the sides of the rim
this.leftRim = this.matter.add.circle(width / 2 - 80, 120, 8, { isStatic: true, label: 'leftRim', });
this.rightRim = this.matter.add.circle(width / 2 + 80, 120, 8, { isStatic: true, label: 'rightRim', });
this.ball = this.matter.add.image( width / 2 - 79, 30, 'global', 'basketball')
.setCircle()
.setInteractive({ useHandCursor: true });
// Create the ground as a static body
this.ground = this.matter.add.rectangle(width / 2, height, width, 10, {
isStatic: true,
label: 'ground',
});
}
update() {
// lower than zero, to prevent rounding errors
this.rightRim.isSensor = this.leftRim.isSensor = (this.ball.body.velocity.y < -.05);
}
}
var config = {
width: 500,
height: 180,
physics: {
default: 'matter',
matter: {
debug: {
staticFillColor: 0xff0000,
staticLineColor: 0xff0000,
renderFill: true,
}
}
},
scene: [PlayScene],
};
new Phaser.Game(config);
console.clear();
<script src="//cdn.jsdelivr.net/npm/phaser/dist/phaser.min.js"></script>
Info: for testing it you can also simply drag the ball over the rim, and you will see how it changes to a sensor and back. (If "the rim" is blue it is a sensor, if it is red it is a collidable object).
Tipp: You might also consider using the ball scale size to determine, if a collision should occur.