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added Demo.timescale
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parent
186d839942
commit
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2 changed files with 83 additions and 3 deletions
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@ -35,6 +35,7 @@
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<option value="wreckingBall">Wrecking Ball</option>
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<option value="wreckingBall">Wrecking Ball</option>
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<option value="rounded">Rounded Corners (Chamfering)</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="views">Views</option>
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<option value="timescale">Time Scaling</option>
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<option value="sprites">Sprites</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="pyramid">Pyramid</option>
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<option value="raycasting">Raycasting</option>
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<option value="raycasting">Raycasting</option>
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@ -123,8 +123,6 @@
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Demo.reset();
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Demo.reset();
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//_engine.timing.timeScale = 0;
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World.add(_world, [
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World.add(_world, [
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Bodies.rectangle(200, 200, 100, 100, {
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Bodies.rectangle(200, 200, 100, 100, {
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chamfer: {
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chamfer: {
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@ -576,7 +574,88 @@
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var renderOptions = _engine.render.options;
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var renderOptions = _engine.render.options;
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renderOptions.showVelocity = true;
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renderOptions.showVelocity = true;
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//renderOptions.showAngleIndicator = false;
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};
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Demo.timescale = function() {
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var _world = _engine.world;
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Demo.reset();
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var explosion = function(engine) {
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var bodies = Composite.allBodies(engine.world);
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (!body.isStatic && body.position.y >= 500) {
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var forceMagnitude = 0.04 * body.mass;
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Body.applyForce(body, { x: 0, y: 0 }, {
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x: (forceMagnitude + Math.random() * forceMagnitude) * Common.choose([1, -1]),
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y: -forceMagnitude + Math.random() * -forceMagnitude
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});
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}
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}
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};
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var timeScaleTarget = 1,
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counter = 0;
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_sceneEvents.push(
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Events.on(_engine, 'tick', function(event) {
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// tween the timescale for bullet time slow-mo
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_engine.timing.timeScale += (timeScaleTarget - _engine.timing.timeScale) * 0.05;
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counter += 1;
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// every 1.5 sec
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if (counter >= 60 * 1.5) {
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// flip the timescale
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if (timeScaleTarget < 1) {
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timeScaleTarget = 1;
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} else {
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timeScaleTarget = 0.05;
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}
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// create some random forces
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explosion(_engine);
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// reset counter
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counter = 0;
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}
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})
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);
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var bodyOptions = {
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frictionAir: 0,
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friction: 0.0001,
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restitution: 0.8
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};
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// add some small bouncy circles... remember Swordfish?
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World.add(_world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y, column, row) {
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return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
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}));
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// add some larger random bouncy objects
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World.add(_world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y, column, row) {
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switch (Math.round(Common.random(0, 1))) {
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case 0:
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if (Math.random() < 0.8) {
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return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50), bodyOptions);
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions);
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}
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break;
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case 1:
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return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions);
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}
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}));
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var renderOptions = _engine.render.options;
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};
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};
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Demo.stack = function() {
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Demo.stack = function() {
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