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changed demo to use Matter.Runner and Matter.Render events

This commit is contained in:
liabru 2015-07-29 20:27:45 +01:00
parent aa48322329
commit a1d4748e1d

View file

@ -27,6 +27,7 @@
var Demo = {};
var _engine,
_runner,
_gui,
_inspector,
_sceneName,
@ -57,7 +58,7 @@
World.add(_engine.world, _mouseConstraint);
// run the engine
Engine.run(_engine);
_runner = Engine.run(_engine);
// default scene function name
_sceneName = 'mixed';
@ -344,7 +345,7 @@
World.add(_engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]);
Events.on(_engine, 'tick', function() {
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);
@ -491,7 +492,7 @@
_world.gravity.y = 0;
_sceneEvents.push(
Events.on(_engine, 'tick', function(event) {
Events.on(_engine, 'afterUpdate', function(event) {
var time = _engine.timing.timestamp;
Composite.translate(stack, {
@ -564,7 +565,7 @@
// use the engine tick event to control our view
_sceneEvents.push(
Events.on(_engine, 'beforeTick', function() {
Events.on(_runner, 'beforeTick', function() {
var world = _engine.world,
mouse = _mouseConstraint.mouse,
render = _engine.render,
@ -986,7 +987,7 @@
counter = 0;
_sceneEvents.push(
Events.on(_engine, 'tick', function(event) {
Events.on(_engine, 'afterUpdate', function(event) {
// tween the timescale for bullet time slow-mo
_engine.timing.timeScale += (timeScaleTarget - _engine.timing.timeScale) * 0.05;
@ -1482,7 +1483,7 @@
World.add(_world, [stack, concave]);
_sceneEvents.push(
Events.on(_engine, 'afterRender', function() {
Events.on(_engine.render, 'afterRender', function() {
var mouse = _mouseConstraint.mouse,
context = _engine.render.context,
bodies = Composite.allBodies(_engine.world),
@ -1610,7 +1611,7 @@
// create a Matter.Gui
if (!_isMobile && Gui) {
_gui = Gui.create(_engine);
_gui = Gui.create(_engine, _runner);
// need to add mouse constraint back in after gui clear or load is pressed
Events.on(_gui, 'clear load', function() {
@ -1626,7 +1627,7 @@
// create a Matter.Inspector
if (!_isMobile && Inspector && _useInspector) {
_inspector = Inspector.create(_engine);
_inspector = Inspector.create(_engine, _runner);
Events.on(_inspector, 'import', function() {
_mouseConstraint = MouseConstraint.create(_engine);
@ -1729,6 +1730,16 @@
Events.off(_world, _sceneEvents[i]);
}
if (_runner.events) {
for (i = 0; i < _sceneEvents.length; i++)
Events.off(_runner, _sceneEvents[i]);
}
if (_engine.render.events) {
for (i = 0; i < _sceneEvents.length; i++)
Events.off(_engine.render, _sceneEvents[i]);
}
_sceneEvents = [];
// reset id pool