Jan 10, 2020

React Native Game Development - A Salient Guide

React Native + Matter.js

Author

Anurag Garg
Anurag GargSoftware Engineer
React Native Game Development - A Salient Guide
npx react-native init GameApp
npm install matter-js react-native-game-engine --save
import React, {PureComponent} from 'react';
import {StatusBar, StyleSheet, View} from 'react-native';
import Entities from './src/entities';
import {GameEngine} from 'react-native-game-engine';

export default class App extends PureComponent {
  constructor(props) {
    super(props);
    this.state = {
      running: true,
    };
    this.gameEngine = null;
    console.disableYellowBox = true;
  }

  render() {
    return (
      <View style={styles.container}>
        <GameEngine
          ref={ref => {
            this.gameEngine = ref;
          }}
          style={styles.gameContainer}
          entities={Entities()}
          running={this.state.running}>
          <StatusBar hidden={true} />
        </GameEngine>
      </View>
    );
  }
}

const styles = StyleSheet.create({
  container: {
    flex: 1,
    backgroundColor: '#000',
  },
  gameContainer: {
    position: 'absolute',
    top: 0,
    bottom: 0,
    left: 0,
    right: 0,
  },
});
import Plane from '../components/Plane';
import Matter from 'matter-js';

Matter.Common.isElement = () => false; //-- Overriding this function because the original references HTMLElement

export default restart => {
  //-- Cleanup existing entities..
  if (restart) {
    Matter.Engine.clear(restart.physics.engine);
  }

  let engine = Matter.Engine.create({enableSleeping: false});
  let world = engine.world;
  world.gravity.y = 0.25;
  const boxSize = 50;

  return {
    physics: {engine: engine, world: world},
    Plane: Plane(
      world,
      'pink',
      {x: 220, y: 400},
      {height: boxSize, width: boxSize},
    ),
  };
};
import React from 'react';
import {Image} from 'react-native';
import {array, object, string} from 'prop-types';
import Matter from 'matter-js';

const airplane = require('../../assets/airplane.png');

const Plane = props => {
  const width = props.size[0];
  const height = props.size[1];
  const x = props.body.position.x - width / 2;
  const y = props.body.position.y - height / 2;
  return (
    <Image
      style={{
        position: 'absolute',
        left: x,
        top: y,
        width: width,
        height: height,
      }}
      resizeMode="stretch"
      source={airplane}
    />
  );
};

export default (world, color, pos, size) => {
  const initialPlane = Matter.Bodies.rectangle(
    pos.x,
    pos.y,
    size.width,
    size.height,
  );
  Matter.World.add(world, [initialPlane]);

  return {
    body: initialPlane,
    size: [size.width, size.height],
    color: color,
    renderer: <Plane />,
  };
};

Plane.propTypes = {
  size: array,
  body: object,
  color: string,
};
import Systems from './src/systems';
<GameEngine
 ref={(ref) => { this.gameEngine = ref; }}
 style={styles.gameContainer}
 running={this.state.running}
 systems={Systems}
 entities={this.entities}>
</GameEngine>
import Physics from './physics';
export default [Physics];
import Matter from 'matter-js';

const Physics = (entities, {time, dispatch}) => {
  let engine = entities.physics.engine;
  Matter.Engine.update(engine, time.delta);
  return entities;
};

export default Physics;
import Matter from 'matter-js';

const UpdatePlane = (entities, {touches, time}) => {
  const engine = entities.physics.engine;
  touches
    .filter(t => t.type === 'press')
    .forEach(t => {
      Matter.Body.setVelocity(entities.Plane.body, {
        x: entities.Plane.body.velocity.x,
        y: -3,
      });
    });
  Matter.Engine.update(engine, time.delta);
  return entities;
};

export default UpdatePlane;
import Physics from './physics';
import Plane from './plane';
export default [Physics, Plane];




import React from 'react';
import {View, Image} from 'react-native';
import {array, object, string} from 'prop-types';
import Matter from 'matter-js';

const water = require('../../assets/water.png');

const Floor = props => {
  const width = props.size[0];
  const height = props.size[1];
  const x = props.body.position.x - width / 2;
  const y = props.body.position.y - height / 2;
  return (
    <View
      style={[
        {
          position: 'absolute',
          left: x,
          top: y,
          width: width,
          height: height,
          backgroundColor: props.color || 'pink',
        },
      ]}>
      <Image
        style={{width: width, height: height}}
        source={water}
        resizeMode="stretch"
      />
    </View>
  );
};

export default (world, color, pos, size) => {
  const initialFloor = Matter.Bodies.rectangle(
    pos.x,
    pos.y,
    size.width,
    size.height,
    {isStatic: true, friction: 1},
  );
  Matter.World.add(world, [initialFloor]);

  return {
    body: initialFloor,
    size: [size.width, size.height],
    color: color,
    renderer: <Floor />,
  };
};

Floor.propTypes = {
  size: array,
  body: object,
  color: string,
};
import React from 'react';
import {View} from 'react-native';
import {array, object, string} from 'prop-types';
import Matter from 'matter-js';

const Ceiling = props => {
  const width = props.size[0];
  const height = props.size[1];
  const x = props.body.position.x - width / 2;
  const y = props.body.position.y - height / 2;
  return (
    <View
      style={[
        {
          position: 'absolute',
          left: x,
          top: y,
          width: width,
          height: height,
          backgroundColor: props.color || 'pink',
        },
      ]}
    />
  );
};

export default (world, color, pos, size) => {
  const initialCeiling = Matter.Bodies.rectangle(
    pos.x,
    pos.y,
    size.width,
    size.height,
    {isStatic: true, friction: 1},
  );
  Matter.World.add(world, [initialCeiling]);

  return {
    body: initialCeiling,
    size: [size.width, size.height],
    color: color,
    renderer: <Ceiling />,
  };
};

Ceiling.propTypes = {
  size: array,
  body: object,
  color: string,
};
import Floor from '../components/Floor';
import Ceiling from '../components/Ceiling';
Floor: Floor(world,'white',{x: width / 2, y: height - 50},{height: 100, width: width}),
Ceiling: Ceiling(world,'white',{x: width / 2, y: 0},{height: 100, width: width}),






In matter.js, by applying isStatic we can make the floor and ceiling a static body that can never change position or angle and is completely fixed. With the help of this, we can now prevent the plane from falling down or going above our game area.

Now, we should make the game more interesting by adding obstacles and increase the difficulty level.

src/components/Obstacle.js

import React from 'react';
import {View} from 'react-native';
import {array, object, string} from 'prop-types';
import Matter from 'matter-js';

const Obstacle = props => {
  const width = props.size[0];
  const height = props.size[1];
  const x = props.body.position.x - width / 2;
  const y = props.body.position.y - height / 2;
  return (
    <View
      style={[
        {
          position: 'absolute',
          left: x,
          top: y,
          width: width,
          borderRadius: 20,
          height: height,
        },
      ]}
    />
  );
};

export default (world, type, pos, size) => {
  const initialObstacle = Matter.Bodies.rectangle(
    pos.x,
    pos.y,
    size.width,
    size.height,
    {isStatic: true, friction: 1},
  );
  Matter.World.add(world, [initialObstacle]);

  return {
    body: initialObstacle,
    size: [size.width, size.height],
    type: type,
    scored: false,
    renderer: <Obstacle />,
  };
};

Obstacle.propTypes = {
  size: array,
  body: object,
  color: string,
};

src/utils/random.js☟

export const getRandom = (min, max) => {
  return Math.floor(Math.random() * (max - min + 1) + min);
};

export const topObstacleHeight = getRandom(150, 300);
export const bottomObstacleHeight = getRandom(200, 300);

We will use Math.random for producing different sizes for every obstacle.

src/utils/constants.js

const Constants = {TOP_PIPE_WIDTH: 250,BOTTOM_PIPE_WIDTH: 100,};
export default Constants;

Update src/entities/index.js

import Obstacle from '../components/Obstacle';
import {getRandom,topObstacleHeight,topObstacleHeight} from '../utils/random';
import Constants from 'src/utils/constants';
Obstacle1: Obstacle(world,'top',{x: width * 2 - Constants.TOP_PIPE_WIDTH / 2, y: getRandom(100, 400)},{height: topObstacleHeight, width: Constants.TOP_PIPE_WIDTH}),
Obstacle2: Obstacle(world,'bottom',{x: width - Constants.BOTTOM_PIPE_WIDTH / 2,y: getRandom(400, 700)},{height: bottomObstacleHeight, width: Constants.BOTTOM_PIPE_WIDTH}),

But creating obstacles is not enough, we need to move these obstacles and create never-ending obstacles. To achieve this goal we need to use matter.js.

src/systems/obstacle.js 

import Matter from 'matter-js';
import Constants from '../utils/constants';
import {getRandom} from '../utils/random';
import {width} from '../utils/styleSheet';

const UpdateObstacle = (entities, {time, dispatch}) => {
  for (let i = 1; i <= 2; i++) {
    if (
      entities['Obstacle' + i].type === 'top' &&
      entities['Obstacle' + i].body.position.x <=
        -1 * (Constants.TOP_PIPE_WIDTH / 2)
    ) {
      entities['Obstacle' + i].scored = false;
      Matter.Body.setPosition(entities['Obstacle' + i].body, {
        x: width * 2 - Constants.TOP_PIPE_WIDTH / 2,
        y: getRandom(100, 300),
      });
    } else if (
      entities['Obstacle' + i].type === 'bottom' &&
      entities['Obstacle' + i].body.position.x <=
        -1 * (Constants.BOTTOM_PIPE_WIDTH / 2)
    ) {
      entities['Obstacle' + i].scored = false;
      Matter.Body.setPosition(entities['Obstacle' + i].body, {
        x: width * 2 - Constants.BOTTOM_PIPE_WIDTH / 2,
        y: getRandom(300, 500),
      });
    } else {
      Matter.Body.translate(entities['Obstacle' + i].body, {x: -4, y: 0});
    }
  }
  return entities;
};

export default UpdateObstacle;

Update src/systems/index.js :

import Physics from './physics';
import Plane from './plane';
import Obstacle from './obstacle';
export default [Physics, Plane, Obstacle];

Matter.js has a feature called translate through which we can change the position by a given vector relative to its current position, without imparting any velocity. Due to this, we get an illusion of moving obstacles.

If the x-axis position of an obstacle body becomes negative of its width than it means it has left the screen. At that time we can set the position of that body to 2 times its original position and so on this cycle will repeat, making it a never-ending loop.

Last we want to check when a collision is made so that we can stop the game and announce the score.

Matter.Events.on help to pass a callback function whenever a particular event occurs. We can easily add a collision event with the help of this method.

Update src/systems/.js :

Matter.Events.on(engine, 'collisionStart', (event) = {
    dispatch({ type: "game-over"});         
});

Update App.js :

onEvent = e => 
 {
  if (e.type === 'gameOver') {
   Alert.alert('Game Over');
   this.setState({running: false,});
  } 
 };

<GameEngine
 ref={(ref) => { this.gameEngine = ref; }}
 style={styles.gameContainer}
 onEvent={this.onEvent}
 running={this.state.running}
 systems={Systems}
 entities={this.entities}>
</GameEngine>




Book a Discovery Call

Recaptcha Failed.

Related Articles.

More from the engineering frontline.

Dive deep into our research and insights on design, development, and the impact of various trends to businesses.

From Manual Testing to AI-Assisted Automation with Playwright Agents
Article

Apr 23, 2026

From Manual Testing to AI-Assisted Automation with Playwright Agents

This blog discusses the value of Playwright Agents in automating workflows. It provides a detailed description of setting up the system, as well as a breakdown of the Playwright Agent’s automation process.

The Keyboard Bounce of Death: Handling Inputs on Complex React Native Screens
Article

Apr 14, 2026

The Keyboard Bounce of Death: Handling Inputs on Complex React Native Screens

Fix the React Native ‘Keyboard Bounce of Death.’ Learn why inputs jump and how to build smooth, production-ready forms with modern architecture.

From RFPs to Revenue: How We Built an AI Agent Team That Writes Technical Proposals in 60 Seconds
Article

Apr 9, 2026

From RFPs to Revenue: How We Built an AI Agent Team That Writes Technical Proposals in 60 Seconds

GeekyAnts built DealRoom.ai — four AI agents that turn RFPs into accurate technical proposals in 60 seconds, with real-time cost breakdowns and scope maps.

How We Built an AI System That Automates Senior Solution Architect Workflows
Article

Apr 6, 2026

How We Built an AI System That Automates Senior Solution Architect Workflows

Discover how we built a 4-agent AI co-pilot that converts complex RFPs into draft technical proposals in 15 minutes — with built-in conflict detection, assumption surfacing, and confidence scoring.

AI Code Healer for Fixing Broken CI/CD Builds Fast
Article

Apr 6, 2026

AI Code Healer for Fixing Broken CI/CD Builds Fast

A deep dive into how GeekyAnts built an AI-powered Code Healer that analyzes CI/CD failures, summarizes logs, and generates code-level fixes to keep development moving.

A Real-Time AI Fraud Decision Engine Under 50ms
Article

Apr 2, 2026

A Real-Time AI Fraud Decision Engine Under 50ms

A deep dive into how GeekyAnts built a real-time AI fraud detection system that evaluates transactions in milliseconds using a hybrid multi-agent approach.

Scroll for more
View all articles