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changed demo to use Matter.Runner and Matter.Render events
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aa48322329
commit
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1 changed files with 19 additions and 8 deletions
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@ -27,6 +27,7 @@
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var Demo = {};
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var _engine,
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_runner,
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_gui,
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_inspector,
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_sceneName,
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@ -57,7 +58,7 @@
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World.add(_engine.world, _mouseConstraint);
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// run the engine
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Engine.run(_engine);
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_runner = Engine.run(_engine);
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// default scene function name
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_sceneName = 'mixed';
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@ -344,7 +345,7 @@
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World.add(_engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]);
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Events.on(_engine, 'tick', function() {
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Events.on(_engine, 'afterUpdate', function() {
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if (_mouseConstraint.mouse.button === -1 && (rock.position.x > 190 || rock.position.y < 430)) {
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rock = Bodies.polygon(170, 450, 7, 20, rockOptions);
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World.add(_engine.world, rock);
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@ -491,7 +492,7 @@
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_world.gravity.y = 0;
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_sceneEvents.push(
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Events.on(_engine, 'tick', function(event) {
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Events.on(_engine, 'afterUpdate', function(event) {
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var time = _engine.timing.timestamp;
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Composite.translate(stack, {
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@ -564,7 +565,7 @@
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// use the engine tick event to control our view
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_sceneEvents.push(
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Events.on(_engine, 'beforeTick', function() {
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Events.on(_runner, 'beforeTick', function() {
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var world = _engine.world,
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mouse = _mouseConstraint.mouse,
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render = _engine.render,
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@ -986,7 +987,7 @@
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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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Events.on(_engine, 'afterUpdate', 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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@ -1482,7 +1483,7 @@
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World.add(_world, [stack, concave]);
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_sceneEvents.push(
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Events.on(_engine, 'afterRender', function() {
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Events.on(_engine.render, 'afterRender', function() {
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var mouse = _mouseConstraint.mouse,
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context = _engine.render.context,
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bodies = Composite.allBodies(_engine.world),
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@ -1610,7 +1611,7 @@
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// create a Matter.Gui
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if (!_isMobile && Gui) {
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_gui = Gui.create(_engine);
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_gui = Gui.create(_engine, _runner);
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// need to add mouse constraint back in after gui clear or load is pressed
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Events.on(_gui, 'clear load', function() {
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@ -1626,7 +1627,7 @@
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// create a Matter.Inspector
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if (!_isMobile && Inspector && _useInspector) {
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_inspector = Inspector.create(_engine);
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_inspector = Inspector.create(_engine, _runner);
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Events.on(_inspector, 'import', function() {
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_mouseConstraint = MouseConstraint.create(_engine);
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@ -1729,6 +1730,16 @@
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Events.off(_world, _sceneEvents[i]);
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}
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if (_runner.events) {
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for (i = 0; i < _sceneEvents.length; i++)
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Events.off(_runner, _sceneEvents[i]);
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}
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if (_engine.render.events) {
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for (i = 0; i < _sceneEvents.length; i++)
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Events.off(_engine.render, _sceneEvents[i]);
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}
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_sceneEvents = [];
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// reset id pool
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