mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-23 09:26:51 -05:00
change all examples to use Composite.add instead of the alias World.add
This commit is contained in:
parent
9ad980b975
commit
a3f298fedb
43 changed files with 159 additions and 169 deletions
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@ -6,7 +6,7 @@ Example.airFriction = function() {
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Runner = Matter.Runner,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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@ -31,7 +31,7 @@ Example.airFriction = function() {
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Runner.run(runner, engine);
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// add bodies
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World.add(world, [
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Composite.add(world, [
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// falling blocks
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Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }),
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Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }),
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@ -56,7 +56,7 @@ Example.airFriction = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -21,7 +21,6 @@ Example.avalanche = function() {
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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@ -50,9 +49,9 @@ Example.avalanche = function() {
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return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.001 });
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});
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World.add(world, stack);
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Composite.add(world, stack);
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World.add(world, [
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Composite.add(world, [
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Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' } }),
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Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06, render: { fillStyle: '#060a19' } }),
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Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04, render: { fillStyle: '#060a19' } })
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@ -70,7 +69,7 @@ Example.avalanche = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -21,7 +21,6 @@ Example.ballPool = function() {
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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@ -46,7 +45,7 @@ Example.ballPool = function() {
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Runner.run(runner, engine);
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// add bodies
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World.add(world, [
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Composite.add(world, [
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Bodies.rectangle(400, 600, 1200, 50.5, { isStatic: true, render: { fillStyle: '#060a19' } })
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]);
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@ -54,7 +53,7 @@ Example.ballPool = function() {
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return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
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});
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World.add(world, [
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Composite.add(world, [
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stack,
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Bodies.polygon(200, 460, 3, 60),
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Bodies.polygon(400, 460, 5, 60),
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@ -73,7 +72,7 @@ Example.ballPool = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -10,7 +10,7 @@ Example.bridge = function() {
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Constraint = Matter.Constraint,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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@ -61,7 +61,7 @@ Example.bridge = function() {
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return Bodies.rectangle(x, y, 50, 50, Common.random(20, 40));
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});
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World.add(world, [
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Composite.add(world, [
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bridge,
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stack,
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Bodies.rectangle(30, 490, 220, 380, {
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@ -100,7 +100,7 @@ Example.bridge = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -8,7 +8,7 @@ Example.broadphase = function() {
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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@ -34,7 +34,7 @@ Example.broadphase = function() {
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Runner.run(runner, engine);
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// add bodies
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World.add(world, [
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Composite.add(world, [
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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@ -57,7 +57,7 @@ Example.broadphase = function() {
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}
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});
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World.add(world, stack);
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Composite.add(world, stack);
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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@ -71,7 +71,7 @@ Example.broadphase = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -7,7 +7,7 @@ Example.car = function() {
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Composites = Matter.Composites,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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@ -33,7 +33,7 @@ Example.car = function() {
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Runner.run(runner, engine);
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// add bodies
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World.add(world, [
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Composite.add(world, [
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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@ -43,12 +43,12 @@ Example.car = function() {
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// see car function defined later in this file
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var scale = 0.9;
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World.add(world, Example.car.car(150, 100, 150 * scale, 30 * scale, 30 * scale));
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Composite.add(world, Example.car.car(150, 100, 150 * scale, 30 * scale, 30 * scale));
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scale = 0.8;
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World.add(world, Example.car.car(350, 300, 150 * scale, 30 * scale, 30 * scale));
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Composite.add(world, Example.car.car(350, 300, 150 * scale, 30 * scale, 30 * scale));
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World.add(world, [
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Composite.add(world, [
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Bodies.rectangle(200, 150, 400, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' }}),
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Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06, render: { fillStyle: '#060a19' }}),
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Bodies.rectangle(300, 560, 600, 20, { isStatic: true, angle: Math.PI * 0.04, render: { fillStyle: '#060a19' }})
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@ -66,7 +66,7 @@ Example.car = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -8,7 +8,7 @@ Example.catapult = function() {
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Constraint = Matter.Constraint,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies,
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Body = Matter.Body,
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Vector = Matter.Vector;
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@ -45,7 +45,7 @@ Example.catapult = function() {
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var catapult = Bodies.rectangle(400, 520, 320, 20, { collisionFilter: { group: group } });
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World.add(world, [
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Composite.add(world, [
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stack,
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catapult,
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Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true, render: { fillStyle: '#060a19' } }),
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@ -72,7 +72,7 @@ Example.catapult = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -10,7 +10,6 @@ Example.chains = function() {
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Constraint = Matter.Constraint,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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@ -79,7 +78,7 @@ Example.chains = function() {
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stiffness: 0.5
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}));
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World.add(world, [
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Composite.add(world, [
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ropeA,
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ropeB,
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ropeC,
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@ -98,7 +97,7 @@ Example.chains = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -7,7 +7,7 @@ Example.circleStack = function() {
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Composites = Matter.Composites,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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@ -36,7 +36,7 @@ Example.circleStack = function() {
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return Bodies.circle(x, y, 20);
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});
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World.add(world, [
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Composite.add(world, [
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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@ -57,7 +57,7 @@ Example.circleStack = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -8,7 +8,7 @@ Example.cloth = function() {
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Composites = Matter.Composites,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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@ -38,7 +38,7 @@ Example.cloth = function() {
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cloth.bodies[i].isStatic = true;
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}
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World.add(world, [
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Composite.add(world, [
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cloth,
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Bodies.circle(300, 500, 80, { isStatic: true, render: { fillStyle: '#060a19' }}),
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Bodies.rectangle(500, 480, 80, 80, { isStatic: true, render: { fillStyle: '#060a19' }}),
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@ -57,7 +57,7 @@ Example.cloth = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -9,7 +9,6 @@ Example.collisionFiltering = function() {
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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@ -44,7 +43,7 @@ Example.collisionFiltering = function() {
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colorC = '#f5d259';
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// add floor
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World.add(world, Bodies.rectangle(400, 600, 900, 50, {
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Composite.add(world, Bodies.rectangle(400, 600, 900, 50, {
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isStatic: true,
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render: {
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fillStyle: 'transparent',
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@ -53,7 +52,7 @@ Example.collisionFiltering = function() {
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}));
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// create a stack with varying body categories (but these bodies can all collide with each other)
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World.add(world,
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Composite.add(world,
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Composites.stack(275, 100, 5, 9, 10, 10, function(x, y, column, row) {
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var category = redCategory,
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color = colorA;
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@ -80,7 +79,7 @@ Example.collisionFiltering = function() {
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);
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// this body will only collide with the walls and the green bodies
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World.add(world,
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Composite.add(world,
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Bodies.circle(310, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | greenCategory
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@ -92,7 +91,7 @@ Example.collisionFiltering = function() {
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);
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// this body will only collide with the walls and the red bodies
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World.add(world,
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Composite.add(world,
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Bodies.circle(400, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | redCategory
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@ -104,7 +103,7 @@ Example.collisionFiltering = function() {
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);
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// this body will only collide with the walls and the blue bodies
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World.add(world,
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Composite.add(world,
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Bodies.circle(480, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | blueCategory
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@ -127,7 +126,7 @@ Example.collisionFiltering = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -9,7 +9,6 @@ Example.compositeManipulation = function() {
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Composites = Matter.Composites,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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@ -34,7 +33,7 @@ Example.compositeManipulation = function() {
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Runner.run(runner, engine);
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// add bodies
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World.add(world, [
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Composite.add(world, [
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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@ -46,7 +45,7 @@ Example.compositeManipulation = function() {
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return Bodies.rectangle(x, y, 40, 40);
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});
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World.add(world, stack);
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Composite.add(world, stack);
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world.gravity.y = 0;
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@ -83,7 +82,7 @@ Example.compositeManipulation = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -6,9 +6,9 @@ Example.compound = function() {
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Runner = Matter.Runner,
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Body = Matter.Body,
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Constraint = Matter.Constraint,
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Composite = Matter.Composite,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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@ -63,7 +63,7 @@ Example.compound = function() {
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pointB: { x: 0, y: 0 }
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});
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World.add(world, [
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Composite.add(world, [
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compoundBodyA,
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compoundBodyB,
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constraint,
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@ -82,7 +82,7 @@ Example.compound = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -8,7 +8,7 @@ Example.compoundStack = function() {
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Composites = Matter.Composites,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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@ -44,7 +44,7 @@ Example.compoundStack = function() {
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});
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});
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World.add(world, [
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Composite.add(world, [
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stack,
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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@ -65,7 +65,7 @@ Example.compoundStack = function() {
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}
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});
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World.add(world, mouseConstraint);
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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@ -8,7 +8,7 @@ Example.concave = function() {
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Composite = Matter.Composite,
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Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
|
@ -36,7 +36,7 @@ Example.concave = function() {
|
|||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -60,7 +60,7 @@ Example.concave = function() {
|
|||
}, true);
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
Composite.add(world, stack);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
|
@ -74,7 +74,7 @@ Example.concave = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -9,7 +9,7 @@ Example.constraints = function() {
|
|||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -42,7 +42,7 @@ Example.constraints = function() {
|
|||
pointB: { x: -10, y: -10 }
|
||||
});
|
||||
|
||||
World.add(world, [body, constraint]);
|
||||
Composite.add(world, [body, constraint]);
|
||||
|
||||
// add soft global constraint
|
||||
var body = Bodies.polygon(280, 100, 3, 30);
|
||||
|
@ -54,7 +54,7 @@ Example.constraints = function() {
|
|||
stiffness: 0.001
|
||||
});
|
||||
|
||||
World.add(world, [body, constraint]);
|
||||
Composite.add(world, [body, constraint]);
|
||||
|
||||
// add damped soft global constraint
|
||||
var body = Bodies.polygon(400, 100, 4, 30);
|
||||
|
@ -67,7 +67,7 @@ Example.constraints = function() {
|
|||
damping: 0.05
|
||||
});
|
||||
|
||||
World.add(world, [body, constraint]);
|
||||
Composite.add(world, [body, constraint]);
|
||||
|
||||
// add revolute constraint
|
||||
var body = Bodies.rectangle(600, 200, 200, 20);
|
||||
|
@ -79,7 +79,7 @@ Example.constraints = function() {
|
|||
length: 0
|
||||
});
|
||||
|
||||
World.add(world, [body, ball, constraint]);
|
||||
Composite.add(world, [body, ball, constraint]);
|
||||
|
||||
// add revolute multi-body constraint
|
||||
var body = Bodies.rectangle(500, 400, 100, 20, { collisionFilter: { group: -1 } });
|
||||
|
@ -90,7 +90,7 @@ Example.constraints = function() {
|
|||
bodyB: ball
|
||||
});
|
||||
|
||||
World.add(world, [body, ball, constraint]);
|
||||
Composite.add(world, [body, ball, constraint]);
|
||||
|
||||
// add stiff multi-body constraint
|
||||
var bodyA = Bodies.polygon(100, 400, 6, 20);
|
||||
|
@ -103,7 +103,7 @@ Example.constraints = function() {
|
|||
pointB: { x: -10, y: -10 }
|
||||
});
|
||||
|
||||
World.add(world, [bodyA, bodyB, constraint]);
|
||||
Composite.add(world, [bodyA, bodyB, constraint]);
|
||||
|
||||
// add soft global constraint
|
||||
var bodyA = Bodies.polygon(300, 400, 4, 20);
|
||||
|
@ -117,7 +117,7 @@ Example.constraints = function() {
|
|||
stiffness: 0.001
|
||||
});
|
||||
|
||||
World.add(world, [bodyA, bodyB, constraint]);
|
||||
Composite.add(world, [bodyA, bodyB, constraint]);
|
||||
|
||||
// add damped soft global constraint
|
||||
var bodyA = Bodies.polygon(500, 400, 6, 30);
|
||||
|
@ -132,9 +132,9 @@ Example.constraints = function() {
|
|||
damping: 0.1
|
||||
});
|
||||
|
||||
World.add(world, [bodyA, bodyB, constraint]);
|
||||
Composite.add(world, [bodyA, bodyB, constraint]);
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -155,7 +155,7 @@ Example.constraints = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -11,7 +11,6 @@ Example.doublePendulum = function() {
|
|||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Vector = Matter.Vector;
|
||||
|
||||
|
@ -82,7 +81,7 @@ Example.doublePendulum = function() {
|
|||
y: lowerArm.position.y
|
||||
});
|
||||
|
||||
World.add(world, pendulum);
|
||||
Composite.add(world, pendulum);
|
||||
|
||||
var trail = [];
|
||||
|
||||
|
@ -124,7 +123,7 @@ Example.doublePendulum = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -11,7 +11,6 @@ Example.events = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -89,7 +88,7 @@ Example.events = function() {
|
|||
var bodyStyle = { fillStyle: '#222' };
|
||||
|
||||
// scene code
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true, render: bodyStyle }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true, render: bodyStyle }),
|
||||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true, render: bodyStyle }),
|
||||
|
@ -100,7 +99,7 @@ Example.events = function() {
|
|||
return Bodies.circle(x, y, 15, { restitution: 1, render: bodyStyle });
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
Composite.add(world, stack);
|
||||
|
||||
var shakeScene = function(engine) {
|
||||
var bodies = Composite.allBodies(engine.world);
|
||||
|
@ -131,7 +130,7 @@ Example.events = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -6,7 +6,7 @@ Example.friction = function() {
|
|||
Runner = Matter.Runner,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -31,7 +31,7 @@ Example.friction = function() {
|
|||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -39,17 +39,17 @@ Example.friction = function() {
|
|||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' } }),
|
||||
Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 })
|
||||
]);
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' } }),
|
||||
Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 })
|
||||
]);
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' } }),
|
||||
Bodies.rectangle(300, 430, 40, 40, { friction: 0 })
|
||||
]);
|
||||
|
@ -66,7 +66,7 @@ Example.friction = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -8,7 +8,7 @@ Example.gravity = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -34,7 +34,7 @@ Example.gravity = function() {
|
|||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Composite.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 }),
|
||||
|
@ -58,7 +58,7 @@ Example.gravity = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
Composite.add(world, stack);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
|
@ -72,7 +72,7 @@ Example.gravity = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -8,7 +8,7 @@ Example.gyro = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -59,7 +59,7 @@ Example.gyro = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -103,7 +103,7 @@ Example.gyro = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -8,7 +8,7 @@ Example.manipulation = function() {
|
|||
Events = Matter.Events,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -49,9 +49,9 @@ Example.manipulation = function() {
|
|||
isStatic: true
|
||||
});
|
||||
|
||||
World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
|
||||
Composite.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -116,7 +116,7 @@ Example.manipulation = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -8,7 +8,7 @@ Example.mixed = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -59,9 +59,9 @@ Example.mixed = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
Composite.add(world, stack);
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -81,7 +81,7 @@ Example.mixed = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -8,7 +8,7 @@ Example.newtonsCradle = function() {
|
|||
Composites = Matter.Composites,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World;
|
||||
Composite = Matter.Composite;
|
||||
|
||||
// create engine
|
||||
var engine = Engine.create(),
|
||||
|
@ -33,11 +33,11 @@ Example.newtonsCradle = function() {
|
|||
|
||||
// see newtonsCradle function defined later in this file
|
||||
var cradle = Example.newtonsCradle.newtonsCradle(280, 100, 5, 30, 200);
|
||||
World.add(world, cradle);
|
||||
Composite.add(world, cradle);
|
||||
Body.translate(cradle.bodies[0], { x: -180, y: -100 });
|
||||
|
||||
cradle = Example.newtonsCradle.newtonsCradle(280, 380, 7, 20, 140);
|
||||
World.add(world, cradle);
|
||||
Composite.add(world, cradle);
|
||||
Body.translate(cradle.bodies[0], { x: -140, y: -100 });
|
||||
|
||||
// add mouse control
|
||||
|
@ -52,7 +52,7 @@ Example.newtonsCradle = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.pyramid = function() {
|
|||
Composites = Matter.Composites,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -36,7 +36,7 @@ Example.pyramid = function() {
|
|||
return Bodies.rectangle(x, y, 40, 40);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
|
@ -57,7 +57,7 @@ Example.pyramid = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -12,7 +12,6 @@ Example.ragdoll = function() {
|
|||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies,
|
||||
Vector = Matter.Vector;
|
||||
|
||||
|
@ -80,7 +79,7 @@ Example.ragdoll = function() {
|
|||
Composite.add(ragdolls, ragdoll);
|
||||
}
|
||||
|
||||
World.add(world, [stack, obstacles, ragdolls]);
|
||||
Composite.add(world, [stack, obstacles, ragdolls]);
|
||||
|
||||
var timeScaleTarget = 1,
|
||||
counter = 0;
|
||||
|
@ -173,7 +172,7 @@ Example.ragdoll = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -11,7 +11,6 @@ Example.raycasting = function() {
|
|||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
Events = Matter.Events,
|
||||
World = Matter.World,
|
||||
Vertices = Matter.Vertices,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
|
@ -59,7 +58,7 @@ Example.raycasting = function() {
|
|||
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, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
concave,
|
||||
// walls
|
||||
|
@ -114,7 +113,7 @@ Example.raycasting = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -6,7 +6,7 @@ Example.restitution = function() {
|
|||
Runner = Matter.Runner,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -36,7 +36,7 @@ Example.restitution = function() {
|
|||
var rest = 0.9,
|
||||
space = 600 / 5;
|
||||
|
||||
World.add(world, [
|
||||
Composite.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 }),
|
||||
|
@ -61,7 +61,7 @@ Example.restitution = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -6,7 +6,7 @@ Example.rounded = function() {
|
|||
Runner = Matter.Runner,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -31,7 +31,7 @@ Example.rounded = function() {
|
|||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -39,7 +39,7 @@ Example.rounded = function() {
|
|||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
|
||||
]);
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
Bodies.rectangle(200, 200, 100, 100, {
|
||||
chamfer: { radius: 20 }
|
||||
}),
|
||||
|
@ -85,7 +85,7 @@ Example.rounded = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.sensors = function() {
|
|||
Events = Matter.Events,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -45,7 +45,7 @@ Example.sensors = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
collider,
|
||||
Bodies.rectangle(400, 600, 800, 50, {
|
||||
isStatic: true,
|
||||
|
@ -56,7 +56,7 @@ Example.sensors = function() {
|
|||
})
|
||||
]);
|
||||
|
||||
World.add(world,
|
||||
Composite.add(world,
|
||||
Bodies.circle(400, 40, 30, {
|
||||
render: {
|
||||
strokeStyle: colorB,
|
||||
|
@ -106,7 +106,7 @@ Example.sensors = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -9,7 +9,7 @@ Example.sleeping = function() {
|
|||
Events = Matter.Events,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -36,7 +36,7 @@ Example.sleeping = function() {
|
|||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -59,7 +59,7 @@ Example.sleeping = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
Composite.add(world, stack);
|
||||
|
||||
for (var i = 0; i < stack.bodies.length; i++) {
|
||||
Events.on(stack.bodies[i], 'sleepStart sleepEnd', function(event) {
|
||||
|
@ -80,7 +80,7 @@ Example.sleeping = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -9,7 +9,7 @@ Example.slingshot = function() {
|
|||
Constraint = Matter.Constraint,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -54,12 +54,12 @@ Example.slingshot = function() {
|
|||
return Bodies.rectangle(x, y, 25, 40);
|
||||
});
|
||||
|
||||
World.add(engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]);
|
||||
Composite.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);
|
||||
Composite.add(engine.world, rock);
|
||||
elastic.bodyB = rock;
|
||||
}
|
||||
});
|
||||
|
@ -76,7 +76,7 @@ Example.slingshot = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.softBody = function() {
|
|||
Composites = Matter.Composites,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -38,7 +38,7 @@ Example.softBody = function() {
|
|||
render: { visible: true }
|
||||
};
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
// see softBody function defined later in this file
|
||||
Example.softBody.softBody(250, 100, 5, 5, 0, 0, true, 18, particleOptions),
|
||||
Example.softBody.softBody(400, 300, 8, 3, 0, 0, true, 15, particleOptions),
|
||||
|
@ -62,7 +62,7 @@ Example.softBody = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -8,7 +8,7 @@ Example.sprites = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -42,7 +42,7 @@ Example.sprites = function() {
|
|||
world.bodies = [];
|
||||
|
||||
// these static walls will not be rendered in this sprites example, see options
|
||||
World.add(world, [
|
||||
Composite.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),
|
||||
|
@ -74,7 +74,7 @@ Example.sprites = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, stack);
|
||||
Composite.add(world, stack);
|
||||
|
||||
// add mouse control
|
||||
var mouse = Mouse.create(render.canvas),
|
||||
|
@ -88,7 +88,7 @@ Example.sprites = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.stack = function() {
|
|||
Composites = Matter.Composites,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -36,7 +36,7 @@ Example.stack = function() {
|
|||
return Bodies.rectangle(x, y, 40, 40);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
|
@ -57,7 +57,7 @@ Example.stack = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -9,7 +9,7 @@ Example.staticFriction = function() {
|
|||
Events = Matter.Events,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -46,7 +46,7 @@ Example.staticFriction = function() {
|
|||
});
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
body,
|
||||
stack,
|
||||
// walls
|
||||
|
@ -82,7 +82,7 @@ Example.staticFriction = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.stress = function() {
|
|||
Composites = Matter.Composites,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -35,7 +35,7 @@ Example.stress = function() {
|
|||
return Bodies.rectangle(x, y, 35, 35);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -55,7 +55,7 @@ Example.stress = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.stress2 = function() {
|
|||
Composites = Matter.Composites,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -35,7 +35,7 @@ Example.stress2 = function() {
|
|||
return Bodies.rectangle(x, y, 25, 25);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
|
||||
|
@ -55,7 +55,7 @@ Example.stress2 = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.svg = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Vertices = Matter.Vertices,
|
||||
Svg = Matter.Svg,
|
||||
Bodies = Matter.Bodies;
|
||||
|
@ -59,7 +59,7 @@ Example.svg = function() {
|
|||
var vertexSets = select(root, 'path')
|
||||
.map(function(path) { return Vertices.scale(Svg.pathToVertices(path, 30), 0.4, 0.4); });
|
||||
|
||||
World.add(world, Bodies.fromVertices(100 + i * 150, 200 + i * 50, vertexSets, {
|
||||
Composite.add(world, Bodies.fromVertices(100 + i * 150, 200 + i * 50, vertexSets, {
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color,
|
||||
|
@ -75,7 +75,7 @@ Example.svg = function() {
|
|||
var vertexSets = select(root, 'path')
|
||||
.map(function(path) { return Svg.pathToVertices(path, 30); });
|
||||
|
||||
World.add(world, Bodies.fromVertices(400, 80, vertexSets, {
|
||||
Composite.add(world, Bodies.fromVertices(400, 80, vertexSets, {
|
||||
render: {
|
||||
fillStyle: color,
|
||||
strokeStyle: color,
|
||||
|
@ -87,7 +87,7 @@ Example.svg = function() {
|
|||
Common.warn('Fetch is not available. Could not load SVG.');
|
||||
}
|
||||
|
||||
World.add(world, [
|
||||
Composite.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 }),
|
||||
|
@ -106,7 +106,7 @@ Example.svg = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -8,7 +8,7 @@ Example.terrain = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Query = Matter.Query,
|
||||
Svg = Matter.Svg,
|
||||
Bodies = Matter.Bodies;
|
||||
|
@ -63,7 +63,7 @@ Example.terrain = function() {
|
|||
}
|
||||
}, true);
|
||||
|
||||
World.add(world, terrain);
|
||||
Composite.add(world, terrain);
|
||||
|
||||
var bodyOptions = {
|
||||
frictionAir: 0,
|
||||
|
@ -71,7 +71,7 @@ Example.terrain = function() {
|
|||
restitution: 0.6
|
||||
};
|
||||
|
||||
World.add(world, Composites.stack(80, 100, 20, 20, 10, 10, function(x, y) {
|
||||
Composite.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);
|
||||
}
|
||||
|
@ -93,7 +93,7 @@ Example.terrain = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -11,7 +11,6 @@ Example.timescale = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
// create engine
|
||||
|
@ -36,7 +35,7 @@ Example.timescale = function() {
|
|||
Runner.run(runner, engine);
|
||||
|
||||
// add bodies
|
||||
World.add(world, [
|
||||
Composite.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 }),
|
||||
|
@ -95,12 +94,12 @@ Example.timescale = function() {
|
|||
};
|
||||
|
||||
// add some small bouncy circles... remember Swordfish?
|
||||
World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
|
||||
Composite.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) {
|
||||
Composite.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) {
|
||||
switch (Math.round(Common.random(0, 1))) {
|
||||
|
||||
case 0:
|
||||
|
@ -127,7 +126,7 @@ Example.timescale = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
|
@ -9,7 +9,7 @@ Example.views = function() {
|
|||
Common = Matter.Common,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Vector = Matter.Vector,
|
||||
Bounds = Matter.Bounds,
|
||||
Bodies = Matter.Bodies;
|
||||
|
@ -48,7 +48,7 @@ Example.views = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
@ -70,7 +70,7 @@ Example.views = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
|
|
|
@ -7,7 +7,7 @@ Example.wreckingBall = function() {
|
|||
Composites = Matter.Composites,
|
||||
MouseConstraint = Matter.MouseConstraint,
|
||||
Mouse = Matter.Mouse,
|
||||
World = Matter.World,
|
||||
Composite = Matter.Composite,
|
||||
Constraint = Matter.Constraint,
|
||||
Bodies = Matter.Bodies;
|
||||
|
||||
|
@ -40,7 +40,7 @@ Example.wreckingBall = function() {
|
|||
return Bodies.rectangle(x, y, 40, 40);
|
||||
});
|
||||
|
||||
World.add(world, [
|
||||
Composite.add(world, [
|
||||
stack,
|
||||
// walls
|
||||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
|
||||
|
@ -51,8 +51,8 @@ Example.wreckingBall = function() {
|
|||
|
||||
var ball = Bodies.circle(100, 400, 50, { density: 0.04, frictionAir: 0.005});
|
||||
|
||||
World.add(world, ball);
|
||||
World.add(world, Constraint.create({
|
||||
Composite.add(world, ball);
|
||||
Composite.add(world, Constraint.create({
|
||||
pointA: { x: 300, y: 100 },
|
||||
bodyB: ball
|
||||
}));
|
||||
|
@ -69,7 +69,7 @@ Example.wreckingBall = function() {
|
|||
}
|
||||
});
|
||||
|
||||
World.add(world, mouseConstraint);
|
||||
Composite.add(world, mouseConstraint);
|
||||
|
||||
// keep the mouse in sync with rendering
|
||||
render.mouse = mouse;
|
||||
|
|
Loading…
Reference in a new issue