Created
May 6, 2023 16:54
-
-
Save jinjor/e70aca41d1e6582baa953b239fa507e1 to your computer and use it in GitHub Desktop.
上から落ちてきたボールがぶつかったら音が出る的な
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8" /> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.19.0/matter.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/tone/14.8.49/Tone.min.js"></script> | |
</head> | |
<body> | |
<script> | |
document.onclick = () => { | |
const synth = new Tone.PolySynth(Tone.FMSynth).toDestination(); | |
const Engine = Matter.Engine, | |
Render = Matter.Render, | |
Runner = Matter.Runner, | |
Bodies = Matter.Bodies, | |
Composite = Matter.Composite, | |
Events = Matter.Events; | |
const engine = Engine.create(); | |
const render = Render.create({ | |
element: document.body, | |
engine: engine, | |
options: { | |
width: 800, | |
height: 600, | |
wireframes: false, | |
}, | |
}); | |
const drops = []; | |
const pins = []; | |
const sounds = new WeakMap(); | |
const dropClasses = [ | |
{ | |
position: [160, 0], | |
radius: 30, | |
options: { | |
density: 0.05, | |
restitution: 0.8, | |
friction: 0.1, | |
render: { fillStyle: "#a66" }, | |
}, | |
tone: { | |
note: "C3", | |
duration: "2n", | |
timing: 1, | |
}, | |
}, | |
{ | |
position: [250, 0], | |
radius: 20, | |
options: { | |
restitution: 0.8, | |
render: { fillStyle: "#6a6" }, | |
}, | |
tone: { | |
note: "G4", | |
duration: "16n", | |
timing: 2, | |
}, | |
}, | |
{ | |
position: [520, 0], | |
radius: 20, | |
options: { | |
restitution: 0.4, | |
render: { fillStyle: "#66a" }, | |
}, | |
tone: { | |
note: "D5", | |
duration: "16n", | |
timing: 2, | |
}, | |
}, | |
{ | |
position: [650, 0], | |
radius: 10, | |
options: { | |
restitution: 0.8, | |
render: { fillStyle: "#6aa" }, | |
}, | |
tone: { | |
note: "Bb5", | |
duration: "8n", | |
timing: 1, | |
}, | |
}, | |
]; | |
const pinClasses = [ | |
{ | |
position: [200, 500], | |
radius: 100, | |
options: { | |
render: { fillStyle: "#666" }, | |
isStatic: true, | |
restitution: 0.6, | |
}, | |
tone: null, | |
}, | |
{ | |
position: [500, 300], | |
radius: 80, | |
options: { | |
render: { fillStyle: "#666" }, | |
isStatic: true, | |
restitution: 0.6, | |
}, | |
tone: { | |
note: "E5", | |
duration: "16n", | |
}, | |
}, | |
]; | |
Events.on(engine, "collisionStart", function (event) { | |
// console.log("collisionStart", event, event.pairs[0]); | |
const pairs = event.pairs; | |
for (let i = 0; i < pairs.length; i++) { | |
const pair = pairs[i]; | |
for (const body of [pair.bodyA, pair.bodyB]) { | |
const sound = sounds.get(body); | |
if (sound) { | |
synth.triggerAttackRelease(sound.note, sound.duration); | |
} | |
} | |
// pair.bodyA.render.fillStyle = "#999"; | |
// pair.bodyB.render.fillStyle = "#999"; | |
} | |
}); | |
Events.on(engine, "collisionEnd", function (event) { | |
// console.log("collisionEnd", event); | |
const pairs = event.pairs; | |
for (let i = 0; i < pairs.length; i++) { | |
const pair = pairs[i]; | |
// pair.bodyA.render.fillStyle = "#666"; | |
// pair.bodyB.render.fillStyle = "#666"; | |
} | |
}); | |
for (const c of pinClasses) { | |
const pin = Bodies.circle(...c.position, c.radius, c.options); | |
pins.push(pin); | |
if (c.tone) { | |
sounds.set(pin, c.tone); | |
} | |
} | |
let count = 0; | |
setInterval(() => { | |
if (document.hidden) { | |
return; | |
} | |
for (const c of dropClasses) { | |
if ((count % 16) % (16 / c.tone.timing) === 0) { | |
const drop = Bodies.circle(...c.position, c.radius, c.options); | |
drops.push(drop); | |
sounds.set(drop, c.tone); | |
Composite.add(engine.world, drop); | |
} | |
} | |
count++; | |
}, 2000 / 16); | |
setInterval(() => { | |
if (document.hidden) { | |
return; | |
} | |
const time = 2000; | |
Matter.Body.setPosition(pins[1], { | |
x: 600 + 100 * Math.sin(2 * Math.PI * ((Date.now() % time) / time)), | |
y: 400, | |
}); | |
}, 10); | |
Composite.add(engine.world, [...pins]); | |
Render.run(render); | |
const runner = Runner.create(); | |
Runner.run(runner, engine); | |
}; | |
</script> | |
</body> | |
</html> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment