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liabru-matter-js/examples/slingshot.js

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var Example = Example || {};
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Example.slingshot = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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Composites = Matter.Composites,
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Events = Matter.Events,
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Constraint = Matter.Constraint,
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MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
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// create engine
var engine = Engine.create(),
world = engine.world;
// create renderer
var render = Render.create({
element: document.body,
engine: engine,
options: {
width: 800,
height: 600,
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showAngleIndicator: true
}
});
Render.run(render);
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// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var ground = Bodies.rectangle(395, 600, 815, 50, { isStatic: true }),
rockOptions = { density: 0.004 },
rock = Bodies.polygon(170, 450, 8, 20, rockOptions),
anchor = { x: 170, y: 450 },
elastic = Constraint.create({
pointA: anchor,
bodyB: rock,
stiffness: 0.05
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});
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var pyramid = Composites.pyramid(500, 300, 9, 10, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 25, 40);
});
var ground2 = Bodies.rectangle(610, 250, 200, 20, { isStatic: true });
var pyramid2 = Composites.pyramid(550, 0, 5, 10, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 25, 40);
});
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World.add(engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]);
Events.on(engine, 'afterUpdate', function() {
if (mouseConstraint.mouse.button === -1 && (rock.position.x > 190 || rock.position.y < 430)) {
rock = Bodies.polygon(170, 450, 7, 20, rockOptions);
World.add(engine.world, rock);
elastic.bodyB = rock;
}
});
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
render: {
visible: false
}
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}
});
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World.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;
// fit the render viewport to the scene
Render.lookAt(render, {
min: { x: 0, y: 0 },
max: { x: 800, y: 600 }
});
// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};