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liabru-matter-js/examples/timescale.js

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