2015-08-25 14:12:52 -04:00
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(function() {
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2015-08-25 14:31:44 -04:00
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var World = Matter.World,
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2015-08-25 14:12:52 -04:00
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Bodies = Matter.Bodies,
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Body = Matter.Body,
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Composite = Matter.Composite,
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Composites = Matter.Composites,
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Common = Matter.Common,
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2015-08-25 14:31:44 -04:00
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Events = Matter.Events;
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2015-08-25 14:12:52 -04:00
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Example.timescale = 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 explosion = function(engine) {
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var bodies = Composite.allBodies(engine.world);
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (!body.isStatic && body.position.y >= 500) {
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var forceMagnitude = 0.04 * body.mass;
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Body.applyForce(body, { x: 0, y: 0 }, {
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x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
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y: -forceMagnitude + Common.random() * -forceMagnitude
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});
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}
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}
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};
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var timeScaleTarget = 1,
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counter = 0;
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sceneEvents.push(
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Events.on(engine, 'afterUpdate', function(event) {
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// tween the timescale for bullet time slow-mo
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engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05;
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counter += 1;
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// every 1.5 sec
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if (counter >= 60 * 1.5) {
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// flip the timescale
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if (timeScaleTarget < 1) {
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timeScaleTarget = 1;
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} else {
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timeScaleTarget = 0.05;
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}
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// create some random forces
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explosion(engine);
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// reset counter
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counter = 0;
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}
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})
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);
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var bodyOptions = {
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frictionAir: 0,
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friction: 0.0001,
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restitution: 0.8
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};
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// add some small bouncy circles... remember Swordfish?
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2015-08-25 14:31:44 -04:00
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World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
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2015-08-25 14:12:52 -04:00
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return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
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}));
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// add some larger random bouncy objects
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2015-08-25 14:31:44 -04:00
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World.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) {
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2015-08-25 14:12:52 -04:00
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switch (Math.round(Common.random(0, 1))) {
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case 0:
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if (Common.random() < 0.8) {
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return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50), bodyOptions);
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions);
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}
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break;
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case 1:
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return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions);
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}
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}));
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};
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})();
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