mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-23 09:26:51 -05:00
improved demo and examples
This commit is contained in:
parent
c8e5d5c3b0
commit
1a40f2754c
67 changed files with 6863 additions and 42365 deletions
14
Gulpfile.js
14
Gulpfile.js
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@ -29,10 +29,10 @@ var exec = require('child_process').exec;
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var buildDirectory = 'build';
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var server;
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gulp.task('default', ['build:dev', 'build:examples']);
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gulp.task('default', ['build:dev']);
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gulp.task('dev', function(callback) {
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sequence('build:examples', 'watch', 'serve', callback);
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sequence('watch', 'serve', callback);
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});
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gulp.task('release', function(callback) {
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@ -43,7 +43,7 @@ gulp.task('release', function(callback) {
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message: 'cannot build release as there are uncomitted changes'
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});
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} else {
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sequence('build:examples', 'test', 'bump', 'reload', 'build:release', 'doc', 'changelog', callback);
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sequence('test', 'bump', 'reload', 'build:release', 'doc', 'changelog', callback);
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}
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});
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});
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@ -95,12 +95,6 @@ gulp.task('build:release', function() {
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return build(extend(extend({}, pkg), { version: pkg.version }));
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});
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gulp.task('build:examples', function() {
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return gulp.src('examples/**/*.js')
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.pipe(concat('Examples.js'))
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.pipe(gulp.dest('demo/js'));
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});
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gulp.task('watch', function() {
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var b = browserify({
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entries: ['src/module/main.js'],
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@ -123,8 +117,6 @@ gulp.task('watch', function() {
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b.on('update', bundle);
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bundle();
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gulp.watch('examples/**/*.js', ['build:examples']);
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});
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gulp.task('bump', function() {
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@ -1,131 +0,0 @@
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body {
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background: #222;
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font-family: Georgia, Times, "Times New Roman", serif;
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color: #aaa;
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}
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body.mobile {
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font-size: 0.9em;
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}
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* {
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padding: 0;
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margin: 0;
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}
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h1 {
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color: #fff;
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display: block;
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margin: 0 0 1em 0;
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font-weight: normal;
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font-size: 30px;
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}
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.is-mobile h1 {
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font-size: 18px;
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}
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.nav-sep {
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padding: 0 5px;
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}
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.nav-links a,
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.nav-links a:link,
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.nav-links a:visited,
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.nav-links a:active,
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.nav-links a:hover {
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color: #aaa;
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text-decoration: none;
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border-bottom: 1px solid #555;
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padding: 0 0 2px 0;
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}
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.container {
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max-width: 800px;
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margin: 0 auto;
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padding: 48px 280px 0 32px;
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}
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.ins-auto-hide .container {
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padding-left: 32px;
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}
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.gui-auto-hide .container {
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padding-right: 32px;
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}
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.is-mobile .container {
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padding: 6% 6% 0 6%;
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}
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.is-fullscreen #canvas-container {
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width: 100%;
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height: 100%;
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}
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.is-fullscreen #canvas-container canvas {
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margin: 0;
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max-width: 100%;
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max-height: 100%;
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}
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.mobile .container {
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padding: 50px 40px 0 40px;
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}
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canvas {
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margin: 40px 0;
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max-width: 100%;
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}
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.mobile canvas {
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margin: 0;
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}
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canvas:active {
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cursor: pointer;
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cursor: -webkit-grabbing;
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}
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.controls-container {
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margin: 40px 0 0 0;
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width: 100%;
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}
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#canvas-container {
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margin: 20px 0;
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}
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#demo-select {
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padding: 8px 10px;
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width: 40%;
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color: #000;
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}
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#demo-reset {
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padding: 8px 10px;
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color: #000;
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}
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#demo-start {
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display: block;
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margin: 50px 0;
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padding: 20px 40px;
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width: 200px;
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color: #000;
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}
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.demo-view-source {
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display: inline-block;
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margin: 0 0 0 22px;
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font-size: 13px;
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opacity: 0.5;
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}
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.dg.a {
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margin-right: 0;
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}
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svg {
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display: none;
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}
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167
demo/index.html
167
demo/index.html
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@ -1,91 +1,90 @@
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
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<meta name="viewport" content="width=device-width,minimal-ui">
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<meta name="robots" content="noindex">
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
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<meta name="viewport" content="width=device-width,initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,user-scalable=no,minimal-ui">
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<meta name="theme-color" content="#000000">
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<meta name="msapplication-navbutton-color" content="#000000">
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<meta name="apple-mobile-web-app-capable" content="yes">
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<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
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<meta name="robots" content="noindex">
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<!-- only required if using Bodies.fromVertices with concave vertices -->
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<script type="text/javascript" src="./js/lib/decomp.js"></script>
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<title>Matter.js Demo</title>
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<!-- libs -->
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<script type="text/javascript" src="/demo/lib/decomp.js"></script>
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<script type="text/javascript" src="/demo/lib/pathseg.js"></script>
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<!-- only required if using Matter.RenderPixi -->
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<script type="text/javascript" src="./js/lib/pixi.js"></script>
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<!-- Matter -->
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<script src="../build/matter-dev.js"></script>
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<!-- only required if using Matter.Svg -->
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<script type="text/javascript" src="./js/lib/pathseg.js"></script>
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<!-- MatterTools -->
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<script src="//code.jquery.com/jquery-3.1.1.js"></script>
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<script src="/demo/lib/matter-tools.gui.js"></script>
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<script src="/demo/lib/matter-tools.inspector.js"></script>
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<script src="/demo/lib/matter-tools.demo.js"></script>
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<!-- matterjs dev version -->
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<script type="text/javascript" src="../build/matter-dev.js"></script>
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<!-- Plugins -->
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<script src="../examples/attractorsPlugin.js"></script>
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<script src="../examples/gravityPlugin.js"></script>
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<script src="../examples/wrapPlugin.js"></script>
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<!-- Examples -->
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<script src="../examples/airFriction.js"></script>
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<script src="../examples/attractors.js"></script>
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<script src="../examples/avalanche.js"></script>
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<script src="../examples/ballPool.js"></script>
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<script src="../examples/bridge.js"></script>
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<script src="../examples/broadphase.js"></script>
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<script src="../examples/car.js"></script>
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<script src="../examples/catapult.js"></script>
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<script src="../examples/chains.js"></script>
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<script src="../examples/circleStack.js"></script>
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<script src="../examples/cloth.js"></script>
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<script src="../examples/collisionFiltering.js"></script>
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<script src="../examples/compositeManipulation.js"></script>
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<script src="../examples/compound.js"></script>
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<script src="../examples/compoundStack.js"></script>
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<script src="../examples/concave.js"></script>
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<script src="../examples/events.js"></script>
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<script src="../examples/friction.js"></script>
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<script src="../examples/gravity.js"></script>
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<script src="../examples/gyro.js"></script>
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<script src="../examples/manipulation.js"></script>
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<script src="../examples/mixed.js"></script>
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<script src="../examples/newtonsCradle.js"></script>
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<script src="../examples/pyramid.js"></script>
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<script src="../examples/raycasting.js"></script>
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<script src="../examples/restitution.js"></script>
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<script src="../examples/rounded.js"></script>
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<script src="../examples/sensors.js"></script>
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<script src="../examples/sleeping.js"></script>
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<script src="../examples/slingshot.js"></script>
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<script src="../examples/softBody.js"></script>
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<script src="../examples/sprites.js"></script>
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<script src="../examples/stack.js"></script>
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<script src="../examples/staticFriction.js"></script>
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<script src="../examples/stress.js"></script>
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<script src="../examples/stress2.js"></script>
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<script src="../examples/svg.js"></script>
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<script src="../examples/terrain.js"></script>
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<script src="../examples/timescale.js"></script>
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<script src="../examples/views.js"></script>
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<script src="../examples/wreckingBall.js"></script>
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<!-- only required if using MatterTools -->
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<link rel="stylesheet" href="./js/lib/matter-tools/matter-tools.css" type="text/css">
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<script type="text/javascript" src="./js/lib/matter-tools/jquery-1.11.0.min.js"></script>
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<script type="text/javascript" src="./js/lib/matter-tools/gif/gif.js"></script>
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<script type="text/javascript" src="./js/lib/matter-tools/matter-tools-dev.js"></script>
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<style type="text/css">
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* {
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box-sizing: border-box;
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}
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<!-- matter demo code -->
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<link rel="stylesheet" href="./css/style.css" type="text/css">
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<script type="text/javascript" src="./js/Examples.js"></script>
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<script type="text/javascript" src="./js/Demo.js"></script>
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<title>Matter.js Demo</title>
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</head>
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<body>
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<div class="container">
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<h1>Matter.js Demo</h1>
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<p class="nav nav-links"><a href="./mobile.html">Mobile Demo</a> <span class="nav-sep">·</span> <a href="http://brm.io/matter-js/">Project page</a> <span class="nav-sep">·</span> <a href="https://github.com/liabru/matter-js">GitHub</a> <span class="nav-sep">·</span> <a href="http://twitter.com/liabru">@liabru</a></p>
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<div class="controls-container">
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<select id="demo-select">
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<option value="mixed">Mixed Shapes</option>
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<option value="mixedSolid">Solid Rendering</option>
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<option value="svg">Concave SVG Paths</option>
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<option value="terrain">Concave Terrain</option>
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<option value="concave">Concave Bodies</option>
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<option value="compound">Compound Bodies</option>
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<option value="newtonsCradle">Newton's Cradle</option>
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<option value="wreckingBall">Wrecking Ball</option>
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<option value="slingshot">Slingshot Game</option>
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<option value="rounded">Rounded Corners (Chamfering)</option>
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<option value="views">Views</option>
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<option value="timescale">Time Scaling</option>
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<option value="manipulation">Body Manipulation</option>
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<option value="compositeManipulation">Composite Manipulation</option>
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<option value="sprites">Sprites</option>
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<option value="pyramid">Pyramid</option>
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<option value="raycasting">Raycasting</option>
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<option value="car">Car</option>
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<option value="catapult">Catapult</option>
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<option value="gravity">Reverse Gravity</option>
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<option value="bridge">Bridge</option>
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<option value="avalanche">Avalanche</option>
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<option value="softBody">Basic Soft Bodies</option>
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<option value="cloth">Cloth</option>
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<option value="attractors">Attractors (Plugin)</option>
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<option value="events">Events</option>
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<option value="collisionFiltering">Collision Filtering</option>
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<option value="sensors">Sensors</option>
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<option value="chains">Chains</option>
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<option value="ballPool">Ball Pool</option>
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<option value="stack">Stack</option>
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<option value="circleStack">Circle Stack</option>
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<option value="compoundStack">Compound Stack</option>
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<option value="restitution">Restitution</option>
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<option value="friction">Friction</option>
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<option value="airFriction">Air Friction</option>
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<option value="staticFriction">Static Friction</option>
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<option value="sleeping">Sleeping</option>
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<option value="broadphase">Grid Broadphase</option>
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<option value="beachBalls">Beach Balls</option>
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<option value="stress">Stress 1</option>
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<option value="stress2">Stress 2</option>
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</select>
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<input id="demo-reset" value="Reset" type="submit">
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<div class="demo-view-source nav-links">
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<a id="demo-view-source" href="https://github.com/liabru/matter-js/blob/master/examples" target="_blank">view source</a>
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</div>
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</div>
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<div id="canvas-container"></div>
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</div>
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</body>
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</html>
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body {
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margin: 0;
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padding: 0;
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}
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</style>
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</head>
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<body>
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<script src="/demo/js/Demo.js"></script>
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</body>
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</html>
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630
demo/js/Demo.js
630
demo/js/Demo.js
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@ -7,370 +7,276 @@
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*/
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(function() {
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var sourceLinkRoot = 'https://github.com/liabru/matter-js/blob/master/examples';
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var _isBrowser = typeof window !== 'undefined' && window.location,
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_useInspector = _isBrowser && window.location.hash.indexOf('-inspect') !== -1,
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_isMobile = _isBrowser && /(ipad|iphone|ipod|android)/gi.test(navigator.userAgent),
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_isAutomatedTest = !_isBrowser || window._phantom;
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var Matter = _isBrowser ? window.Matter : require('../../build/matter-dev.js');
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var Demo = {};
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Matter.Demo = Demo;
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if (!_isBrowser) {
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module.exports = Demo;
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window = {};
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}
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// Matter aliases
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var Body = Matter.Body,
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Example = Matter.Example,
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Engine = Matter.Engine,
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World = Matter.World,
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Common = Matter.Common,
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Bodies = Matter.Bodies,
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Events = Matter.Events,
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Mouse = Matter.Mouse,
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MouseConstraint = Matter.MouseConstraint,
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Runner = Matter.Runner,
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Render = Matter.Render;
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// MatterTools aliases
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if (window.MatterTools) {
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var Gui = MatterTools.Gui,
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Inspector = MatterTools.Inspector;
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}
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Demo.create = function(options) {
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var defaults = {
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isManual: false,
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sceneName: 'mixed',
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sceneEvents: []
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};
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||||
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return Common.extend(defaults, options);
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};
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Demo.init = function() {
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var demo = Demo.create();
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Matter.Demo._demo = demo;
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// get container element for the canvas
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demo.container = document.getElementById('canvas-container');
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||||
// create an example engine (see /examples/engine.js)
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demo.engine = Example.engine(demo);
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||||
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||||
// run the engine
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||||
demo.runner = Engine.run(demo.engine);
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||||
|
||||
// create a debug renderer
|
||||
demo.render = Render.create({
|
||||
element: demo.container,
|
||||
engine: demo.engine
|
||||
});
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||||
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||||
// run the renderer
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Render.run(demo.render);
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||||
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||||
// add a mouse controlled constraint
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demo.mouseConstraint = MouseConstraint.create(demo.engine, {
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element: demo.render.canvas
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});
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||||
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World.add(demo.engine.world, demo.mouseConstraint);
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||||
// pass mouse to renderer to enable showMousePosition
|
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demo.render.mouse = demo.mouseConstraint.mouse;
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||||
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||||
// get the scene function name from hash
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if (window.location.hash.length !== 0)
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demo.sceneName = window.location.hash.replace('#', '').replace('-inspect', '');
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// set up a scene with bodies
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Demo.reset(demo);
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Demo.setScene(demo, demo.sceneName);
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||||
// set up demo interface (see end of this file)
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Demo.initControls(demo);
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||||
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||||
// pass through runner as timing for debug rendering
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||||
demo.engine.metrics.timing = demo.runner;
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||||
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||||
return demo;
|
||||
};
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||||
|
||||
// call init when the page has loaded fully
|
||||
if (!_isAutomatedTest) {
|
||||
if (window.addEventListener) {
|
||||
window.addEventListener('load', Demo.init);
|
||||
} else if (window.attachEvent) {
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||||
window.attachEvent('load', Demo.init);
|
||||
}
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||||
}
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||||
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||||
Demo.setScene = function(demo, sceneName) {
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||||
Example[sceneName](demo);
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||||
};
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||||
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||||
// the functions for the demo interface and controls below
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||||
Demo.initControls = function(demo) {
|
||||
var demoSelect = document.getElementById('demo-select'),
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||||
demoReset = document.getElementById('demo-reset');
|
||||
|
||||
// create a Matter.Gui
|
||||
if (!_isMobile && Gui) {
|
||||
demo.gui = Gui.create(demo.engine, demo.runner, demo.render);
|
||||
|
||||
// need to add mouse constraint back in after gui clear or load is pressed
|
||||
Events.on(demo.gui, 'clear load', function() {
|
||||
demo.mouseConstraint = MouseConstraint.create(demo.engine, {
|
||||
element: demo.render.canvas
|
||||
});
|
||||
|
||||
World.add(demo.engine.world, demo.mouseConstraint);
|
||||
});
|
||||
}
|
||||
|
||||
// create a Matter.Inspector
|
||||
if (!_isMobile && Inspector && _useInspector) {
|
||||
demo.inspector = Inspector.create(demo.engine, demo.runner, demo.render);
|
||||
|
||||
Events.on(demo.inspector, 'import', function() {
|
||||
demo.mouseConstraint = MouseConstraint.create(demo.engine);
|
||||
World.add(demo.engine.world, demo.mouseConstraint);
|
||||
});
|
||||
|
||||
Events.on(demo.inspector, 'play', function() {
|
||||
demo.mouseConstraint = MouseConstraint.create(demo.engine);
|
||||
World.add(demo.engine.world, demo.mouseConstraint);
|
||||
});
|
||||
|
||||
Events.on(demo.inspector, 'selectStart', function() {
|
||||
demo.mouseConstraint.constraint.render.visible = false;
|
||||
});
|
||||
|
||||
Events.on(demo.inspector, 'selectEnd', function() {
|
||||
demo.mouseConstraint.constraint.render.visible = true;
|
||||
});
|
||||
}
|
||||
|
||||
// go fullscreen when using a mobile device
|
||||
if (_isMobile) {
|
||||
var body = document.body;
|
||||
|
||||
body.className += ' is-mobile';
|
||||
demo.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);
|
||||
}
|
||||
|
||||
// keyboard controls
|
||||
document.onkeypress = function(keys) {
|
||||
// shift + a = toggle manual
|
||||
if (keys.shiftKey && keys.keyCode === 65) {
|
||||
Demo.setManualControl(demo, !demo.isManual);
|
||||
var demo = MatterTools.Demo.create({
|
||||
toolbar: {
|
||||
title: 'matter-js',
|
||||
url: 'https://github.com/liabru/matter-js',
|
||||
reset: true,
|
||||
source: true,
|
||||
inspector: true,
|
||||
tools: true,
|
||||
fullscreen: true,
|
||||
exampleSelect: true
|
||||
},
|
||||
tools: {
|
||||
inspector: true,
|
||||
gui: true
|
||||
},
|
||||
inline: false,
|
||||
resetOnOrientation: true,
|
||||
examples: [
|
||||
{
|
||||
name: 'Air Friction',
|
||||
id: 'airFriction',
|
||||
init: Example.airFriction,
|
||||
sourceLink: sourceLinkRoot + '/airFriction.js'
|
||||
},
|
||||
{
|
||||
name: 'Attractors',
|
||||
id: 'attractors',
|
||||
init: Example.attractors,
|
||||
sourceLink: sourceLinkRoot + '/attractors.js'
|
||||
},
|
||||
{
|
||||
name: 'Avalanche',
|
||||
id: 'avalanche',
|
||||
init: Example.avalanche,
|
||||
sourceLink: sourceLinkRoot + '/avalanche.js'
|
||||
},
|
||||
{
|
||||
name: 'Ball Pool',
|
||||
id: 'ballPool',
|
||||
init: Example.ballPool,
|
||||
sourceLink: sourceLinkRoot + '/ballPool.js'
|
||||
},
|
||||
{
|
||||
name: 'Bridge',
|
||||
id: 'bridge',
|
||||
init: Example.bridge,
|
||||
sourceLink: sourceLinkRoot + '/bridge.js'
|
||||
},
|
||||
{
|
||||
name: 'Broadphase',
|
||||
id: 'broadphase',
|
||||
init: Example.broadphase,
|
||||
sourceLink: sourceLinkRoot + '/broadphase.js'
|
||||
},
|
||||
{
|
||||
name: 'Car',
|
||||
id: 'car',
|
||||
init: Example.car,
|
||||
sourceLink: sourceLinkRoot + '/car.js'
|
||||
},
|
||||
{
|
||||
name: 'Catapult',
|
||||
id: 'catapult',
|
||||
init: Example.catapult,
|
||||
sourceLink: sourceLinkRoot + '/catapult.js'
|
||||
},
|
||||
{
|
||||
name: 'Chains',
|
||||
id: 'chains',
|
||||
init: Example.chains,
|
||||
sourceLink: sourceLinkRoot + '/chains.js'
|
||||
},
|
||||
{
|
||||
name: 'Circle Stack',
|
||||
id: 'circleStack',
|
||||
init: Example.circleStack,
|
||||
sourceLink: sourceLinkRoot + '/circleStack.js'
|
||||
},
|
||||
{
|
||||
name: 'Cloth',
|
||||
id: 'cloth',
|
||||
init: Example.cloth,
|
||||
sourceLink: sourceLinkRoot + '/cloth.js'
|
||||
},
|
||||
{
|
||||
name: 'Collision Filtering',
|
||||
id: 'collisionFiltering',
|
||||
init: Example.collisionFiltering,
|
||||
sourceLink: sourceLinkRoot + '/collisionFiltering.js'
|
||||
},
|
||||
{
|
||||
name: 'Composite Manipulation',
|
||||
id: 'compositeManipulation',
|
||||
init: Example.compositeManipulation,
|
||||
sourceLink: sourceLinkRoot + '/compositeManipulation.js'
|
||||
},
|
||||
{
|
||||
name: 'Compound Bodies',
|
||||
id: 'compound',
|
||||
init: Example.compound,
|
||||
sourceLink: sourceLinkRoot + '/compound.js'
|
||||
},
|
||||
{
|
||||
name: 'Compound Stack',
|
||||
id: 'compoundStack',
|
||||
init: Example.compoundStack,
|
||||
sourceLink: sourceLinkRoot + '/compoundStack.js'
|
||||
},
|
||||
{
|
||||
name: 'Concave',
|
||||
id: 'concave',
|
||||
init: Example.concave,
|
||||
sourceLink: sourceLinkRoot + '/concave.js'
|
||||
},
|
||||
{
|
||||
name: 'Events',
|
||||
id: 'events',
|
||||
init: Example.events,
|
||||
sourceLink: sourceLinkRoot + '/events.js'
|
||||
},
|
||||
{
|
||||
name: 'Friction',
|
||||
id: 'friction',
|
||||
init: Example.friction,
|
||||
sourceLink: sourceLinkRoot + '/friction.js'
|
||||
},
|
||||
{
|
||||
name: 'Reverse Gravity',
|
||||
id: 'gravity',
|
||||
init: Example.gravity,
|
||||
sourceLink: sourceLinkRoot + '/gravity.js'
|
||||
},
|
||||
{
|
||||
name: 'Gyroscope',
|
||||
id: 'gyro',
|
||||
init: Example.gyro,
|
||||
sourceLink: sourceLinkRoot + '/gyro.js'
|
||||
},
|
||||
{
|
||||
name: 'Manipulation',
|
||||
id: 'manipulation',
|
||||
init: Example.manipulation,
|
||||
sourceLink: sourceLinkRoot + '/manipulation.js'
|
||||
},
|
||||
{
|
||||
name: 'Mixed Shapes',
|
||||
id: 'mixed',
|
||||
init: Example.mixed,
|
||||
sourceLink: sourceLinkRoot + '/mixed.js'
|
||||
},
|
||||
{
|
||||
name: 'Newton\'s Cradle',
|
||||
id: 'newtonsCradle',
|
||||
init: Example.newtonsCradle,
|
||||
sourceLink: sourceLinkRoot + '/newtonsCradle.js'
|
||||
},
|
||||
{
|
||||
name: 'Pyramid',
|
||||
id: 'pyramid',
|
||||
init: Example.pyramid,
|
||||
sourceLink: sourceLinkRoot + '/pyramid.js'
|
||||
},
|
||||
{
|
||||
name: 'Raycasting',
|
||||
id: 'raycasting',
|
||||
init: Example.raycasting,
|
||||
sourceLink: sourceLinkRoot + '/raycasting.js'
|
||||
},
|
||||
{
|
||||
name: 'Restitution',
|
||||
id: 'restitution',
|
||||
init: Example.restitution,
|
||||
sourceLink: sourceLinkRoot + '/restitution.js'
|
||||
},
|
||||
{
|
||||
name: 'Rounded Corners (Chamfering)',
|
||||
id: 'rounded',
|
||||
init: Example.rounded,
|
||||
sourceLink: sourceLinkRoot + '/rounded.js'
|
||||
},
|
||||
{
|
||||
name: 'Sensors',
|
||||
id: 'sensors',
|
||||
init: Example.sensors,
|
||||
sourceLink: sourceLinkRoot + '/sensors.js'
|
||||
},
|
||||
{
|
||||
name: 'Sleeping',
|
||||
id: 'sleeping',
|
||||
init: Example.sleeping,
|
||||
sourceLink: sourceLinkRoot + '/sleeping.js'
|
||||
},
|
||||
{
|
||||
name: 'Slingshot',
|
||||
id: 'slingshot',
|
||||
init: Example.slingshot,
|
||||
sourceLink: sourceLinkRoot + '/slingshot.js'
|
||||
},
|
||||
{
|
||||
name: 'Soft Body',
|
||||
id: 'softBody',
|
||||
init: Example.softBody,
|
||||
sourceLink: sourceLinkRoot + '/softBody.js'
|
||||
},
|
||||
{
|
||||
name: 'Sprites',
|
||||
id: 'sprites',
|
||||
init: Example.sprites,
|
||||
sourceLink: sourceLinkRoot + '/sprites.js'
|
||||
},
|
||||
{
|
||||
name: 'Stack',
|
||||
id: 'stack',
|
||||
init: Example.stack,
|
||||
sourceLink: sourceLinkRoot + '/stack.js'
|
||||
},
|
||||
{
|
||||
name: 'Static Friction',
|
||||
id: 'staticFriction',
|
||||
init: Example.staticFriction,
|
||||
sourceLink: sourceLinkRoot + '/staticFriction.js'
|
||||
},
|
||||
{
|
||||
name: 'Stress',
|
||||
id: 'stress',
|
||||
init: Example.stress,
|
||||
sourceLink: sourceLinkRoot + '/stress.js'
|
||||
},
|
||||
{
|
||||
name: 'Stress 2',
|
||||
id: 'stress2',
|
||||
init: Example.stress2,
|
||||
sourceLink: sourceLinkRoot + '/stress2.js'
|
||||
},
|
||||
{
|
||||
name: 'Concave SVG Paths',
|
||||
id: 'svg',
|
||||
init: Example.svg,
|
||||
sourceLink: sourceLinkRoot + '/svg.js'
|
||||
},
|
||||
{
|
||||
name: 'Terrain',
|
||||
id: 'terrain',
|
||||
init: Example.terrain,
|
||||
sourceLink: sourceLinkRoot + '/terraing.js'
|
||||
},
|
||||
{
|
||||
name: 'Time Scaling',
|
||||
id: 'timescale',
|
||||
init: Example.timescale,
|
||||
sourceLink: sourceLinkRoot + '/timescale.js'
|
||||
},
|
||||
{
|
||||
name: 'Views',
|
||||
id: 'views',
|
||||
init: Example.views,
|
||||
sourceLink: sourceLinkRoot + '/views.js'
|
||||
},
|
||||
{
|
||||
name: 'Wrecking Ball',
|
||||
id: 'wreckingBall',
|
||||
init: Example.wreckingBall,
|
||||
sourceLink: sourceLinkRoot + '/wreckingBall.js'
|
||||
}
|
||||
]
|
||||
});
|
||||
|
||||
// shift + q = step
|
||||
if (keys.shiftKey && keys.keyCode === 81) {
|
||||
if (!demo.isManual) {
|
||||
Demo.setManualControl(demo, true);
|
||||
}
|
||||
|
||||
Runner.tick(demo.runner, demo.engine);
|
||||
}
|
||||
};
|
||||
|
||||
// initialise demo selector
|
||||
demoSelect.value = demo.sceneName;
|
||||
Demo.setUpdateSourceLink(demo.sceneName);
|
||||
|
||||
demoSelect.addEventListener('change', function(e) {
|
||||
Demo.reset(demo);
|
||||
Demo.setScene(demo,demo.sceneName = e.target.value);
|
||||
|
||||
if (demo.gui) {
|
||||
Gui.update(demo.gui);
|
||||
}
|
||||
|
||||
var scrollY = window.scrollY;
|
||||
window.location.hash = demo.sceneName;
|
||||
window.scrollY = scrollY;
|
||||
Demo.setUpdateSourceLink(demo.sceneName);
|
||||
});
|
||||
|
||||
demoReset.addEventListener('click', function(e) {
|
||||
Demo.reset(demo);
|
||||
Demo.setScene(demo, demo.sceneName);
|
||||
|
||||
if (demo.gui) {
|
||||
Gui.update(demo.gui);
|
||||
}
|
||||
|
||||
Demo.setUpdateSourceLink(demo.sceneName);
|
||||
});
|
||||
};
|
||||
|
||||
Demo.setUpdateSourceLink = function(sceneName) {
|
||||
var demoViewSource = document.getElementById('demo-view-source'),
|
||||
sourceUrl = 'https://github.com/liabru/matter-js/blob/master/examples';
|
||||
demoViewSource.setAttribute('href', sourceUrl + '/' + sceneName + '.js');
|
||||
};
|
||||
|
||||
Demo.setManualControl = function(demo, isManual) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
runner = demo.runner;
|
||||
|
||||
demo.isManual = isManual;
|
||||
|
||||
if (demo.isManual) {
|
||||
Runner.stop(runner);
|
||||
|
||||
// continue rendering but not updating
|
||||
(function render(time){
|
||||
runner.frameRequestId = window.requestAnimationFrame(render);
|
||||
Events.trigger(engine, 'beforeUpdate');
|
||||
Events.trigger(engine, 'tick');
|
||||
engine.render.controller.world(engine);
|
||||
Events.trigger(engine, 'afterUpdate');
|
||||
})();
|
||||
} else {
|
||||
Runner.stop(runner);
|
||||
Runner.start(runner, engine);
|
||||
}
|
||||
};
|
||||
|
||||
Demo.fullscreen = function(demo) {
|
||||
var _fullscreenElement = demo.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(demo) {
|
||||
var world = demo.engine.world,
|
||||
i;
|
||||
|
||||
World.clear(world);
|
||||
Engine.clear(demo.engine);
|
||||
|
||||
// clear scene graph (if defined in controller)
|
||||
if (demo.render) {
|
||||
var renderController = demo.render.controller;
|
||||
if (renderController && renderController.clear)
|
||||
renderController.clear(demo.render);
|
||||
}
|
||||
|
||||
// clear all scene events
|
||||
if (demo.engine.events) {
|
||||
for (i = 0; i < demo.sceneEvents.length; i++)
|
||||
Events.off(demo.engine, demo.sceneEvents[i]);
|
||||
}
|
||||
|
||||
if (demo.mouseConstraint && demo.mouseConstraint.events) {
|
||||
for (i = 0; i < demo.sceneEvents.length; i++)
|
||||
Events.off(demo.mouseConstraint, demo.sceneEvents[i]);
|
||||
}
|
||||
|
||||
if (world.events) {
|
||||
for (i = 0; i < demo.sceneEvents.length; i++)
|
||||
Events.off(world, demo.sceneEvents[i]);
|
||||
}
|
||||
|
||||
if (demo.runner && demo.runner.events) {
|
||||
for (i = 0; i < demo.sceneEvents.length; i++)
|
||||
Events.off(demo.runner, demo.sceneEvents[i]);
|
||||
}
|
||||
|
||||
if (demo.render && demo.render.events) {
|
||||
for (i = 0; i < demo.sceneEvents.length; i++)
|
||||
Events.off(demo.render, demo.sceneEvents[i]);
|
||||
}
|
||||
|
||||
demo.sceneEvents = [];
|
||||
|
||||
// reset id pool
|
||||
Body._nextCollidingGroupId = 1;
|
||||
Body._nextNonCollidingGroupId = -1;
|
||||
Body._nextCategory = 0x0001;
|
||||
Common._nextId = 0;
|
||||
|
||||
// reset random seed
|
||||
Common._seed = 0;
|
||||
|
||||
// reset mouse offset and scale (only required for Demo.views)
|
||||
if (demo.mouseConstraint) {
|
||||
Mouse.setScale(demo.mouseConstraint.mouse, { x: 1, y: 1 });
|
||||
Mouse.setOffset(demo.mouseConstraint.mouse, { x: 0, y: 0 });
|
||||
}
|
||||
|
||||
demo.engine.enableSleeping = false;
|
||||
demo.engine.world.gravity.scale = 0.001;
|
||||
demo.engine.world.gravity.y = 1;
|
||||
demo.engine.world.gravity.x = 0;
|
||||
demo.engine.timing.timeScale = 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 })
|
||||
]);
|
||||
|
||||
if (demo.mouseConstraint) {
|
||||
World.add(world, demo.mouseConstraint);
|
||||
}
|
||||
|
||||
if (demo.render) {
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.wireframes = true;
|
||||
renderOptions.hasBounds = false;
|
||||
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.showVertexNumbers = false;
|
||||
renderOptions.showConvexHulls = false;
|
||||
renderOptions.showInternalEdges = false;
|
||||
renderOptions.showSeparations = false;
|
||||
renderOptions.background = '#fff';
|
||||
|
||||
if (_isMobile) {
|
||||
renderOptions.showDebug = true;
|
||||
}
|
||||
}
|
||||
};
|
||||
document.body.appendChild(demo.dom.root);
|
||||
|
||||
MatterTools.Demo.start(demo);
|
||||
})();
|
|
@ -1,161 +0,0 @@
|
|||
(function() {
|
||||
|
||||
// Matter aliases
|
||||
var Engine = Matter.Engine,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint;
|
||||
|
||||
var Demo = {};
|
||||
|
||||
var _engine,
|
||||
_sceneName = 'mixed',
|
||||
_sceneWidth,
|
||||
_sceneHeight,
|
||||
_deviceOrientationEvent;
|
||||
|
||||
Demo.init = function() {
|
||||
var canvasContainer = document.getElementById('canvas-container'),
|
||||
demoStart = document.getElementById('demo-start');
|
||||
|
||||
demoStart.addEventListener('click', function() {
|
||||
demoStart.style.display = 'none';
|
||||
|
||||
_engine = Engine.create(canvasContainer, {
|
||||
render: {
|
||||
options: {
|
||||
wireframes: true,
|
||||
showAngleIndicator: true,
|
||||
showDebug: true
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Demo.fullscreen();
|
||||
|
||||
setTimeout(function() {
|
||||
var runner = Engine.run(_engine);
|
||||
|
||||
// pass through runner as timing for debug rendering
|
||||
_engine.metrics.timing = runner;
|
||||
|
||||
Demo.updateScene();
|
||||
}, 800);
|
||||
});
|
||||
|
||||
window.addEventListener('deviceorientation', function(event) {
|
||||
_deviceOrientationEvent = event;
|
||||
Demo.updateGravity(event);
|
||||
}, true);
|
||||
|
||||
window.addEventListener('touchstart', Demo.fullscreen);
|
||||
|
||||
window.addEventListener('orientationchange', function() {
|
||||
Demo.updateGravity(_deviceOrientationEvent);
|
||||
Demo.updateScene();
|
||||
Demo.fullscreen();
|
||||
}, false);
|
||||
};
|
||||
|
||||
window.addEventListener('load', Demo.init);
|
||||
|
||||
Demo.mixed = function() {
|
||||
var _world = _engine.world;
|
||||
|
||||
Demo.reset();
|
||||
|
||||
World.add(_world, MouseConstraint.create(_engine));
|
||||
|
||||
var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y, column, row) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
|
||||
case 0:
|
||||
if (Common.random() < 0.8) {
|
||||
return Bodies.rectangle(x, y, Common.random(20, 40), Common.random(20, 40), { friction: 0.01, restitution: 0.4 });
|
||||
} else {
|
||||
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), { friction: 0.01, restitution: 0.4 });
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
return Bodies.polygon(x, y, Math.round(Common.random(4, 6)), Common.random(20, 40), { friction: 0.01, restitution: 0.4 });
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(_world, stack);
|
||||
};
|
||||
|
||||
Demo.updateScene = function() {
|
||||
if (!_engine)
|
||||
return;
|
||||
|
||||
_sceneWidth = document.documentElement.clientWidth;
|
||||
_sceneHeight = document.documentElement.clientHeight;
|
||||
|
||||
var boundsMax = _engine.world.bounds.max,
|
||||
renderOptions = _engine.render.options,
|
||||
canvas = _engine.render.canvas;
|
||||
|
||||
boundsMax.x = _sceneWidth;
|
||||
boundsMax.y = _sceneHeight;
|
||||
|
||||
canvas.width = renderOptions.width = _sceneWidth;
|
||||
canvas.height = renderOptions.height = _sceneHeight;
|
||||
|
||||
Demo[_sceneName]();
|
||||
};
|
||||
|
||||
Demo.updateGravity = function(event) {
|
||||
if (!_engine)
|
||||
return;
|
||||
|
||||
var orientation = window.orientation,
|
||||
gravity = _engine.world.gravity;
|
||||
|
||||
if (orientation === 0) {
|
||||
gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(event.beta, -90, 90) / 90;
|
||||
} else if (orientation === 180) {
|
||||
gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(-event.beta, -90, 90) / 90;
|
||||
} else if (orientation === 90) {
|
||||
gravity.x = Common.clamp(event.beta, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(-event.gamma, -90, 90) / 90;
|
||||
} else if (orientation === -90) {
|
||||
gravity.x = Common.clamp(-event.beta, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(event.gamma, -90, 90) / 90;
|
||||
}
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
Common._seed = 2;
|
||||
|
||||
World.clear(_world);
|
||||
Engine.clear(_engine);
|
||||
|
||||
var offset = 5;
|
||||
World.addBody(_world, Bodies.rectangle(_sceneWidth * 0.5, -offset, _sceneWidth + 0.5, 50.5, { isStatic: true }));
|
||||
World.addBody(_world, Bodies.rectangle(_sceneWidth * 0.5, _sceneHeight + offset, _sceneWidth + 0.5, 50.5, { isStatic: true }));
|
||||
World.addBody(_world, Bodies.rectangle(_sceneWidth + offset, _sceneHeight * 0.5, 50.5, _sceneHeight + 0.5, { isStatic: true }));
|
||||
World.addBody(_world, Bodies.rectangle(-offset, _sceneHeight * 0.5, 50.5, _sceneHeight + 0.5, { isStatic: true }));
|
||||
};
|
||||
|
||||
})();
|
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demo/js/lib/pixi.js
27293
demo/js/lib/pixi.js
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500
demo/lib/matter-tools.demo.js
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500
demo/lib/matter-tools.demo.js
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434
demo/lib/matter-tools.gui.js
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434
demo/lib/matter-tools.gui.js
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demo/lib/matter-tools.inspector.js
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demo/lib/matter-tools.inspector.js
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|
@ -1,35 +0,0 @@
|
|||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
|
||||
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1, maximum-scale=1, minimal-ui">
|
||||
<meta name="apple-mobile-web-app-capable" content="yes">
|
||||
<meta name="mobile-web-app-capable" content="yes">
|
||||
<meta name="robots" content="noindex">
|
||||
|
||||
<!-- matter lib edge master version -->
|
||||
<script type="text/javascript" src="./js/lib/matter-dev.js"></script>
|
||||
|
||||
<!-- matter demo code -->
|
||||
<link rel="stylesheet" href="./css/style.css" type="text/css">
|
||||
<script type="text/javascript" src="./js/DemoMobile.js"></script>
|
||||
|
||||
<title>Matter.js Physics Engine Mobile Demo</title>
|
||||
</head>
|
||||
<body class="mobile nav-links">
|
||||
<div class="container">
|
||||
<h1>Matter.js Mobile Demo</h1>
|
||||
<p>
|
||||
Open this page on your mobile device in Chrome or Safari
|
||||
<br><br>
|
||||
Touch and drag to interact with the blocks
|
||||
<br><br>
|
||||
Tilt and turn to master gravity like you're the boss of it
|
||||
</p>
|
||||
<input id="demo-start" value="Start Demo" type="submit">
|
||||
<p>Or back to the <a href="index.html">full demo</a> page for more info.</p>
|
||||
<div id="canvas-container"></div>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
|
@ -1,31 +1,76 @@
|
|||
var _isBrowser = typeof window !== 'undefined' && window.location,
|
||||
Matter = _isBrowser ? window.Matter : require('../../build/matter-dev.js');
|
||||
var Example = Example || {};
|
||||
|
||||
var Example = {};
|
||||
Matter.Example = Example;
|
||||
|
||||
if (!_isBrowser) {
|
||||
module.exports = Example;
|
||||
}
|
||||
|
||||
(function() {
|
||||
|
||||
var World = Matter.World,
|
||||
Example.airFriction = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.airFriction = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
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 })
|
||||
]);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
renderOptions.showVelocity = true;
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showVelocity: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
// falling blocks
|
||||
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 }),
|
||||
|
||||
// floor
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,50 +1,98 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.attractors = function() {
|
||||
Matter.use(
|
||||
'matter-gravity',
|
||||
'matter-wrap'
|
||||
);
|
||||
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Body = Matter.Body,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.attractors = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
Matter.use(
|
||||
'matter-gravity',
|
||||
'matter-wrap'
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
world.bodies = [];
|
||||
world.gravity.scale = 0;
|
||||
|
||||
var G = 0.001;
|
||||
|
||||
for (var i = 0; i < 200; i += 1) {
|
||||
var body = Bodies.circle(
|
||||
Common.random(10, render.options.width),
|
||||
Common.random(10, render.options.height),
|
||||
Common.random(4, 10),
|
||||
{
|
||||
mass: Common.random(10, 20),
|
||||
gravity: G,
|
||||
frictionAir: 0,
|
||||
wrap: {
|
||||
min: { x: 0, y: 0 },
|
||||
max: { x: render.options.width, y: render.options.height }
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
world.bodies = [];
|
||||
world.gravity.scale = 0;
|
||||
Body.setVelocity(body, {
|
||||
x: Common.random(-2, 2),
|
||||
y: Common.random(-2, 2)
|
||||
});
|
||||
|
||||
var G = 0.001;
|
||||
World.add(world, body);
|
||||
}
|
||||
|
||||
for (var i = 0; i < 200; i += 1) {
|
||||
var body = Bodies.circle(
|
||||
Common.random(10, 790),
|
||||
Common.random(10, 590),
|
||||
Common.random(4, 10),
|
||||
{
|
||||
mass: Common.random(10, 20),
|
||||
gravity: G,
|
||||
frictionAir: 0,
|
||||
wrap: {
|
||||
min: { x: 0, y: 0 },
|
||||
max: { x: 800, y: 600 }
|
||||
}
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
Body.setVelocity(body, {
|
||||
x: Common.random(-2, 2),
|
||||
y: Common.random(-2, 2)
|
||||
});
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
World.add(world, body);
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,25 +1,92 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.avalanche = function() {
|
||||
Matter.use(
|
||||
'matter-wrap'
|
||||
);
|
||||
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.avalanche = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y) {
|
||||
return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.001 });
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y) {
|
||||
return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.001 });
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
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 })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
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 })
|
||||
]);
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// wrapping using matter-wrap plugin
|
||||
for (var i = 0; i < stack.bodies.length; i += 1) {
|
||||
stack.bodies[i].wrap = {
|
||||
min: { x: render.bounds.min.x, y: render.bounds.min.y },
|
||||
max: { x: render.bounds.max.x, y: render.bounds.max.y }
|
||||
};
|
||||
}
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,24 +1,85 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.ballPool = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.ballPool = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(100, 50, 10, 15, 10, 10, function(x, y) {
|
||||
return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
var stack = Composites.stack(100, 50, 10, 8, 10, 10, function(x, y) {
|
||||
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)
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.polygon(200, 560, 3, 60),
|
||||
Bodies.polygon(400, 560, 5, 60),
|
||||
Bodies.rectangle(600, 560, 80, 80)
|
||||
]);
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,18 +0,0 @@
|
|||
(function() {
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites;
|
||||
|
||||
Example.beachBalls = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(0, 100, 5, 1, 20, 0, function(x, y) {
|
||||
return Bodies.circle(x, y, 75, { restitution: 0.9 });
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
};
|
||||
|
||||
})();
|
|
@ -1,35 +1,91 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.bridge = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint;
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.bridge = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
group = Body.nextGroup(true);
|
||||
|
||||
var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
|
||||
});
|
||||
|
||||
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) {
|
||||
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 40));
|
||||
});
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
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
|
||||
]);
|
||||
};
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var group = Body.nextGroup(true);
|
||||
|
||||
var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
|
||||
});
|
||||
|
||||
})();
|
||||
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) {
|
||||
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
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,34 +1,95 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.broadphase = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.broadphase = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true,
|
||||
showBroadphase: true
|
||||
}
|
||||
});
|
||||
|
||||
case 0:
|
||||
if (Common.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));
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
var stack = Composites.stack(20, 20, 12, 5, 0, 0, function(x, y) {
|
||||
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));
|
||||
} 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));
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showBroadphase = true;
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
112
examples/car.js
112
examples/car.js
|
@ -1,29 +1,89 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites;
|
||||
Example.car = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.car = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
scale;
|
||||
|
||||
scale = 0.9;
|
||||
World.add(world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale));
|
||||
|
||||
scale = 0.8;
|
||||
World.add(world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale));
|
||||
|
||||
World.add(world, [
|
||||
Bodies.rectangle(200, 150, 650, 20, { isStatic: true, angle: Math.PI * 0.06 }),
|
||||
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
|
||||
Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })
|
||||
]);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = true;
|
||||
renderOptions.showCollisions = true;
|
||||
};
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true,
|
||||
showCollisions: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
var scale = 0.9;
|
||||
World.add(world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale));
|
||||
|
||||
})();
|
||||
scale = 0.8;
|
||||
World.add(world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale));
|
||||
|
||||
World.add(world, [
|
||||
Bodies.rectangle(200, 150, 400, 20, { isStatic: true, angle: Math.PI * 0.06 }),
|
||||
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
|
||||
Bodies.rectangle(300, 560, 600, 20, { isStatic: true, angle: Math.PI * 0.04 })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,33 +1,88 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.catapult = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Constraint = Matter.Constraint;
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.catapult = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(250, 255, 1, 6, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 30, 30);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true,
|
||||
showCollisions: true,
|
||||
showVelocity: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.stack(250, 255, 1, 6, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 30, 30);
|
||||
});
|
||||
|
||||
var catapult = Bodies.rectangle(400, 520, 320, 20);
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
catapult,
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
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 } })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
var catapult = Bodies.rectangle(400, 520, 320, 20, { });
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
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 = demo.render.options;
|
||||
renderOptions.showCollisions = true;
|
||||
renderOptions.showVelocity = true;
|
||||
renderOptions.showAngleIndicator = true;
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,46 +1,107 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.chains = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Constraint = Matter.Constraint;
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.chains = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
group = Body.nextGroup(true);
|
||||
|
||||
var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true,
|
||||
showCollisions: true,
|
||||
showVelocity: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var group = Body.nextGroup(true);
|
||||
|
||||
var ropeA = Composites.stack(200, 100, 4, 2, 10, 10, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
|
||||
});
|
||||
|
||||
Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
|
||||
Composite.add(ropeA, Constraint.create({
|
||||
bodyB: ropeA.bodies[0],
|
||||
pointB: { x: -25, y: 0 },
|
||||
pointA: { x: 200, y: 100 },
|
||||
stiffness: 0.5
|
||||
}));
|
||||
|
||||
World.add(world, ropeA);
|
||||
|
||||
group = Body.nextGroup(true);
|
||||
|
||||
var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y) {
|
||||
return Bodies.circle(x, y, 20, { collisionFilter: { group: group } });
|
||||
});
|
||||
|
||||
Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
|
||||
Composite.add(ropeB, Constraint.create({
|
||||
bodyB: ropeB.bodies[0],
|
||||
pointB: { x: -20, y: 0 },
|
||||
pointA: { x: 500, y: 100 },
|
||||
stiffness: 0.5
|
||||
}));
|
||||
|
||||
World.add(world, ropeB);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
|
||||
Composite.add(ropeA, Constraint.create({
|
||||
bodyB: ropeA.bodies[0],
|
||||
pointB: { x: -25, y: 0 },
|
||||
pointA: { x: 200, y: 100 },
|
||||
stiffness: 0.5
|
||||
}));
|
||||
|
||||
World.add(world, ropeA);
|
||||
|
||||
group = Body.nextGroup(true);
|
||||
|
||||
var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y) {
|
||||
return Bodies.circle(x, y, 20, { collisionFilter: { group: group } });
|
||||
});
|
||||
|
||||
Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
|
||||
Composite.add(ropeB, Constraint.create({
|
||||
bodyB: ropeB.bodies[0],
|
||||
pointB: { x: -20, y: 0 },
|
||||
pointA: { x: 500, y: 100 },
|
||||
stiffness: 0.5
|
||||
}));
|
||||
|
||||
World.add(world, ropeB);
|
||||
|
||||
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: 700, 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);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,18 +1,79 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites;
|
||||
Example.circleStack = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.circleStack = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(100, 185, 10, 10, 20, 0, function(x, y) {
|
||||
return Bodies.circle(x, y, 20);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.stack(100, 185, 10, 10, 20, 0, function(x, y) {
|
||||
return Bodies.circle(x, y, 20);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
stack
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,27 +1,83 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.cloth = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composites = Matter.Composites;
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.cloth = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var group = Body.nextGroup(true),
|
||||
particleOptions = { friction: 0.00001, collisionFilter: { group: group }, render: { visible: false }},
|
||||
cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
for (var i = 0; i < 20; i++) {
|
||||
cloth.bodies[i].isStatic = true;
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
cloth,
|
||||
Bodies.circle(300, 500, 80, { isStatic: true }),
|
||||
Bodies.rectangle(500, 480, 80, 80, { isStatic: true })
|
||||
]);
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var group = Body.nextGroup(true),
|
||||
particleOptions = { friction: 0.00001, collisionFilter: { group: group }, 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 })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.9
|
||||
}
|
||||
});
|
||||
|
||||
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: 700 }
|
||||
});
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,97 +1,154 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.collisionFiltering = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.collisionFiltering = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
mouseConstraint = demo.mouseConstraint;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// define our categories (as bit fields, there are up to 32 available)
|
||||
var defaultCategory = 0x0001,
|
||||
redCategory = 0x0002,
|
||||
greenCategory = 0x0004,
|
||||
blueCategory = 0x0008;
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
wireframes: false,
|
||||
background: '#111'
|
||||
}
|
||||
});
|
||||
|
||||
var redColor = '#C44D58',
|
||||
blueColor = '#4ECDC4',
|
||||
greenColor = '#C7F464';
|
||||
Render.run(render);
|
||||
|
||||
// create a stack with varying body categories (but these bodies can all collide with each other)
|
||||
World.add(world,
|
||||
Composites.stack(275, 150, 5, 10, 10, 10, function(x, y, column, row) {
|
||||
var category = redCategory,
|
||||
color = redColor;
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
if (row > 5) {
|
||||
category = blueCategory;
|
||||
color = blueColor;
|
||||
} else if (row > 2) {
|
||||
category = greenCategory;
|
||||
color = greenColor;
|
||||
}
|
||||
// define our categories (as bit fields, there are up to 32 available)
|
||||
var defaultCategory = 0x0001,
|
||||
redCategory = 0x0002,
|
||||
greenCategory = 0x0004,
|
||||
blueCategory = 0x0008;
|
||||
|
||||
return Bodies.circle(x, y, 20, {
|
||||
collisionFilter: {
|
||||
category: category
|
||||
},
|
||||
render: {
|
||||
strokeStyle: color,
|
||||
fillStyle: 'transparent'
|
||||
}
|
||||
});
|
||||
})
|
||||
);
|
||||
var redColor = '#C44D58',
|
||||
blueColor = '#4ECDC4',
|
||||
greenColor = '#C7F464';
|
||||
|
||||
// this body will only collide with the walls and the green bodies
|
||||
World.add(world,
|
||||
Bodies.circle(310, 40, 30, {
|
||||
// add floor
|
||||
World.add(world, Bodies.rectangle(400, 800, 900, 50, {
|
||||
isStatic: true,
|
||||
render: {
|
||||
fillStyle: 'transparent'
|
||||
}
|
||||
}));
|
||||
|
||||
// create a stack with varying body categories (but these bodies can all collide with each other)
|
||||
World.add(world,
|
||||
Composites.stack(275, 150, 5, 10, 10, 10, function(x, y, column, row) {
|
||||
var category = redCategory,
|
||||
color = redColor;
|
||||
|
||||
if (row > 5) {
|
||||
category = blueCategory;
|
||||
color = blueColor;
|
||||
} else if (row > 2) {
|
||||
category = greenCategory;
|
||||
color = greenColor;
|
||||
}
|
||||
|
||||
return Bodies.circle(x, y, 20, {
|
||||
collisionFilter: {
|
||||
mask: defaultCategory | greenCategory
|
||||
category: category
|
||||
},
|
||||
render: {
|
||||
strokeStyle: Common.shadeColor(greenColor, -20),
|
||||
fillStyle: greenColor
|
||||
strokeStyle: color,
|
||||
fillStyle: 'transparent'
|
||||
}
|
||||
})
|
||||
);
|
||||
});
|
||||
})
|
||||
);
|
||||
|
||||
// this body will only collide with the walls and the red bodies
|
||||
World.add(world,
|
||||
Bodies.circle(400, 40, 30, {
|
||||
collisionFilter: {
|
||||
mask: defaultCategory | redCategory
|
||||
},
|
||||
// this body will only collide with the walls and the green bodies
|
||||
World.add(world,
|
||||
Bodies.circle(310, 40, 30, {
|
||||
collisionFilter: {
|
||||
mask: defaultCategory | greenCategory
|
||||
},
|
||||
render: {
|
||||
strokeStyle: Common.shadeColor(greenColor, -20),
|
||||
fillStyle: greenColor
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
// this body will only collide with the walls and the red bodies
|
||||
World.add(world,
|
||||
Bodies.circle(400, 40, 30, {
|
||||
collisionFilter: {
|
||||
mask: defaultCategory | redCategory
|
||||
},
|
||||
render: {
|
||||
strokeStyle: Common.shadeColor(redColor, -20),
|
||||
fillStyle: redColor
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
// this body will only collide with the walls and the blue bodies
|
||||
World.add(world,
|
||||
Bodies.circle(480, 40, 30, {
|
||||
collisionFilter: {
|
||||
mask: defaultCategory | blueCategory
|
||||
},
|
||||
render: {
|
||||
strokeStyle: Common.shadeColor(blueColor, -20),
|
||||
fillStyle: blueColor
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
strokeStyle: Common.shadeColor(redColor, -20),
|
||||
fillStyle: redColor
|
||||
visible: false
|
||||
}
|
||||
})
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// this body will only collide with the walls and the blue bodies
|
||||
World.add(world,
|
||||
Bodies.circle(480, 40, 30, {
|
||||
collisionFilter: {
|
||||
mask: defaultCategory | blueCategory
|
||||
},
|
||||
render: {
|
||||
strokeStyle: Common.shadeColor(blueColor, -20),
|
||||
fillStyle: blueColor
|
||||
}
|
||||
})
|
||||
);
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// red category objects should not be draggable with the mouse
|
||||
mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory;
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.wireframes = false;
|
||||
renderOptions.background = '#222';
|
||||
renderOptions.showAngleIndicator = false;
|
||||
// red category objects should not be draggable with the mouse
|
||||
mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,51 +1,106 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.compositeManipulation = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Events = Matter.Events;
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.compositeManipulation = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
sceneEvents = demo.sceneEvents;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(200, 200, 4, 4, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
var stack = Composites.stack(200, 200, 4, 4, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
world.gravity.y = 0;
|
||||
|
||||
Events.on(engine, 'afterUpdate', function(event) {
|
||||
var time = engine.timing.timestamp;
|
||||
|
||||
Composite.translate(stack, {
|
||||
x: Math.sin(time * 0.001) * 2,
|
||||
y: 0
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
Composite.rotate(stack, Math.sin(time * 0.001) * 0.01, {
|
||||
x: 300,
|
||||
y: 300
|
||||
});
|
||||
|
||||
world.gravity.y = 0;
|
||||
var scale = 1 + (Math.sin(time * 0.001) * 0.01);
|
||||
|
||||
sceneEvents.push(
|
||||
Events.on(engine, 'afterUpdate', function(event) {
|
||||
var time = engine.timing.timestamp;
|
||||
Composite.scale(stack, scale, scale, {
|
||||
x: 300,
|
||||
y: 300
|
||||
});
|
||||
});
|
||||
|
||||
Composite.translate(stack, {
|
||||
x: Math.sin(time * 0.001) * 2,
|
||||
y: 0
|
||||
});
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Composite.rotate(stack, Math.sin(time * 0.001) * 0.01, {
|
||||
x: 300,
|
||||
y: 300
|
||||
});
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
var scale = 1 + (Math.sin(time * 0.001) * 0.01);
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
Composite.scale(stack, scale, scale, {
|
||||
x: 300,
|
||||
y: 300
|
||||
});
|
||||
})
|
||||
);
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.wireframes = false;
|
||||
renderOptions.showAxes = true;
|
||||
renderOptions.showCollisions = true;
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,49 +1,109 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.compound = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Constraint = Matter.Constraint;
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.compound = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var size = 200,
|
||||
x = 200,
|
||||
y = 200,
|
||||
partA = Bodies.rectangle(x, y, size, size / 5),
|
||||
partB = Bodies.rectangle(x, y, size / 5, size, { render: partA.render });
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAxes: true,
|
||||
showPositions: true,
|
||||
showConvexHulls: true
|
||||
}
|
||||
});
|
||||
|
||||
var compoundBodyA = Body.create({
|
||||
parts: [partA, partB]
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var size = 200,
|
||||
x = 200,
|
||||
y = 200,
|
||||
partA = Bodies.rectangle(x, y, size, size / 5),
|
||||
partB = Bodies.rectangle(x, y, size / 5, size, { render: partA.render });
|
||||
|
||||
var compoundBodyA = Body.create({
|
||||
parts: [partA, partB]
|
||||
});
|
||||
|
||||
size = 150;
|
||||
x = 400;
|
||||
y = 300;
|
||||
|
||||
var partC = Bodies.circle(x, y, 30),
|
||||
partD = Bodies.circle(x + size, y, 30),
|
||||
partE = Bodies.circle(x + size, y + size, 30),
|
||||
partF = Bodies.circle(x, y + size, 30);
|
||||
|
||||
var compoundBodyB = Body.create({
|
||||
parts: [partC, partD, partE, partF]
|
||||
});
|
||||
|
||||
var constraint = Constraint.create({
|
||||
pointA: { x: 400, y: 100 },
|
||||
bodyB: compoundBodyB,
|
||||
pointB: { x: 0, y: -50 }
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
compoundBodyA,
|
||||
compoundBodyB,
|
||||
constraint,
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
size = 150;
|
||||
x = 400;
|
||||
y = 300;
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
var partC = Bodies.circle(x, y, 30),
|
||||
partD = Bodies.circle(x + size, y, 30),
|
||||
partE = Bodies.circle(x + size, y + size, 30),
|
||||
partF = Bodies.circle(x, y + size, 30);
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
var compoundBodyB = Body.create({
|
||||
parts: [partC, partD, partE, partF]
|
||||
});
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
var constraint = Constraint.create({
|
||||
pointA: { x: 400, y: 100 },
|
||||
bodyB: compoundBodyB,
|
||||
pointB: { x: 0, y: -50 }
|
||||
});
|
||||
|
||||
World.add(world, [compoundBodyA, compoundBodyB, constraint]);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAxes = true;
|
||||
renderOptions.showPositions = true;
|
||||
renderOptions.showConvexHulls = true;
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,25 +1,87 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.compoundStack = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composites = Matter.Composites;
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.compoundStack = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
size = 50;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(100, 280, 12, 6, 0, 0, function(x, y) {
|
||||
var partA = Bodies.rectangle(x, y, size, size / 5),
|
||||
partB = Bodies.rectangle(x, y, size / 5, size, { render: partA.render });
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
return Body.create({
|
||||
parts: [partA, partB]
|
||||
});
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var size = 50;
|
||||
|
||||
var stack = Composites.stack(100, 280, 12, 6, 0, 0, function(x, y) {
|
||||
var partA = Bodies.rectangle(x, y, size, size / 5),
|
||||
partB = Bodies.rectangle(x, y, size / 5, size, { render: partA.render });
|
||||
|
||||
return Body.create({
|
||||
parts: [partA, partB]
|
||||
});
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 620, 800, 50, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
};
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
})();
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,34 +1,94 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.concave = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Vertices = Matter.Vertices;
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.concave = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var arrow = Vertices.fromPath('40 0 40 20 100 20 100 80 40 80 40 100 0 50'),
|
||||
chevron = Vertices.fromPath('100 0 75 50 100 100 25 100 0 50 25 0'),
|
||||
star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
|
||||
horseShoe = Vertices.fromPath('35 7 19 17 14 38 14 58 25 79 45 85 65 84 65 66 46 67 34 59 30 44 33 29 45 23 66 23 66 7 53 7');
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
var stack = Composites.stack(50, 50, 6, 4, 10, 10, function(x, y) {
|
||||
var color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
return Bodies.fromVertices(x, y, Common.choose([arrow, chevron, star, horseShoe]), {
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
var arrow = Vertices.fromPath('40 0 40 20 100 20 100 80 40 80 40 100 0 50'),
|
||||
chevron = Vertices.fromPath('100 0 75 50 100 100 25 100 0 50 25 0'),
|
||||
star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
|
||||
horseShoe = Vertices.fromPath('35 7 19 17 14 38 14 58 25 79 45 85 65 84 65 66 46 67 34 59 30 44 33 29 45 23 66 23 66 7 53 7');
|
||||
|
||||
var stack = Composites.stack(50, 50, 6, 4, 10, 10, function(x, y) {
|
||||
var color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
return Bodies.fromVertices(x, y, Common.choose([arrow, chevron, star, horseShoe]), {
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
}
|
||||
}, true);
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
visible: false
|
||||
}
|
||||
}, true);
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,17 +0,0 @@
|
|||
(function() {
|
||||
|
||||
var Engine = Matter.Engine;
|
||||
|
||||
Example.engine = function(demo) {
|
||||
// some example engine options
|
||||
var options = {
|
||||
positionIterations: 6,
|
||||
velocityIterations: 4,
|
||||
enableSleeping: false,
|
||||
metrics: { extended: true }
|
||||
};
|
||||
|
||||
return Engine.create(options);
|
||||
};
|
||||
|
||||
})();
|
|
@ -1,159 +1,176 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.events = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Events = Matter.Events;
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.events = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
mouseConstraint = demo.mouseConstraint,
|
||||
sceneEvents = demo.sceneEvents;
|
||||
|
||||
// bind events (sceneEvents is only used for this demo)
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
sceneEvents.push(
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
// an example of using composite events on the world
|
||||
Events.on(world, 'afterAdd', function(event) {
|
||||
console.log('added to world:', event.object);
|
||||
})
|
||||
Render.run(render);
|
||||
|
||||
);
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
sceneEvents.push(
|
||||
// an example of using composite events on the world
|
||||
Events.on(world, 'afterAdd', function(event) {
|
||||
console.log('added to world:', event.object);
|
||||
});
|
||||
|
||||
// an example of using beforeUpdate event on an engine
|
||||
Events.on(engine, 'beforeUpdate', function(event) {
|
||||
var engine = event.source;
|
||||
// an example of using beforeUpdate event on an engine
|
||||
Events.on(engine, 'beforeUpdate', function(event) {
|
||||
var engine = event.source;
|
||||
|
||||
// apply random forces every 5 secs
|
||||
if (event.timestamp % 5000 < 50)
|
||||
shakeScene(engine);
|
||||
})
|
||||
// apply random forces every 5 secs
|
||||
if (event.timestamp % 5000 < 50)
|
||||
shakeScene(engine);
|
||||
});
|
||||
|
||||
);
|
||||
// an example of using collisionStart event on an engine
|
||||
Events.on(engine, 'collisionStart', function(event) {
|
||||
var pairs = event.pairs;
|
||||
|
||||
sceneEvents.push(
|
||||
// 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';
|
||||
}
|
||||
});
|
||||
|
||||
// an example of using collisionStart event on an engine
|
||||
Events.on(engine, 'collisionStart', function(event) {
|
||||
var pairs = event.pairs;
|
||||
// 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 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';
|
||||
}
|
||||
})
|
||||
// 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';
|
||||
}
|
||||
});
|
||||
|
||||
);
|
||||
// an example of using collisionEnd event on an engine
|
||||
Events.on(engine, 'collisionEnd', function(event) {
|
||||
var pairs = event.pairs;
|
||||
|
||||
sceneEvents.push(
|
||||
// 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';
|
||||
}
|
||||
});
|
||||
|
||||
// an example of using collisionActive event on an engine
|
||||
Events.on(engine, 'collisionActive', function(event) {
|
||||
var pairs = event.pairs;
|
||||
// scene code
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// 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';
|
||||
}
|
||||
})
|
||||
var stack = Composites.stack(70, 100, 9, 4, 50, 50, function(x, y) {
|
||||
return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } });
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
);
|
||||
var shakeScene = function(engine) {
|
||||
var bodies = Composite.allBodies(engine.world);
|
||||
|
||||
sceneEvents.push(
|
||||
for (var i = 0; i < bodies.length; i++) {
|
||||
var body = bodies[i];
|
||||
|
||||
// an example of using collisionEnd event on an engine
|
||||
Events.on(engine, 'collisionEnd', function(event) {
|
||||
var pairs = event.pairs;
|
||||
if (!body.isStatic && body.position.y >= 500) {
|
||||
var forceMagnitude = 0.02 * body.mass;
|
||||
|
||||
// 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 a mouse
|
||||
Events.on(mouseConstraint, 'mousedown', function(event) {
|
||||
var mousePosition = event.mouse.position;
|
||||
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
|
||||
demo.render.options.background = 'cornsilk';
|
||||
shakeScene(engine);
|
||||
})
|
||||
|
||||
);
|
||||
|
||||
sceneEvents.push(
|
||||
|
||||
// an example of using mouse events on a mouse
|
||||
Events.on(mouseConstraint, 'mouseup', function(event) {
|
||||
var mousePosition = event.mouse.position;
|
||||
demo.render.options.background = "white";
|
||||
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
|
||||
})
|
||||
|
||||
);
|
||||
|
||||
sceneEvents.push(
|
||||
|
||||
// an example of using mouse events on a mouse
|
||||
Events.on(mouseConstraint, 'startdrag', function(event) {
|
||||
console.log('startdrag', event);
|
||||
})
|
||||
|
||||
);
|
||||
|
||||
sceneEvents.push(
|
||||
|
||||
// an example of using mouse events on a mouse
|
||||
Events.on(mouseConstraint, 'enddrag', function(event) {
|
||||
console.log('enddrag', event);
|
||||
})
|
||||
|
||||
);
|
||||
|
||||
// scene code
|
||||
|
||||
var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y) {
|
||||
return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } });
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.wireframes = false;
|
||||
|
||||
var shakeScene = 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 = 0.01 * body.mass;
|
||||
|
||||
Body.applyForce(body, { x: 0, y: 0 }, {
|
||||
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
|
||||
y: -forceMagnitude + Common.random() * -forceMagnitude
|
||||
});
|
||||
}
|
||||
Body.applyForce(body, body.position, {
|
||||
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
|
||||
y: -forceMagnitude + Common.random() * -forceMagnitude
|
||||
});
|
||||
}
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// an example of using mouse events on a mouse
|
||||
Events.on(mouseConstraint, 'mousedown', function(event) {
|
||||
var mousePosition = event.mouse.position;
|
||||
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
|
||||
render.options.background = 'cornsilk';
|
||||
shakeScene(engine);
|
||||
});
|
||||
|
||||
// an example of using mouse events on a mouse
|
||||
Events.on(mouseConstraint, 'mouseup', function(event) {
|
||||
var mousePosition = event.mouse.position;
|
||||
render.options.background = "white";
|
||||
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
|
||||
});
|
||||
|
||||
// an example of using mouse events on a mouse
|
||||
Events.on(mouseConstraint, 'startdrag', function(event) {
|
||||
console.log('startdrag', event);
|
||||
});
|
||||
|
||||
// an example of using mouse events on a mouse
|
||||
Events.on(mouseConstraint, 'enddrag', function(event) {
|
||||
console.log('enddrag', event);
|
||||
});
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,30 +1,93 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Example.friction = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.friction = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
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 })
|
||||
]);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
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 })
|
||||
]);
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showVelocity: true
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
|
||||
Bodies.rectangle(300, 430, 40, 40, { friction: 0 })
|
||||
]);
|
||||
Render.run(render);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
renderOptions.showVelocity = true;
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
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 })
|
||||
]);
|
||||
|
||||
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 })
|
||||
]);
|
||||
|
||||
World.add(world, [
|
||||
Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
|
||||
Bodies.rectangle(300, 430, 40, 40, { friction: 0 })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,33 +1,100 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.gravity = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.gravity = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
engine.world.gravity.y = -1;
|
||||
|
||||
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
case 0:
|
||||
if (Common.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));
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showVelocity: true,
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
engine.world.gravity.y = -1;
|
||||
|
||||
var stack = Composites.stack(50, 120, 11, 5, 0, 0, function(x, y) {
|
||||
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));
|
||||
} 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));
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
129
examples/gyro.js
Normal file
129
examples/gyro.js
Normal file
|
@ -0,0 +1,129 @@
|
|||
var Example = Example || {};
|
||||
|
||||
Example.gyro = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) {
|
||||
var sides = Math.round(Common.random(1, 8));
|
||||
|
||||
// triangles can be a little unstable, so avoid until fixed
|
||||
sides = (sides === 3) ? 4 : sides;
|
||||
|
||||
// round the edges of some bodies
|
||||
var chamfer = null;
|
||||
if (sides > 2 && Common.random() > 0.7) {
|
||||
chamfer = {
|
||||
radius: 10
|
||||
};
|
||||
}
|
||||
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
case 0:
|
||||
if (Common.random() < 0.8) {
|
||||
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
|
||||
} else {
|
||||
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add gyro control
|
||||
var updateGravity = function(event) {
|
||||
var orientation = typeof window.orientation !== 'undefined' ? window.orientation : 0,
|
||||
gravity = engine.world.gravity;
|
||||
|
||||
if (orientation === 0) {
|
||||
gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(event.beta, -90, 90) / 90;
|
||||
} else if (orientation === 180) {
|
||||
gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(-event.beta, -90, 90) / 90;
|
||||
} else if (orientation === 90) {
|
||||
gravity.x = Common.clamp(event.beta, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(-event.gamma, -90, 90) / 90;
|
||||
} else if (orientation === -90) {
|
||||
gravity.x = Common.clamp(-event.beta, -90, 90) / 90;
|
||||
gravity.y = Common.clamp(event.gamma, -90, 90) / 90;
|
||||
}
|
||||
};
|
||||
|
||||
window.addEventListener('deviceorientation', updateGravity);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
window.removeEventListener('deviceorientation', updateGravity);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,83 +1,141 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.manipulation = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events;
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.manipulation = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
sceneEvents = demo.sceneEvents;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }),
|
||||
bodyB = Bodies.rectangle(200, 200, 50, 50),
|
||||
bodyC = Bodies.rectangle(300, 200, 50, 50),
|
||||
bodyD = Bodies.rectangle(400, 200, 50, 50),
|
||||
bodyE = Bodies.rectangle(550, 200, 50, 50),
|
||||
bodyF = Bodies.rectangle(700, 200, 50, 50),
|
||||
bodyG = Bodies.circle(400, 100, 25),
|
||||
partA = Bodies.rectangle(600, 200, 120, 50),
|
||||
partB = Bodies.rectangle(660, 200, 50, 190),
|
||||
compound = Body.create({
|
||||
parts: [partA, partB],
|
||||
isStatic: true
|
||||
});
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAxes: true,
|
||||
showCollisions: true,
|
||||
showConvexHulls: true
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
|
||||
Render.run(render);
|
||||
|
||||
var counter = 0,
|
||||
scaleFactor = 1.01;
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
sceneEvents.push(
|
||||
Events.on(engine, 'beforeUpdate', function(event) {
|
||||
counter += 1;
|
||||
// add bodies
|
||||
var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }),
|
||||
bodyB = Bodies.rectangle(200, 200, 50, 50),
|
||||
bodyC = Bodies.rectangle(300, 200, 50, 50),
|
||||
bodyD = Bodies.rectangle(400, 200, 50, 50),
|
||||
bodyE = Bodies.rectangle(550, 200, 50, 50),
|
||||
bodyF = Bodies.rectangle(700, 200, 50, 50),
|
||||
bodyG = Bodies.circle(400, 100, 25),
|
||||
partA = Bodies.rectangle(600, 200, 120, 50),
|
||||
partB = Bodies.rectangle(660, 200, 50, 190),
|
||||
compound = Body.create({
|
||||
parts: [partA, partB],
|
||||
isStatic: true
|
||||
});
|
||||
|
||||
if (counter === 40)
|
||||
Body.setStatic(bodyG, true);
|
||||
World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
|
||||
|
||||
if (scaleFactor > 1) {
|
||||
Body.scale(bodyF, scaleFactor, scaleFactor);
|
||||
Body.scale(compound, 0.995, 0.995);
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// modify bodyE vertices
|
||||
bodyE.vertices[0].x -= 0.2;
|
||||
bodyE.vertices[0].y -= 0.2;
|
||||
bodyE.vertices[1].x += 0.2;
|
||||
bodyE.vertices[1].y -= 0.2;
|
||||
Body.setVertices(bodyE, bodyE.vertices);
|
||||
var counter = 0,
|
||||
scaleFactor = 1.01;
|
||||
|
||||
Events.on(engine, 'beforeUpdate', function(event) {
|
||||
counter += 1;
|
||||
|
||||
if (counter === 40)
|
||||
Body.setStatic(bodyG, true);
|
||||
|
||||
if (scaleFactor > 1) {
|
||||
Body.scale(bodyF, scaleFactor, scaleFactor);
|
||||
Body.scale(compound, 0.995, 0.995);
|
||||
|
||||
// modify bodyE vertices
|
||||
bodyE.vertices[0].x -= 0.2;
|
||||
bodyE.vertices[0].y -= 0.2;
|
||||
bodyE.vertices[1].x += 0.2;
|
||||
bodyE.vertices[1].y -= 0.2;
|
||||
Body.setVertices(bodyE, bodyE.vertices);
|
||||
}
|
||||
|
||||
// make bodyA move up and down
|
||||
// body is static so must manually update velocity for friction to work
|
||||
var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
|
||||
Body.setVelocity(bodyA, { x: 0, y: py - bodyA.position.y });
|
||||
Body.setPosition(bodyA, { x: 100, y: py });
|
||||
|
||||
// make compound body move up and down and rotate constantly
|
||||
Body.setVelocity(compound, { x: 0, y: py - compound.position.y });
|
||||
Body.setAngularVelocity(compound, 0.02);
|
||||
Body.setPosition(compound, { x: 600, y: py });
|
||||
Body.rotate(compound, 0.02);
|
||||
|
||||
// every 1.5 sec
|
||||
if (counter >= 60 * 1.5) {
|
||||
Body.setVelocity(bodyB, { x: 0, y: -10 });
|
||||
Body.setAngle(bodyC, -Math.PI * 0.26);
|
||||
Body.setAngularVelocity(bodyD, 0.2);
|
||||
|
||||
// reset counter
|
||||
counter = 0;
|
||||
scaleFactor = 1;
|
||||
}
|
||||
});
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// make bodyA move up and down
|
||||
// body is static so must manually update velocity for friction to work
|
||||
var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
|
||||
Body.setVelocity(bodyA, { x: 0, y: py - bodyA.position.y });
|
||||
Body.setPosition(bodyA, { x: 100, y: py });
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// make compound body move up and down and rotate constantly
|
||||
Body.setVelocity(compound, { x: 0, y: py - compound.position.y });
|
||||
Body.setAngularVelocity(compound, 0.02);
|
||||
Body.setPosition(compound, { x: 600, y: py });
|
||||
Body.rotate(compound, 0.02);
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// every 1.5 sec
|
||||
if (counter >= 60 * 1.5) {
|
||||
Body.setVelocity(bodyB, { x: 0, y: -10 });
|
||||
Body.setAngle(bodyC, -Math.PI * 0.26);
|
||||
Body.setAngularVelocity(bodyD, 0.2);
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// reset counter
|
||||
counter = 0;
|
||||
scaleFactor = 1;
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAxes = true;
|
||||
renderOptions.showCollisions = true;
|
||||
renderOptions.showPositions = true;
|
||||
renderOptions.showConvexHulls = true;
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,42 +1,107 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.mixed = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.mixed = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y) {
|
||||
var sides = Math.round(Common.random(1, 8));
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
// triangles can be a little unstable, so avoid until fixed
|
||||
sides = (sides === 3) ? 4 : sides;
|
||||
Render.run(render);
|
||||
|
||||
// round the edges of some bodies
|
||||
var chamfer = null;
|
||||
if (sides > 2 && Common.random() > 0.7) {
|
||||
chamfer = {
|
||||
radius: 10
|
||||
};
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) {
|
||||
var sides = Math.round(Common.random(1, 8));
|
||||
|
||||
// triangles can be a little unstable, so avoid until fixed
|
||||
sides = (sides === 3) ? 4 : sides;
|
||||
|
||||
// round the edges of some bodies
|
||||
var chamfer = null;
|
||||
if (sides > 2 && Common.random() > 0.7) {
|
||||
chamfer = {
|
||||
radius: 10
|
||||
};
|
||||
}
|
||||
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
case 0:
|
||||
if (Common.random() < 0.8) {
|
||||
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
|
||||
} else {
|
||||
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
|
||||
}
|
||||
});
|
||||
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
case 0:
|
||||
if (Common.random() < 0.8) {
|
||||
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
|
||||
} else {
|
||||
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
|
||||
World.add(world, stack);
|
||||
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,35 +0,0 @@
|
|||
(function() {
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
|
||||
Example.mixedSolid = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y) {
|
||||
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));
|
||||
} 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));
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.wireframes = false;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
};
|
||||
|
||||
})();
|
|
@ -1,23 +1,81 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Example.newtonsCradle = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composites = Matter.Composites;
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.newtonsCradle = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var cradle = Composites.newtonsCradle(280, 100, 5, 30, 200);
|
||||
World.add(world, cradle);
|
||||
Body.translate(cradle.bodies[0], { x: -180, y: -100 });
|
||||
|
||||
cradle = Composites.newtonsCradle(280, 380, 7, 20, 140);
|
||||
World.add(world, cradle);
|
||||
Body.translate(cradle.bodies[0], { x: -140, y: -100 });
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showVelocity = true;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showVelocity: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var cradle = Composites.newtonsCradle(280, 100, 5, 30, 200);
|
||||
World.add(world, cradle);
|
||||
Body.translate(cradle.bodies[0], { x: -180, y: -100 });
|
||||
|
||||
cradle = Composites.newtonsCradle(280, 380, 7, 20, 140);
|
||||
World.add(world, cradle);
|
||||
Body.translate(cradle.bodies[0], { x: -140, y: -100 });
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
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: 700 }
|
||||
});
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,18 +1,79 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites;
|
||||
Example.pyramid = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.pyramid = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.pyramid(100, 258, 15, 10, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.pyramid(100, 258, 15, 10, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 620, 800, 50, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,72 +1,134 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.raycasting = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Query = Matter.Query,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
Events = Matter.Events,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Query = Matter.Query;
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.raycasting = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
sceneEvents = demo.sceneEvents,
|
||||
mouseConstraint = demo.mouseConstraint;
|
||||
|
||||
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
case 0:
|
||||
if (Common.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));
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.stack(20, 20, 12, 4, 0, 0, function(x, y) {
|
||||
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));
|
||||
} 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));
|
||||
}
|
||||
});
|
||||
|
||||
var star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
|
||||
concave = Bodies.fromVertices(200, 200, star);
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
concave,
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
Events.on(render, 'afterRender', function() {
|
||||
var mouse = mouseConstraint.mouse,
|
||||
context = render.context,
|
||||
bodies = Composite.allBodies(engine.world),
|
||||
startPoint = { x: 400, y: 100 },
|
||||
endPoint = mouse.position;
|
||||
|
||||
var collisions = Query.ray(bodies, startPoint, endPoint);
|
||||
|
||||
Render.startViewTransform(render);
|
||||
|
||||
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();
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
context.fillStyle = 'rgba(255,165,0,0.7)';
|
||||
context.fill();
|
||||
|
||||
Render.endViewTransform(render);
|
||||
});
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
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));
|
||||
}
|
||||
});
|
||||
|
||||
var star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
|
||||
concave = Bodies.fromVertices(200, 200, star);
|
||||
|
||||
World.add(world, [stack, concave]);
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
sceneEvents.push(
|
||||
Events.on(demo.render, 'afterRender', function() {
|
||||
var mouse = mouseConstraint.mouse,
|
||||
context = demo.render.context,
|
||||
bodies = Composite.allBodies(engine.world),
|
||||
startPoint = { x: 400, y: 100 },
|
||||
endPoint = mouse.position;
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
var collisions = Query.ray(bodies, startPoint, endPoint);
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
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();
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
context.fillStyle = 'rgba(255,165,0,0.7)';
|
||||
context.fill();
|
||||
})
|
||||
);
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,27 +1,84 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Example.restitution = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.restitution = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
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 })
|
||||
]);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showCollisions = true;
|
||||
renderOptions.showVelocity = true;
|
||||
renderOptions.showAngleIndicator = true;
|
||||
};
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
})();
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true,
|
||||
showCollisions: true,
|
||||
showVelocity: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
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 }),
|
||||
Bodies.rectangle(400, 620, 800, 50, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,49 +1,108 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Example.rounded = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.rounded = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
World.add(world, [
|
||||
Bodies.rectangle(200, 200, 100, 100, {
|
||||
chamfer: { radius: 20 }
|
||||
}),
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAxes: true
|
||||
}
|
||||
});
|
||||
|
||||
Bodies.rectangle(300, 200, 100, 100, {
|
||||
chamfer: { radius: [90, 0, 0, 0] }
|
||||
}),
|
||||
Render.run(render);
|
||||
|
||||
Bodies.rectangle(400, 200, 200, 200, {
|
||||
chamfer: { radius: [150, 20, 40, 20] }
|
||||
}),
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
Bodies.rectangle(200, 200, 200, 200, {
|
||||
chamfer: { radius: [150, 20, 150, 20] }
|
||||
}),
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
Bodies.rectangle(300, 200, 200, 50, {
|
||||
chamfer: { radius: [25, 25, 0, 0] }
|
||||
}),
|
||||
World.add(world, [
|
||||
Bodies.rectangle(200, 200, 100, 100, {
|
||||
chamfer: { radius: 20 }
|
||||
}),
|
||||
|
||||
Bodies.polygon(200, 100, 8, 80, {
|
||||
chamfer: { radius: 30 }
|
||||
}),
|
||||
Bodies.rectangle(300, 200, 100, 100, {
|
||||
chamfer: { radius: [90, 0, 0, 0] }
|
||||
}),
|
||||
|
||||
Bodies.polygon(300, 100, 5, 80, {
|
||||
chamfer: { radius: [10, 40, 20, 40, 10] }
|
||||
}),
|
||||
Bodies.rectangle(400, 200, 200, 200, {
|
||||
chamfer: { radius: [150, 20, 40, 20] }
|
||||
}),
|
||||
|
||||
Bodies.polygon(400, 200, 3, 50, {
|
||||
chamfer: { radius: [20, 0, 20] }
|
||||
})
|
||||
]);
|
||||
Bodies.rectangle(200, 200, 200, 200, {
|
||||
chamfer: { radius: [150, 20, 150, 20] }
|
||||
}),
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAxes = true;
|
||||
renderOptions.showCollisions = true;
|
||||
Bodies.rectangle(300, 200, 200, 50, {
|
||||
chamfer: { radius: [25, 25, 0, 0] }
|
||||
}),
|
||||
|
||||
Bodies.polygon(200, 100, 8, 80, {
|
||||
chamfer: { radius: 30 }
|
||||
}),
|
||||
|
||||
Bodies.polygon(300, 100, 5, 80, {
|
||||
chamfer: { radius: [10, 40, 20, 40, 10] }
|
||||
}),
|
||||
|
||||
Bodies.polygon(400, 200, 3, 50, {
|
||||
chamfer: { radius: [20, 0, 20] }
|
||||
})
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,70 +1,131 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.sensors = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Events = Matter.Events;
|
||||
Events = Matter.Events,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.sensors = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
sceneEvents = demo.sceneEvents;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var redColor = '#C44D58',
|
||||
greenColor = '#C7F464';
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
wireframes: false,
|
||||
background: '#111'
|
||||
}
|
||||
});
|
||||
|
||||
var collider = Bodies.rectangle(400, 300, 500, 50, {
|
||||
isSensor: true,
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var redColor = '#C44D58',
|
||||
greenColor = '#C7F464';
|
||||
|
||||
var collider = Bodies.rectangle(400, 300, 500, 50, {
|
||||
isSensor: true,
|
||||
isStatic: true,
|
||||
render: {
|
||||
strokeStyle: redColor,
|
||||
fillStyle: 'transparent'
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
collider,
|
||||
Bodies.rectangle(400, 620, 800, 50, {
|
||||
isStatic: true,
|
||||
render: {
|
||||
strokeStyle: redColor,
|
||||
fillStyle: 'transparent'
|
||||
}
|
||||
})
|
||||
]);
|
||||
|
||||
World.add(world,
|
||||
Bodies.circle(400, 40, 30, {
|
||||
render: {
|
||||
strokeStyle: greenColor,
|
||||
fillStyle: 'transparent'
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
Events.on(engine, 'collisionStart', function(event) {
|
||||
var pairs = event.pairs;
|
||||
|
||||
for (var i = 0, j = pairs.length; i != j; ++i) {
|
||||
var pair = pairs[i];
|
||||
|
||||
if (pair.bodyA === collider) {
|
||||
pair.bodyB.render.strokeStyle = redColor;
|
||||
} else if (pair.bodyB === collider) {
|
||||
pair.bodyA.render.strokeStyle = redColor;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Events.on(engine, 'collisionEnd', function(event) {
|
||||
var pairs = event.pairs;
|
||||
|
||||
for (var i = 0, j = pairs.length; i != j; ++i) {
|
||||
var pair = pairs[i];
|
||||
|
||||
if (pair.bodyA === collider) {
|
||||
pair.bodyB.render.strokeStyle = greenColor;
|
||||
} else if (pair.bodyB === collider) {
|
||||
pair.bodyA.render.strokeStyle = greenColor;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, collider);
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
World.add(world,
|
||||
Bodies.circle(400, 40, 30, {
|
||||
render: {
|
||||
strokeStyle: greenColor,
|
||||
fillStyle: 'transparent'
|
||||
}
|
||||
})
|
||||
);
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
sceneEvents.push(
|
||||
Events.on(engine, 'collisionStart', function(event) {
|
||||
var pairs = event.pairs;
|
||||
|
||||
for (var i = 0, j = pairs.length; i != j; ++i) {
|
||||
var pair = pairs[i];
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
if (pair.bodyA === collider) {
|
||||
pair.bodyB.render.strokeStyle = redColor;
|
||||
} else if (pair.bodyB === collider) {
|
||||
pair.bodyA.render.strokeStyle = redColor;
|
||||
}
|
||||
}
|
||||
}),
|
||||
Events.on(engine, 'collisionEnd', function(event) {
|
||||
var pairs = event.pairs;
|
||||
|
||||
for (var i = 0, j = pairs.length; i != j; ++i) {
|
||||
var pair = pairs[i];
|
||||
|
||||
if (pair.bodyA === collider) {
|
||||
pair.bodyB.render.strokeStyle = greenColor;
|
||||
} else if (pair.bodyB === collider) {
|
||||
pair.bodyA.render.strokeStyle = greenColor;
|
||||
}
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.wireframes = false;
|
||||
renderOptions.background = '#222';
|
||||
renderOptions.showAngleIndicator = false;
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
})();
|
||||
};
|
|
@ -1,41 +1,102 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.sleeping = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Events = Matter.Events;
|
||||
Events = Matter.Events,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.sleeping = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
// create engine
|
||||
var engine = Engine.create({
|
||||
enableSleeping: true
|
||||
}),
|
||||
world = engine.world;
|
||||
|
||||
case 0:
|
||||
if (Common.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));
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y) {
|
||||
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));
|
||||
} 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));
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
for (var i = 0; i < stack.bodies.length; i++) {
|
||||
Events.on(stack.bodies[i], 'sleepStart sleepEnd', function(event) {
|
||||
var body = this;
|
||||
console.log('body id', body.id, 'sleeping:', body.isSleeping);
|
||||
});
|
||||
}
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
for (var i = 0; i < stack.bodies.length; i++) {
|
||||
Events.on(stack.bodies[i], 'sleepStart sleepEnd', function(event) {
|
||||
var body = this;
|
||||
console.log('body id', body.id, 'sleeping:', body.isSleeping);
|
||||
});
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
|
||||
engine.enableSleeping = true;
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,64 +1,104 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.slingshot = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Events = Matter.Events,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
Events = Matter.Events;
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.slingshot = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
mouseConstraint = demo.mouseConstraint;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
world.bodies = [];
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
var ground = Bodies.rectangle(395, 600, 815, 50, { isStatic: true, render: { visible: false } }),
|
||||
rockOptions = { density: 0.004, render: { sprite: { texture: './img/rock.png' } } },
|
||||
rock = Bodies.polygon(170, 450, 8, 20, rockOptions),
|
||||
anchor = { x: 170, y: 450 },
|
||||
elastic = Constraint.create({
|
||||
pointA: anchor,
|
||||
bodyB: rock,
|
||||
stiffness: 0.05,
|
||||
render: {
|
||||
lineWidth: 5,
|
||||
strokeStyle: '#dfa417'
|
||||
}
|
||||
});
|
||||
Render.run(render);
|
||||
|
||||
var pyramid = Composites.pyramid(500, 300, 9, 10, 0, 0, function(x, y, column) {
|
||||
var texture = column % 2 === 0 ? './img/block.png' : './img/block-2.png';
|
||||
return Bodies.rectangle(x, y, 25, 40, { render: { sprite: { texture: texture } } });
|
||||
// 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
|
||||
});
|
||||
|
||||
var ground2 = Bodies.rectangle(610, 250, 200, 20, {
|
||||
isStatic: true,
|
||||
render: {
|
||||
fillStyle: '#edc51e',
|
||||
strokeStyle: '#b5a91c'
|
||||
}
|
||||
});
|
||||
var pyramid = Composites.pyramid(500, 300, 9, 10, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 25, 40);
|
||||
});
|
||||
|
||||
var pyramid2 = Composites.pyramid(550, 0, 5, 10, 0, 0, function(x, y, column) {
|
||||
var texture = column % 2 === 0 ? './img/block.png' : './img/block-2.png';
|
||||
return Bodies.rectangle(x, y, 25, 40, { render: { sprite: { texture: texture } } });
|
||||
});
|
||||
var ground2 = Bodies.rectangle(610, 250, 200, 20, { isStatic: true });
|
||||
|
||||
World.add(engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]);
|
||||
var pyramid2 = Composites.pyramid(550, 0, 5, 10, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 25, 40);
|
||||
});
|
||||
|
||||
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;
|
||||
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
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.wireframes = false;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
renderOptions.background = './img/background.png';
|
||||
};
|
||||
|
||||
})();
|
||||
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);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,26 +1,83 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Composites = Matter.Composites;
|
||||
Example.softBody = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.softBody = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var particleOptions = {
|
||||
friction: 0.05,
|
||||
frictionStatic: 0.1,
|
||||
render: { visible: true }
|
||||
};
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
World.add(world, [
|
||||
Composites.softBody(250, 100, 5, 5, 0, 0, true, 18, particleOptions),
|
||||
Composites.softBody(400, 300, 8, 3, 0, 0, true, 15, particleOptions),
|
||||
Composites.softBody(250, 400, 4, 4, 0, 0, true, 15, particleOptions)
|
||||
]);
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: false
|
||||
}
|
||||
});
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var particleOptions = {
|
||||
friction: 0.05,
|
||||
frictionStatic: 0.1,
|
||||
render: { visible: true }
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, [
|
||||
Composites.softBody(250, 100, 5, 5, 0, 0, true, 18, particleOptions),
|
||||
Composites.softBody(400, 300, 8, 3, 0, 0, true, 15, particleOptions),
|
||||
Composites.softBody(250, 400, 4, 4, 0, 0, true, 15, particleOptions),
|
||||
Bodies.rectangle(400, 620, 800, 50, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.9,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,62 +1,118 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.sprites = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common;
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.sprites = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
offset = 10,
|
||||
options = {
|
||||
isStatic: true,
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
background: '#0f0f13',
|
||||
showAngleIndicator: false,
|
||||
wireframes: false
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var offset = 10,
|
||||
options = {
|
||||
isStatic: true,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
};
|
||||
|
||||
world.bodies = [];
|
||||
|
||||
// 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)
|
||||
]);
|
||||
|
||||
var stack = Composites.stack(20, 20, 10, 4, 0, 0, function(x, y) {
|
||||
if (Common.random() > 0.35) {
|
||||
return Bodies.rectangle(x, y, 64, 64, {
|
||||
render: {
|
||||
strokeStyle: '#ffffff',
|
||||
sprite: {
|
||||
texture: './img/box.png'
|
||||
}
|
||||
}
|
||||
});
|
||||
} else {
|
||||
return Bodies.circle(x, y, 46, {
|
||||
density: 0.0005,
|
||||
frictionAir: 0.06,
|
||||
restitution: 0.3,
|
||||
friction: 0.01,
|
||||
render: {
|
||||
sprite: {
|
||||
texture: './img/ball.png'
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
};
|
||||
|
||||
world.bodies = [];
|
||||
|
||||
// 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)
|
||||
]);
|
||||
|
||||
var stack = Composites.stack(20, 20, 10, 4, 0, 0, function(x, y) {
|
||||
if (Common.random() > 0.35) {
|
||||
return Bodies.rectangle(x, y, 64, 64, {
|
||||
render: {
|
||||
strokeStyle: '#ffffff',
|
||||
sprite: {
|
||||
texture: './img/box.png'
|
||||
}
|
||||
}
|
||||
});
|
||||
} else {
|
||||
return Bodies.circle(x, y, 46, {
|
||||
density: 0.0005,
|
||||
frictionAir: 0.06,
|
||||
restitution: 0.3,
|
||||
friction: 0.01,
|
||||
render: {
|
||||
sprite: {
|
||||
texture: './img/ball.png'
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.background = './img/wall-bg.jpg';
|
||||
renderOptions.showAngleIndicator = false;
|
||||
renderOptions.wireframes = false;
|
||||
// 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);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,18 +1,81 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites;
|
||||
Example.stack = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.stack = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(100, 380, 10, 5, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var stack = Composites.stack(200, 380, 10, 5, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,49 +1,102 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.staticFriction = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Events = Matter.Events;
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
Events = Matter.Events,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.staticFriction = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
sceneEvents = demo.sceneEvents;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var body = Bodies.rectangle(400, 500, 200, 60, { isStatic: true, chamfer: 10 }),
|
||||
size = 50,
|
||||
counter = -1;
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showVelocity: true
|
||||
}
|
||||
});
|
||||
|
||||
var stack = Composites.stack(350, 470 - 6 * size, 1, 6, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, size * 2, size, {
|
||||
slop: 0.5,
|
||||
friction: 1,
|
||||
frictionStatic: Infinity
|
||||
});
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var body = Bodies.rectangle(400, 500, 200, 60, { isStatic: true, chamfer: 10 }),
|
||||
size = 50,
|
||||
counter = -1;
|
||||
|
||||
var stack = Composites.stack(350, 470 - 6 * size, 1, 6, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, size * 2, size, {
|
||||
slop: 0.5,
|
||||
friction: 1,
|
||||
frictionStatic: Infinity
|
||||
});
|
||||
|
||||
World.add(world, [body, stack]);
|
||||
|
||||
sceneEvents.push(
|
||||
Events.on(engine, 'beforeUpdate', function(event) {
|
||||
counter += 0.014;
|
||||
|
||||
if (counter < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
var px = 400 + 100 * Math.sin(counter);
|
||||
|
||||
// body is static so must manually update velocity for friction to work
|
||||
Body.setVelocity(body, { x: px - body.position.x, y: 0 });
|
||||
Body.setPosition(body, { x: px, y: body.position.y });
|
||||
})
|
||||
);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
renderOptions.showVelocity = true;
|
||||
};
|
||||
});
|
||||
|
||||
})();
|
||||
World.add(world, [body, stack]);
|
||||
|
||||
Events.on(engine, 'beforeUpdate', function(event) {
|
||||
counter += 0.014;
|
||||
|
||||
if (counter < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
var px = 400 + 100 * Math.sin(counter);
|
||||
|
||||
// body is static so must manually update velocity for friction to work
|
||||
Body.setVelocity(body, { x: px - body.position.x, y: 0 });
|
||||
Body.setPosition(body, { x: px, y: body.position.y });
|
||||
});
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
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);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,21 +1,83 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites;
|
||||
Example.stress = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.stress = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(90, 50, 18, 15, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 35, 35);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// scene code
|
||||
var stack = Composites.stack(90, 50, 18, 15, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 35, 35);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
};
|
|
@ -1,21 +1,81 @@
|
|||
(function() {
|
||||
Example.stress2 = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Composites = Matter.Composites;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
Example.stress2 = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 25, 25);
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// scene code
|
||||
var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 25, 25);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
158
examples/svg.js
158
examples/svg.js
|
@ -1,61 +1,123 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.svg = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Svg = Matter.Svg;
|
||||
Svg = Matter.Svg,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.svg = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var svgs = [
|
||||
'iconmonstr-check-mark-8-icon',
|
||||
'iconmonstr-paperclip-2-icon',
|
||||
'iconmonstr-puzzle-icon',
|
||||
'iconmonstr-user-icon'
|
||||
];
|
||||
|
||||
for (var i = 0; i < svgs.length; i += 1) {
|
||||
(function(i) {
|
||||
$.get('./svg/' + svgs[i] + '.svg').done(function(data) {
|
||||
var vertexSets = [],
|
||||
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
|
||||
$(data).find('path').each(function(i, path) {
|
||||
var points = Svg.pathToVertices(path, 30);
|
||||
vertexSets.push(Vertices.scale(points, 0.4, 0.4));
|
||||
});
|
||||
|
||||
World.add(world, Bodies.fromVertices(100 + i * 150, 200 + i * 50, vertexSets, {
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
}
|
||||
}, true));
|
||||
});
|
||||
})(i);
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
$.get('./svg/svg.svg').done(function(data) {
|
||||
var vertexSets = [],
|
||||
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
Render.run(render);
|
||||
|
||||
$(data).find('path').each(function(i, path) {
|
||||
vertexSets.push(Svg.pathToVertices(path, 30));
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var svgs = [
|
||||
'iconmonstr-check-mark-8-icon',
|
||||
'iconmonstr-paperclip-2-icon',
|
||||
'iconmonstr-puzzle-icon',
|
||||
'iconmonstr-user-icon'
|
||||
];
|
||||
|
||||
for (var i = 0; i < svgs.length; i += 1) {
|
||||
(function(i) {
|
||||
$.get('./svg/' + svgs[i] + '.svg').done(function(data) {
|
||||
var vertexSets = [],
|
||||
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
|
||||
$(data).find('path').each(function(i, path) {
|
||||
var points = Svg.pathToVertices(path, 30);
|
||||
vertexSets.push(Vertices.scale(points, 0.4, 0.4));
|
||||
});
|
||||
|
||||
World.add(world, Bodies.fromVertices(100 + i * 150, 200 + i * 50, vertexSets, {
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
}
|
||||
}, true));
|
||||
});
|
||||
})(i);
|
||||
}
|
||||
|
||||
World.add(world, Bodies.fromVertices(400, 80, vertexSets, {
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
}
|
||||
}, true));
|
||||
$.get('./svg/svg.svg').done(function(data) {
|
||||
var vertexSets = [],
|
||||
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
|
||||
$(data).find('path').each(function(i, path) {
|
||||
vertexSets.push(Svg.pathToVertices(path, 30));
|
||||
});
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
};
|
||||
World.add(world, Bodies.fromVertices(400, 80, vertexSets, {
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
}
|
||||
}, true));
|
||||
});
|
||||
|
||||
})();
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,54 +1,109 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.terrain = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Query = Matter.Query,
|
||||
Svg = Matter.Svg;
|
||||
Svg = Matter.Svg,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.terrain = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
world.bodies = [];
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024)
|
||||
}
|
||||
});
|
||||
|
||||
var terrain;
|
||||
Render.run(render);
|
||||
|
||||
$.get('./svg/terrain.svg').done(function(data) {
|
||||
var vertexSets = [],
|
||||
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
$(data).find('path').each(function(i, path) {
|
||||
vertexSets.push(Svg.pathToVertices(path, 30));
|
||||
});
|
||||
// add bodies
|
||||
var terrain;
|
||||
|
||||
terrain = Bodies.fromVertices(400, 350, vertexSets, {
|
||||
isStatic: true,
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
}
|
||||
}, true);
|
||||
$.get('./svg/terrain.svg').done(function(data) {
|
||||
var vertexSets = [],
|
||||
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
|
||||
|
||||
World.add(world, terrain);
|
||||
|
||||
var bodyOptions = {
|
||||
frictionAir: 0,
|
||||
friction: 0.0001,
|
||||
restitution: 0.6
|
||||
};
|
||||
|
||||
World.add(world, Composites.stack(80, 100, 20, 20, 10, 10, function(x, y) {
|
||||
if (Query.point([terrain], { x: x, y: y }).length === 0) {
|
||||
return Bodies.polygon(x, y, 5, 12, bodyOptions);
|
||||
}
|
||||
}));
|
||||
$(data).find('path').each(function(i, path) {
|
||||
vertexSets.push(Svg.pathToVertices(path, 30));
|
||||
});
|
||||
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.showAngleIndicator = false;
|
||||
renderOptions.showVelocity = true;
|
||||
};
|
||||
terrain = Bodies.fromVertices(400, 350, vertexSets, {
|
||||
isStatic: true,
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color
|
||||
}
|
||||
}, true);
|
||||
|
||||
})();
|
||||
World.add(world, terrain);
|
||||
|
||||
var bodyOptions = {
|
||||
frictionAir: 0,
|
||||
friction: 0.0001,
|
||||
restitution: 0.6
|
||||
};
|
||||
|
||||
World.add(world, Composites.stack(80, 100, 20, 20, 10, 10, function(x, y) {
|
||||
if (Query.point([terrain], { x: x, y: y }).length === 0) {
|
||||
return Bodies.polygon(x, y, 5, 12, bodyOptions);
|
||||
}
|
||||
}));
|
||||
});
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
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);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,91 +1,157 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.timescale = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Events = Matter.Events;
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Query = Matter.Query,
|
||||
Svg = Matter.Svg,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.timescale = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
sceneEvents = demo.sceneEvents;
|
||||
|
||||
var explosion = function(engine) {
|
||||
var bodies = Composite.allBodies(engine.world);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
for (var i = 0; i < bodies.length; i++) {
|
||||
var body = bodies[i];
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
if (!body.isStatic && body.position.y >= 500) {
|
||||
var forceMagnitude = 0.05 * body.mass;
|
||||
Render.run(render);
|
||||
|
||||
Body.applyForce(body, body.position, {
|
||||
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
|
||||
y: -forceMagnitude + Common.random() * -forceMagnitude
|
||||
});
|
||||
}
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
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 = 0.05 * body.mass;
|
||||
|
||||
Body.applyForce(body, body.position, {
|
||||
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?
|
||||
World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
|
||||
return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
|
||||
}));
|
||||
|
||||
// add some larger random bouncy objects
|
||||
World.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) {
|
||||
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);
|
||||
|
||||
}
|
||||
}));
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
var timeScaleTarget = 1,
|
||||
counter = 0;
|
||||
|
||||
|
||||
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?
|
||||
World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
|
||||
return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
|
||||
}));
|
||||
|
||||
// add some larger random bouncy objects
|
||||
World.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) {
|
||||
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);
|
||||
|
||||
}
|
||||
}));
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
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);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,135 +1,186 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.views = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Body = Matter.Body,
|
||||
Events = Matter.Events,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Common = Matter.Common,
|
||||
Events = Matter.Events,
|
||||
Bounds = Matter.Bounds,
|
||||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Vector = Matter.Vector,
|
||||
Mouse = Matter.Mouse;
|
||||
Bounds = Matter.Bounds,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.views = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world,
|
||||
sceneEvents = demo.sceneEvents,
|
||||
mouseConstraint = demo.mouseConstraint;
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
hasBounds: true,
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
case 0:
|
||||
if (Common.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));
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
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 viewportCentre = {
|
||||
x: demo.render.options.width * 0.5,
|
||||
y: demo.render.options.height * 0.5
|
||||
};
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// 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;
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// keep track of current bounds scale (view zoom)
|
||||
var boundsScaleTarget = 1,
|
||||
boundsScale = {
|
||||
x: 1,
|
||||
y: 1
|
||||
};
|
||||
// add bodies
|
||||
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
|
||||
// use the engine tick event to control our view
|
||||
sceneEvents.push(
|
||||
Events.on(engine, 'beforeTick', function() {
|
||||
var world = engine.world,
|
||||
mouse = mouseConstraint.mouse,
|
||||
render = demo.render,
|
||||
translate;
|
||||
case 0:
|
||||
if (Common.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));
|
||||
}
|
||||
});
|
||||
|
||||
// mouse wheel controls zoom
|
||||
var scaleFactor = mouse.wheelDelta * -0.1;
|
||||
if (scaleFactor !== 0) {
|
||||
if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) {
|
||||
boundsScaleTarget += scaleFactor;
|
||||
}
|
||||
}
|
||||
|
||||
// if scale has changed
|
||||
if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) {
|
||||
// smoothly tween scale factor
|
||||
scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2;
|
||||
boundsScale.x += scaleFactor;
|
||||
boundsScale.y += scaleFactor;
|
||||
|
||||
// scale the render bounds
|
||||
render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x;
|
||||
render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y;
|
||||
|
||||
// translate so zoom is from centre of view
|
||||
translate = {
|
||||
x: render.options.width * scaleFactor * -0.5,
|
||||
y: render.options.height * scaleFactor * -0.5
|
||||
};
|
||||
|
||||
Bounds.translate(render.bounds, translate);
|
||||
|
||||
// update mouse
|
||||
Mouse.setScale(mouse, boundsScale);
|
||||
Mouse.setOffset(mouse, render.bounds.min);
|
||||
}
|
||||
|
||||
// get vector from mouse relative to centre of viewport
|
||||
var deltaCentre = Vector.sub(mouse.absolute, viewportCentre),
|
||||
centreDist = Vector.magnitude(deltaCentre);
|
||||
|
||||
// translate the view if mouse has moved over 50px from the centre of viewport
|
||||
if (centreDist > 50) {
|
||||
// create a vector to translate the view, allowing the user to control view speed
|
||||
var direction = Vector.normalise(deltaCentre),
|
||||
speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002);
|
||||
|
||||
translate = Vector.mult(direction, speed);
|
||||
|
||||
// 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;
|
||||
|
||||
// move the view
|
||||
Bounds.translate(render.bounds, translate);
|
||||
|
||||
// we must update the mouse too
|
||||
Mouse.setOffset(mouse, render.bounds.min);
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
// must enable renderOptions.hasBounds for views to work
|
||||
var renderOptions = demo.render.options;
|
||||
renderOptions.hasBounds = true;
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
|
||||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
// get the centre of the viewport
|
||||
var viewportCentre = {
|
||||
x: render.options.width * 0.5,
|
||||
y: 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;
|
||||
|
||||
// keep track of current bounds scale (view zoom)
|
||||
var boundsScaleTarget = 1,
|
||||
boundsScale = {
|
||||
x: 1,
|
||||
y: 1
|
||||
};
|
||||
|
||||
// use the engine tick event to control our view
|
||||
Events.on(engine, 'beforeTick', function() {
|
||||
var world = engine.world,
|
||||
mouse = mouseConstraint.mouse,
|
||||
translate;
|
||||
|
||||
// mouse wheel controls zoom
|
||||
var scaleFactor = mouse.wheelDelta * -0.1;
|
||||
if (scaleFactor !== 0) {
|
||||
if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) {
|
||||
boundsScaleTarget += scaleFactor;
|
||||
}
|
||||
}
|
||||
|
||||
// if scale has changed
|
||||
if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) {
|
||||
// smoothly tween scale factor
|
||||
scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2;
|
||||
boundsScale.x += scaleFactor;
|
||||
boundsScale.y += scaleFactor;
|
||||
|
||||
// scale the render bounds
|
||||
render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x;
|
||||
render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y;
|
||||
|
||||
// translate so zoom is from centre of view
|
||||
translate = {
|
||||
x: render.options.width * scaleFactor * -0.5,
|
||||
y: render.options.height * scaleFactor * -0.5
|
||||
};
|
||||
|
||||
Bounds.translate(render.bounds, translate);
|
||||
|
||||
// update mouse
|
||||
Mouse.setScale(mouse, boundsScale);
|
||||
Mouse.setOffset(mouse, render.bounds.min);
|
||||
}
|
||||
|
||||
// get vector from mouse relative to centre of viewport
|
||||
var deltaCentre = Vector.sub(mouse.absolute, viewportCentre),
|
||||
centreDist = Vector.magnitude(deltaCentre);
|
||||
|
||||
// translate the view if mouse has moved over 50px from the centre of viewport
|
||||
if (centreDist > 50) {
|
||||
// create a vector to translate the view, allowing the user to control view speed
|
||||
var direction = Vector.normalise(deltaCentre),
|
||||
speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002);
|
||||
|
||||
translate = Vector.mult(direction, speed);
|
||||
|
||||
// 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;
|
||||
|
||||
// move the view
|
||||
Bounds.translate(render.bounds, translate);
|
||||
|
||||
// we must update the mouse too
|
||||
Mouse.setOffset(mouse, render.bounds.min);
|
||||
}
|
||||
});
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -1,30 +1,89 @@
|
|||
(function() {
|
||||
var Example = Example || {};
|
||||
|
||||
var World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Example.wreckingBall = function() {
|
||||
var Engine = Matter.Engine,
|
||||
Render = Matter.Render,
|
||||
Runner = Matter.Runner,
|
||||
Composite = Matter.Composite,
|
||||
Composites = Matter.Composites,
|
||||
Constraint = Matter.Constraint;
|
||||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Constraint = Matter.Constraint,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
Example.wreckingBall = function(demo) {
|
||||
var engine = demo.engine,
|
||||
world = engine.world;
|
||||
|
||||
var rows = 10,
|
||||
yy = 600 - 21 - 40 * rows;
|
||||
|
||||
var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
world = engine.world;
|
||||
|
||||
// create renderer
|
||||
var render = Render.create({
|
||||
element: document.body,
|
||||
engine: engine,
|
||||
options: {
|
||||
width: Math.min(document.body.clientWidth, 1024),
|
||||
height: Math.min(document.body.clientHeight, 1024),
|
||||
showAngleIndicator: true
|
||||
}
|
||||
});
|
||||
|
||||
Render.run(render);
|
||||
|
||||
// create runner
|
||||
var runner = Runner.create();
|
||||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
var rows = 10,
|
||||
yy = 600 - 21 - 40 * rows;
|
||||
|
||||
var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y) {
|
||||
return Bodies.rectangle(x, y, 40, 40);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true })
|
||||
]);
|
||||
|
||||
var ball = Bodies.circle(100, 400, 50, { density: 0.04, frictionAir: 0.005});
|
||||
|
||||
World.add(world, ball);
|
||||
World.add(world, Constraint.create({
|
||||
pointA: { x: 300, y: 100 },
|
||||
bodyB: ball
|
||||
}));
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
mouseConstraint = MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 0.2,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
|
||||
var ball = Bodies.circle(100, 400, 50, { density: 0.04, frictionAir: 0.005});
|
||||
|
||||
World.add(world, ball);
|
||||
World.add(world, Constraint.create({
|
||||
pointA: { x: 300, y: 100 },
|
||||
bodyB: ball
|
||||
}));
|
||||
};
|
||||
|
||||
})();
|
||||
World.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Render.lookAt(render, Composite.allBodies(world));
|
||||
|
||||
// context for MatterTools.Demo
|
||||
return {
|
||||
engine: engine,
|
||||
runner: runner,
|
||||
render: render,
|
||||
canvas: render.canvas,
|
||||
stop: function() {
|
||||
Matter.Render.stop(render);
|
||||
Matter.Runner.stop(runner);
|
||||
}
|
||||
};
|
||||
};
|
|
@ -16,6 +16,7 @@ var Bounds = require('../geometry/Bounds');
|
|||
var Events = require('../core/Events');
|
||||
var Grid = require('../collision/Grid');
|
||||
var Vector = require('../geometry/Vector');
|
||||
var Mouse = require('../core/Mouse');
|
||||
|
||||
(function() {
|
||||
|
||||
|
@ -52,7 +53,7 @@ var Vector = require('../geometry/Vector');
|
|||
height: 600,
|
||||
pixelRatio: 1,
|
||||
background: '#fafafa',
|
||||
wireframeBackground: '#222',
|
||||
wireframeBackground: '#0f0f13',
|
||||
hasBounds: !!options.bounds,
|
||||
enabled: true,
|
||||
wireframes: true,
|
||||
|
@ -173,8 +174,7 @@ var Vector = require('../geometry/Vector');
|
|||
Render.lookAt = function(render, objects, padding, center) {
|
||||
center = typeof center !== 'undefined' ? center : true;
|
||||
objects = Common.isArray(objects) ? objects : [objects];
|
||||
|
||||
var padding = padding || {
|
||||
padding = padding || {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
|
@ -344,6 +344,16 @@ var Vector = require('../geometry/Vector');
|
|||
|
||||
// transform the view
|
||||
Render.startViewTransform(render);
|
||||
|
||||
// update mouse
|
||||
if (render.mouse) {
|
||||
Mouse.setScale(render.mouse, {
|
||||
x: (render.bounds.max.x - render.bounds.min.x) / render.canvas.width,
|
||||
y: (render.bounds.max.y - render.bounds.min.y) / render.canvas.height
|
||||
});
|
||||
|
||||
Mouse.setOffset(render.mouse, render.bounds.min);
|
||||
}
|
||||
} else {
|
||||
constraints = allConstraints;
|
||||
bodies = allBodies;
|
||||
|
|
Loading…
Reference in a new issue