I didn't either, until today. HA HA!
Over the past few days, I had a bad case of writer's block. But this morning, after seeing your post (and realizing that the game section isn't complete without collision detection) I decided to try once again.
The matter.js documentation and demo covers the basics of "sensors".
...the example targets the bodies directly, but that gets tedious for game development. There's something called "collision filters", but that's more programming. Isn't there something more Hype like?
Since I just wrote the "Game Data" chapter, which covers custom attribute data, I decided to try that. It totally works and works well! Instead of adding every platform in the game as a collision group, I simply gave it a "data-ground" attribute. Then, using three sensors (main, left and right) the game actually jumps like a platformer — including wall jumping.
Matter.Events.on(hypeDocument.getElementProperty(hypeDocument.getElementById("sensor"), "physics-engine"), "collisionStart", function (event) {
var pairs = event.pairs;
for (var i = 0, pl = pairs.length; i < pl; ++i) {
var pair = pairs[i];
if (pair.bodyA.elementId === "sensor") {
var bonk = hypeDocument.getElementById(pair.bodyB.elementId);
if (bonk.hasAttribute("data-ground")) {
window.ground = true;
}
}
}
});
The trick is the "hasAttribute" method. Also, what was tripping me up, is that the matter.js example does the "collisionStart", "collisionEnd", "collisionActive" as its own function. I was running it with every keypress and flooding the console.log. I was like... what's with this API?! HA HA. So now, I just set the collision detection at the start.
Anyway, I'm planning to cover this in the Hype book, but the template is online.
Template Post — Physics Mini Templates for Tumult Hype 4 - #23 by Photics
Animated GIF of wall jumping — Physics Mini Templates for Tumult Hype 4 - #27 by Photics