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liabru-matter-js/examples/events.js

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(function() {
var World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
Events = Matter.Events;
Example.events = function(demo) {
var engine = demo.engine,
world = engine.world,
mouseConstraint = demo.mouseConstraint,
sceneEvents = demo.sceneEvents;
// bind events (sceneEvents is only used for this demo)
sceneEvents.push(
// an example of using composite events on the world
Events.on(world, 'afterAdd', function(event) {
console.log('added to world:', event.object);
})
);
sceneEvents.push(
// an example of using beforeUpdate event on an engine
Events.on(engine, 'beforeUpdate', function(event) {
var engine = event.source;
// apply random forces every 5 secs
if (event.timestamp % 5000 < 50)
shakeScene(engine);
})
);
sceneEvents.push(
// an example of using collisionStart event on an engine
Events.on(engine, 'collisionStart', function(event) {
var pairs = event.pairs;
// change object colours to show those starting a collision
for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i];
pair.bodyA.render.fillStyle = '#bbbbbb';
pair.bodyB.render.fillStyle = '#bbbbbb';
}
})
);
sceneEvents.push(
// an example of using collisionActive event on an engine
Events.on(engine, 'collisionActive', function(event) {
var pairs = event.pairs;
// change object colours to show those in an active collision (e.g. resting contact)
for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i];
pair.bodyA.render.fillStyle = '#aaaaaa';
pair.bodyB.render.fillStyle = '#aaaaaa';
}
})
);
sceneEvents.push(
// an example of using collisionEnd event on an engine
Events.on(engine, 'collisionEnd', function(event) {
var pairs = event.pairs;
// change object colours to show those ending a collision
for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i];
pair.bodyA.render.fillStyle = '#999999';
pair.bodyB.render.fillStyle = '#999999';
}
})
);
sceneEvents.push(
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'mousedown', function(event) {
var mousePosition = event.mouse.position;
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
engine.render.options.background = 'cornsilk';
shakeScene(engine);
})
);
sceneEvents.push(
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'mouseup', function(event) {
var mousePosition = event.mouse.position;
engine.render.options.background = "white";
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
})
);
sceneEvents.push(
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'startdrag', function(event) {
console.log('startdrag', event);
})
);
sceneEvents.push(
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'enddrag', function(event) {
console.log('enddrag', event);
})
);
// scene code
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var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y) {
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return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } });
});
World.add(world, stack);
var renderOptions = engine.render.options;
renderOptions.wireframes = false;
var shakeScene = function(engine) {
var bodies = Composite.allBodies(engine.world);
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (!body.isStatic && body.position.y >= 500) {
var forceMagnitude = 0.01 * body.mass;
Body.applyForce(body, { x: 0, y: 0 }, {
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Common.random() * -forceMagnitude
});
}
}
};
};
})();