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https://github.com/liabru/matter-js.git
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83 lines
3 KiB
JavaScript
83 lines
3 KiB
JavaScript
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(function() {
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var World = Matter.World,
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Bodies = Matter.Bodies,
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Body = Matter.Body,
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Events = Matter.Events;
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Example.manipulation = function(demo) {
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var engine = demo.engine,
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world = engine.world,
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sceneEvents = demo.sceneEvents;
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var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }),
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bodyB = Bodies.rectangle(200, 200, 50, 50),
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bodyC = Bodies.rectangle(300, 200, 50, 50),
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bodyD = Bodies.rectangle(400, 200, 50, 50),
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bodyE = Bodies.rectangle(550, 200, 50, 50),
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bodyF = Bodies.rectangle(700, 200, 50, 50),
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bodyG = Bodies.circle(400, 100, 25),
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partA = Bodies.rectangle(600, 200, 120, 50),
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partB = Bodies.rectangle(660, 200, 50, 190),
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compound = Body.create({
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parts: [partA, partB],
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isStatic: true
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});
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World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
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var counter = 0,
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scaleFactor = 1.01;
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sceneEvents.push(
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Events.on(engine, 'beforeUpdate', function(event) {
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counter += 1;
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if (counter === 40)
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Body.setStatic(bodyG, true);
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if (scaleFactor > 1) {
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Body.scale(bodyF, scaleFactor, scaleFactor);
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Body.scale(compound, 0.995, 0.995);
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// modify bodyE vertices
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bodyE.vertices[0].x -= 0.2;
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bodyE.vertices[0].y -= 0.2;
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bodyE.vertices[1].x += 0.2;
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bodyE.vertices[1].y -= 0.2;
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Body.setVertices(bodyE, bodyE.vertices);
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}
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// make bodyA move up and down
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// body is static so must manually update velocity for friction to work
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var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
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Body.setVelocity(bodyA, { x: 0, y: py - bodyA.position.y });
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Body.setPosition(bodyA, { x: 100, y: py });
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// make compound body move up and down and rotate constantly
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Body.setVelocity(compound, { x: 0, y: py - compound.position.y });
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Body.setAngularVelocity(compound, 0.02);
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Body.setPosition(compound, { x: 600, y: py });
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Body.rotate(compound, 0.02);
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// every 1.5 sec
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if (counter >= 60 * 1.5) {
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Body.setVelocity(bodyB, { x: 0, y: -10 });
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Body.setAngle(bodyC, -Math.PI * 0.26);
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Body.setAngularVelocity(bodyD, 0.2);
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// reset counter
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counter = 0;
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scaleFactor = 1;
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}
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})
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);
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var renderOptions = engine.render.options;
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renderOptions.showAxes = true;
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renderOptions.showCollisions = true;
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renderOptions.showPositions = true;
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renderOptions.showConvexHulls = true;
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};
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})();
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