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liabru-matter-js/demo/js/Demo.js

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(function() {
// Matter aliases
var Engine = Matter.Engine,
Gui = Matter.Gui,
World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
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Constraint = Matter.Constraint,
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RenderPixi = Matter.RenderPixi,
Events = Matter.Events,
Bounds = Matter.Bounds,
Vector = Matter.Vector,
Vertices = Matter.Vertices,
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MouseConstraint = Matter.MouseConstraint,
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Query = Matter.Query,
Inspector = Matter.Inspector;
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var Demo = {};
var _engine,
_gui,
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_inspector,
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_sceneName,
_mouseConstraint,
_sceneEvents = [],
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_isMobile = /(ipad|iphone|ipod|android)/gi.test(navigator.userAgent);
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// initialise the demo
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Demo.init = function() {
var container = document.getElementById('canvas-container');
// some example engine options
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var options = {
positionIterations: 6,
velocityIterations: 4,
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enableSleeping: false
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};
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// create a Matter engine
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// NOTE: this is actually Matter.Engine.create(), see the aliases at top of this file
_engine = Engine.create(container, options);
// add a mouse controlled constraint
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_engine.world, _mouseConstraint);
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// run the engine
Engine.run(_engine);
// default scene function name
_sceneName = 'mixed';
// get the scene function name from hash
if (window.location.hash.length !== 0)
_sceneName = window.location.hash.replace('#', '');
// set up a scene with bodies
Demo[_sceneName]();
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// set up demo interface (see end of this file)
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Demo.initControls();
};
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// call init when the page has loaded fully
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if (window.addEventListener) {
window.addEventListener('load', Demo.init);
} else if (window.attachEvent) {
window.attachEvent('load', Demo.init);
}
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// each demo scene is set up in its own function, see below
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Demo.mixed = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
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switch (Math.round(Common.random(0, 1))) {
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case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
var sides = Math.round(Common.random(1, 8));
// triangles can be a little unstable, so avoid until fixed
// TODO: make triangles more stable
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
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}
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
};
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Demo.views = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
var sides = Math.round(Common.random(1, 8));
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
}
});
World.add(_world, stack);
// get the centre of the viewport
var viewCentre = {
x: _engine.render.options.width * 0.5,
y: _engine.render.options.height * 0.5
};
// make the world bounds a little bigger than the render bounds
_world.bounds.min.x = -300;
_world.bounds.min.y = -300;
_world.bounds.max.x = 1100;
_world.bounds.max.y = 900;
// use the engine tick event to control our view
_sceneEvents.push(
Events.on(_engine, 'tick', function() {
var world = _engine.world,
mouse = _engine.input.mouse,
render = _engine.render;
// get vector from mouse relative to centre of view
var mouseRelative = Vector.sub(mouse.position, mouse.offset),
deltaCentre = Vector.sub(mouseRelative, viewCentre);
// only translate the view if mouse has moved 200px from the centre
if (Vector.magnitude(deltaCentre) > 200) {
// create a vector to translate the view, allowing the user to control view speed
var translate = {
x: Math.pow(Math.abs(deltaCentre.x), 1.5) * 0.001 * Common.sign(deltaCentre.x),
y: Math.pow(Math.abs(deltaCentre.y), 1.5) * 0.001 * Common.sign(deltaCentre.y)
};
// prevent the view moving outside the world bounds
if (render.bounds.min.x + translate.x < world.bounds.min.x)
translate.x = world.bounds.min.x - render.bounds.min.x;
if (render.bounds.max.x + translate.x > world.bounds.max.x)
translate.x = world.bounds.max.x - render.bounds.max.x;
if (render.bounds.min.y + translate.y < world.bounds.min.y)
translate.y = world.bounds.min.y - render.bounds.min.y;
if (render.bounds.max.y + translate.y > world.bounds.max.y)
translate.y = world.bounds.max.y - render.bounds.max.y;
Bounds.translate(render.bounds, translate);
// we must update the mouse offset too
mouse.offset.x = render.bounds.min.x;
mouse.offset.y = render.bounds.min.y;
}
})
);
// must enable renderOptions.hasBounds for views to work
var renderOptions = _engine.render.options;
renderOptions.hasBounds = true;
};
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Demo.mixedSolid = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
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case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
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}
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
renderOptions.wireframes = false;
renderOptions.showAngleIndicator = false;
if (window.chrome)
renderOptions.showShadows = true;
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};
Demo.chains = function() {
var _world = _engine.world,
groupId = Body.nextGroupId();
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Demo.reset();
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var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
});
Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
Composite.add(ropeA, Constraint.create({
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bodyB: ropeA.bodies[0],
pointB: { x: -25, y: 0 },
pointA: { x: 200, y: 100 },
stiffness: 0.5
}));
World.add(_world, ropeA);
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groupId = Body.nextGroupId();
var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.circle(x, y, 20, { groupId: groupId });
});
Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
Composite.add(ropeB, Constraint.create({
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bodyB: ropeB.bodies[0],
pointB: { x: -20, y: 0 },
pointA: { x: 500, y: 100 },
stiffness: 0.5
}));
World.add(_world, ropeB);
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};
Demo.bridge = function() {
var _world = _engine.world,
groupId = Body.nextGroupId();
Demo.reset();
var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y, column, row) {
return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
});
Composites.chain(bridge, 0.5, 0, -0.5, 0, { stiffness: 0.9 });
var stack = Composites.stack(200, 40, 6, 3, 0, 0, function(x, y, column, row) {
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 40));
});
World.add(_world, [
bridge,
Bodies.rectangle(80, 440, 120, 280, { isStatic: true }),
Bodies.rectangle(720, 440, 120, 280, { isStatic: true }),
Constraint.create({ pointA: { x: 140, y: 300 }, bodyB: bridge.bodies[0], pointB: { x: -25, y: 0 } }),
Constraint.create({ pointA: { x: 660, y: 300 }, bodyB: bridge.bodies[8], pointB: { x: 25, y: 0 } }),
stack
]);
};
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Demo.car = function() {
var _world = _engine.world,
scale;
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Demo.reset();
scale = 0.8;
World.add(_world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale));
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scale = 0.7;
World.add(_world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale));
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World.add(_world, [
Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })
]);
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var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = true;
renderOptions.showCollisions = true;
};
Demo.friction = function() {
var _world = _engine.world;
Demo.reset();
World.add(_world, [
Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 })
]);
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World.add(_world, [
Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 })
]);
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World.add(_world, [
Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 430, 40, 40, { friction: 0 })
]);
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var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = true;
renderOptions.showCollisions = true;
};
Demo.airFriction = function() {
var _world = _engine.world;
Demo.reset();
World.add(_world, [
Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }),
Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }),
Bodies.rectangle(600, 100, 60, 60, { frictionAir: 0.1 })
]);
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var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = true;
renderOptions.showCollisions = true;
};
Demo.sleeping = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
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case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
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}
});
World.add(_world, stack);
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_engine.enableSleeping = true;
var renderOptions = _engine.render.options;
};
Demo.broadphase = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
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case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
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}
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
renderOptions.showBroadphase = true;
};
Demo.gravity = function() {
var _world = _engine.world;
Demo.reset();
_engine.world.gravity.y = -1;
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
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case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
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}
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
};
Demo.avalanche = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) {
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return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.001 });
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});
World.add(_world, stack);
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World.add(_world, [
Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })
]);
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};
Demo.newtonsCradle = function() {
var _world = _engine.world;
Demo.reset();
var cradle = Composites.newtonsCradle(280, 100, 5, 30, 200);
World.add(_world, cradle);
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Body.translate(cradle.bodies[0], { x: -180, y: -100 });
cradle = Composites.newtonsCradle(280, 380, 7, 20, 140);
World.add(_world, cradle);
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Body.translate(cradle.bodies[0], { x: -140, y: -100 });
var renderOptions = _engine.render.options;
renderOptions.showVelocity = true;
//renderOptions.showAngleIndicator = false;
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};
Demo.stack = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 100, 10, 5, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
};
Demo.circleStack = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 100, 10, 10, 20, 0, function(x, y, column, row) {
return Bodies.circle(x, y, 20);
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
};
Demo.wreckingBall = function() {
var _world = _engine.world;
Demo.reset();
var rows = 10,
yy = 600 - 21 - 40 * rows;
var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 40, 40, { friction: 0.9, restitution: 0.1 });
});
World.add(_world, stack);
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var ball = Bodies.circle(100, 400, 50, { density: 0.07, frictionAir: 0.001});
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World.add(_world, ball);
World.add(_world, Constraint.create({
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pointA: { x: 300, y: 100 },
bodyB: ball
}));
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if (!_isMobile) {
var renderOptions = _engine.render.options;
renderOptions.showCollisions = true;
renderOptions.showVelocity = true;
}
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};
Demo.ballPool = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 50, 10, 15, 10, 10, function(x, y, column, row) {
return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
});
World.add(_world, [
stack,
Bodies.polygon(200, 560, 3, 60),
Bodies.polygon(400, 560, 5, 60),
Bodies.rectangle(600, 560, 80, 80)
]);
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var renderOptions = _engine.render.options;
};
Demo.stress = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(90, 30, 18, 15, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 35, 35);
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = false;
};
Demo.stress2 = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 25, 25);
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = false;
};
Demo.pyramid = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.pyramid(100, 100, 15, 10, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
};
Demo.restitution = function() {
var _world = _engine.world;
Demo.reset();
var rest = 0.9,
space = 600 / 5;
World.add(_world, [
Bodies.rectangle(100 + space * 0, 150, 50, 50, { restitution: rest }),
Bodies.rectangle(100 + space * 1, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.15 }),
Bodies.rectangle(100 + space * 2, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.25 }),
Bodies.circle(100 + space * 3, 150, 25, { restitution: rest }),
Bodies.rectangle(100 + space * 5, 150, 180, 20, { restitution: rest, angle: -Math.PI * 0.5 })
]);
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var renderOptions = _engine.render.options;
renderOptions.showCollisions = true;
renderOptions.showVelocity = true;
renderOptions.showAngleIndicator = true;
};
Demo.softBody = function() {
var _world = _engine.world;
Demo.reset();
var particleOptions = { render: { visible: true } };
World.add(_world, [
Composites.softBody(250, 100, 5, 5, 0, 0, true, 18, particleOptions),
Composites.softBody(250, 300, 8, 3, 0, 0, true, 15, particleOptions),
Composites.softBody(250, 400, 4, 4, 0, 0, true, 15, particleOptions)
]);
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var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = false;
};
Demo.cloth = function() {
var _world = _engine.world;
Demo.reset();
var groupId = Body.nextGroupId(),
particleOptions = { friction: 0.00001, groupId: groupId, render: { visible: false }},
cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);
for (var i = 0; i < 20; i++) {
cloth.bodies[i].isStatic = true;
}
World.add(_world, [
cloth,
Bodies.circle(300, 500, 80, { isStatic: true }),
Bodies.rectangle(500, 480, 80, 80, { isStatic: true })
]);
};
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Demo.catapult = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(250, 255, 1, 6, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 30, 30);
});
var catapult = Bodies.rectangle(400, 520, 320, 20, { });
World.add(_world, [
stack,
catapult,
Bodies.rectangle(250, 555, 20, 50, { isStatic: true }),
Bodies.circle(560, 100, 50, { density: 0.005 }),
Constraint.create({ bodyA: catapult, pointB: { x: 390, y: 580 } }),
Constraint.create({ bodyA: catapult, pointB: { x: 410, y: 580 } })
]);
var renderOptions = _engine.render.options;
renderOptions.showCollisions = true;
renderOptions.showVelocity = true;
renderOptions.showAngleIndicator = true;
};
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Demo.beachBalls = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(0, 100, 5, 1, 20, 0, function(x, y, column, row) {
return Bodies.circle(x, y, 75, { restitution: 0.9 });
});
World.add(_world, stack);
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};
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Demo.events = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y, column, row) {
return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } });
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});
World.add(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.wireframes = false;
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var shakeScene = function(engine) {
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var bodies = Composite.allBodies(engine.world);
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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 + Math.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Math.random() * -forceMagnitude
});
}
}
};
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_sceneEvents.push(
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// an example of using beforeUpdate event on an engine
Events.on(_engine, 'beforeUpdate', function(event) {
var engine = event.source;
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// apply random forces every 5 secs
if (event.timestamp % 5000 < 50)
shakeScene(engine);
})
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);
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_sceneEvents.push(
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// an example of using collisionStart event on an engine
Events.on(_engine, 'collisionStart', function(event) {
var pairs = event.pairs;
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// 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';
}
})
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);
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_sceneEvents.push(
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// 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 an engine.input.mouse
Events.on(_engine, '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 an engine.input.mouse
Events.on(_engine, 'mouseup', function(event) {
var mousePosition = event.mouse.position;
_engine.render.options.background = "white";
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
})
);
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};
Demo.sprites = function() {
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var _world = _engine.world,
offset = 10,
options = {
isStatic: true,
render: {
visible: false
}
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};
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Demo.reset();
_world.bodies = [];
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// these static walls will not be rendered in this sprites example, see options
World.add(_world, [
Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, options),
Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, options),
Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, options),
Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, options)
]);
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var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
if (Math.random() > 0.35) {
return Bodies.rectangle(x, y, 64, 64, {
render: {
strokeStyle: '#ffffff',
sprite: {
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texture: './img/box.png'
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}
}
});
} else {
return Bodies.circle(x, y, 46, {
density: 0.0005,
frictionAir: 0.06,
restitution: 0.3,
friction: 0.01,
render: {
sprite: {
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texture: './img/ball.png'
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}
}
});
}
});
World.add(_world, stack);
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var renderOptions = _engine.render.options;
renderOptions.background = './img/wall-bg.jpg';
renderOptions.showAngleIndicator = false;
renderOptions.wireframes = false;
};
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Demo.raycasting = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
var sides = Math.round(Common.random(1, 8));
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
}
});
World.add(_world, stack);
_sceneEvents.push(
Events.on(_engine, 'afterRender', function() {
var mouse = _engine.input.mouse,
context = _engine.render.context,
bodies = Composite.allBodies(_engine.world),
startPoint = { x: 400, y: 100 },
endPoint = mouse.position;
var collisions = Query.ray(bodies, startPoint, endPoint);
context.beginPath();
context.moveTo(startPoint.x, startPoint.y);
context.lineTo(endPoint.x, endPoint.y);
if (collisions.length > 0) {
context.strokeStyle = '#fff';
} else {
context.strokeStyle = '#555';
}
context.lineWidth = 0.5;
context.stroke();
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for (var i = 0; i < collisions.length; i++) {
var collision = collisions[i];
context.rect(collision.bodyA.position.x - 4.5, collision.bodyA.position.y - 4.5, 8, 8);
}
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context.fillStyle = 'rgba(255,165,0,0.7)';
context.fill();
})
);
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var renderOptions = _engine.render.options;
};
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// the functions for the demo interface and controls below
Demo.initControls = function() {
var demoSelect = document.getElementById('demo-select'),
demoReset = document.getElementById('demo-reset');
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// create a Matter.Gui
if (!_isMobile && Gui) {
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_gui = Gui.create(_engine);
// need to add mouse constraint back in after gui clear or load is pressed
Events.on(_gui, 'clear load', function() {
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_engine.world, _mouseConstraint);
});
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}
// create a Matter.Inspector
if (!_isMobile && Inspector) {
_inspector = Inspector.create(_engine);
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Events.on(_inspector, 'import', function() {
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_engine.world, _mouseConstraint);
});
Events.on(_inspector, 'selectStart', function() {
_mouseConstraint.constraint.render.visible = false;
});
Events.on(_inspector, 'selectEnd', function() {
_mouseConstraint.constraint.render.visible = true;
});
}
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// go fullscreen when using a mobile device
if (_isMobile) {
var body = document.body;
body.className += ' is-mobile';
_engine.render.canvas.addEventListener('touchstart', Demo.fullscreen);
var fullscreenChange = function() {
var fullscreenEnabled = document.fullscreenEnabled || document.mozFullScreenEnabled || document.webkitFullscreenEnabled;
// delay fullscreen styles until fullscreen has finished changing
setTimeout(function() {
if (fullscreenEnabled) {
body.className += ' is-fullscreen';
} else {
body.className = body.className.replace('is-fullscreen', '');
}
}, 2000);
};
document.addEventListener('webkitfullscreenchange', fullscreenChange);
document.addEventListener('mozfullscreenchange', fullscreenChange);
document.addEventListener('fullscreenchange', fullscreenChange);
}
// initialise demo selector
demoSelect.value = _sceneName;
demoSelect.addEventListener('change', function(e) {
Demo[_sceneName = e.target.value]();
Gui.update(_gui);
var scrollY = window.scrollY;
window.location.hash = _sceneName;
window.scrollY = scrollY;
});
demoReset.addEventListener('click', function(e) {
Demo[_sceneName]();
Gui.update(_gui);
});
};
Demo.fullscreen = function(){
var _fullscreenElement = _engine.render.canvas;
if (!document.fullscreenElement && !document.mozFullScreenElement && !document.webkitFullscreenElement) {
if (_fullscreenElement.requestFullscreen) {
_fullscreenElement.requestFullscreen();
} else if (_fullscreenElement.mozRequestFullScreen) {
_fullscreenElement.mozRequestFullScreen();
} else if (_fullscreenElement.webkitRequestFullscreen) {
_fullscreenElement.webkitRequestFullscreen(Element.ALLOW_KEYBOARD_INPUT);
}
}
};
Demo.reset = function() {
var _world = _engine.world;
World.clear(_world);
Engine.clear(_engine);
// clear scene graph (if defined in controller)
var renderController = _engine.render.controller;
if (renderController.clear)
renderController.clear(_engine.render);
// clear all scene events
for (var i = 0; i < _sceneEvents.length; i++)
Events.off(_engine, _sceneEvents[i]);
_sceneEvents = [];
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// reset id pool
Common._nextId = 0;
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// reset mouse offset
_engine.input.mouse.offset.x = 0;
_engine.input.mouse.offset.y = 0;
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_engine.enableSleeping = false;
_engine.world.gravity.y = 1;
var offset = 5;
World.add(_world, [
Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, { isStatic: true }),
Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, { isStatic: true }),
Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }),
Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true })
]);
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_world, _mouseConstraint);
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var renderOptions = _engine.render.options;
renderOptions.wireframes = true;
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renderOptions.hasBounds = false;
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renderOptions.showDebug = false;
renderOptions.showBroadphase = false;
renderOptions.showBounds = false;
renderOptions.showVelocity = false;
renderOptions.showCollisions = false;
renderOptions.showAxes = false;
renderOptions.showPositions = false;
renderOptions.showAngleIndicator = true;
renderOptions.showIds = false;
renderOptions.showShadows = false;
renderOptions.background = '#fff';
if (_isMobile)
renderOptions.showDebug = true;
};
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})();