0
0
Fork 0
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:
liabru 2021-04-06 21:36:43 +01:00
parent 9ad980b975
commit a3f298fedb
43 changed files with 159 additions and 169 deletions

View file

@ -6,7 +6,7 @@ Example.airFriction = 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.airFriction = function() {
Runner.run(runner, engine);
// add bodies
World.add(world, [
Composite.add(world, [
// falling blocks
Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }),
Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }),
@ -56,7 +56,7 @@ Example.airFriction = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -21,7 +21,6 @@ Example.avalanche = function() {
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
@ -50,9 +49,9 @@ Example.avalanche = function() {
return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.001 });
});
World.add(world, stack);
Composite.add(world, stack);
World.add(world, [
Composite.add(world, [
Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' } }),
Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06, render: { fillStyle: '#060a19' } }),
Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04, render: { fillStyle: '#060a19' } })
@ -70,7 +69,7 @@ Example.avalanche = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -21,7 +21,6 @@ Example.ballPool = function() {
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
@ -46,7 +45,7 @@ Example.ballPool = function() {
Runner.run(runner, engine);
// add bodies
World.add(world, [
Composite.add(world, [
Bodies.rectangle(400, 600, 1200, 50.5, { isStatic: true, render: { fillStyle: '#060a19' } })
]);
@ -54,7 +53,7 @@ Example.ballPool = function() {
return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
});
World.add(world, [
Composite.add(world, [
stack,
Bodies.polygon(200, 460, 3, 60),
Bodies.polygon(400, 460, 5, 60),
@ -73,7 +72,7 @@ Example.ballPool = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -10,7 +10,7 @@ Example.bridge = function() {
Constraint = Matter.Constraint,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Composite = Matter.Composite,
Bodies = Matter.Bodies;
// create engine
@ -61,7 +61,7 @@ Example.bridge = function() {
return Bodies.rectangle(x, y, 50, 50, Common.random(20, 40));
});
World.add(world, [
Composite.add(world, [
bridge,
stack,
Bodies.rectangle(30, 490, 220, 380, {
@ -100,7 +100,7 @@ Example.bridge = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -8,7 +8,7 @@ Example.broadphase = 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.broadphase = 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 }),
@ -57,7 +57,7 @@ Example.broadphase = function() {
}
});
World.add(world, stack);
Composite.add(world, stack);
// add mouse control
var mouse = Mouse.create(render.canvas),
@ -71,7 +71,7 @@ Example.broadphase = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -7,7 +7,7 @@ Example.car = function() {
Composites = Matter.Composites,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Composite = Matter.Composite,
Bodies = Matter.Bodies;
// create engine
@ -33,7 +33,7 @@ Example.car = 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 }),
@ -43,12 +43,12 @@ Example.car = function() {
// see car function defined later in this file
var scale = 0.9;
World.add(world, Example.car.car(150, 100, 150 * scale, 30 * scale, 30 * scale));
Composite.add(world, Example.car.car(150, 100, 150 * scale, 30 * scale, 30 * scale));
scale = 0.8;
World.add(world, Example.car.car(350, 300, 150 * scale, 30 * scale, 30 * scale));
Composite.add(world, Example.car.car(350, 300, 150 * scale, 30 * scale, 30 * scale));
World.add(world, [
Composite.add(world, [
Bodies.rectangle(200, 150, 400, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' }}),
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06, render: { fillStyle: '#060a19' }}),
Bodies.rectangle(300, 560, 600, 20, { isStatic: true, angle: Math.PI * 0.04, render: { fillStyle: '#060a19' }})
@ -66,7 +66,7 @@ Example.car = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -8,7 +8,7 @@ Example.catapult = function() {
Constraint = Matter.Constraint,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Composite = Matter.Composite,
Bodies = Matter.Bodies,
Body = Matter.Body,
Vector = Matter.Vector;
@ -45,7 +45,7 @@ Example.catapult = function() {
var catapult = Bodies.rectangle(400, 520, 320, 20, { collisionFilter: { group: group } });
World.add(world, [
Composite.add(world, [
stack,
catapult,
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true, render: { fillStyle: '#060a19' } }),
@ -72,7 +72,7 @@ Example.catapult = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -10,7 +10,6 @@ Example.chains = function() {
Constraint = Matter.Constraint,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
@ -79,7 +78,7 @@ Example.chains = function() {
stiffness: 0.5
}));
World.add(world, [
Composite.add(world, [
ropeA,
ropeB,
ropeC,
@ -98,7 +97,7 @@ Example.chains = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -7,7 +7,7 @@ Example.circleStack = 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.circleStack = function() {
return Bodies.circle(x, y, 20);
});
World.add(world, [
Composite.add(world, [
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
@ -57,7 +57,7 @@ Example.circleStack = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -8,7 +8,7 @@ Example.cloth = 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.cloth = function() {
cloth.bodies[i].isStatic = true;
}
World.add(world, [
Composite.add(world, [
cloth,
Bodies.circle(300, 500, 80, { isStatic: true, render: { fillStyle: '#060a19' }}),
Bodies.rectangle(500, 480, 80, 80, { isStatic: true, render: { fillStyle: '#060a19' }}),
@ -57,7 +57,7 @@ Example.cloth = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -9,7 +9,6 @@ Example.collisionFiltering = function() {
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
@ -44,7 +43,7 @@ Example.collisionFiltering = function() {
colorC = '#f5d259';
// add floor
World.add(world, Bodies.rectangle(400, 600, 900, 50, {
Composite.add(world, Bodies.rectangle(400, 600, 900, 50, {
isStatic: true,
render: {
fillStyle: 'transparent',
@ -53,7 +52,7 @@ Example.collisionFiltering = function() {
}));
// create a stack with varying body categories (but these bodies can all collide with each other)
World.add(world,
Composite.add(world,
Composites.stack(275, 100, 5, 9, 10, 10, function(x, y, column, row) {
var category = redCategory,
color = colorA;
@ -80,7 +79,7 @@ Example.collisionFiltering = function() {
);
// this body will only collide with the walls and the green bodies
World.add(world,
Composite.add(world,
Bodies.circle(310, 40, 30, {
collisionFilter: {
mask: defaultCategory | greenCategory
@ -92,7 +91,7 @@ Example.collisionFiltering = function() {
);
// this body will only collide with the walls and the red bodies
World.add(world,
Composite.add(world,
Bodies.circle(400, 40, 30, {
collisionFilter: {
mask: defaultCategory | redCategory
@ -104,7 +103,7 @@ Example.collisionFiltering = function() {
);
// this body will only collide with the walls and the blue bodies
World.add(world,
Composite.add(world,
Bodies.circle(480, 40, 30, {
collisionFilter: {
mask: defaultCategory | blueCategory
@ -127,7 +126,7 @@ Example.collisionFiltering = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -9,7 +9,6 @@ Example.compositeManipulation = function() {
Composites = Matter.Composites,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
@ -34,7 +33,7 @@ Example.compositeManipulation = 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 }),
@ -46,7 +45,7 @@ Example.compositeManipulation = function() {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(world, stack);
Composite.add(world, stack);
world.gravity.y = 0;
@ -83,7 +82,7 @@ Example.compositeManipulation = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -6,9 +6,9 @@ Example.compound = function() {
Runner = Matter.Runner,
Body = Matter.Body,
Constraint = Matter.Constraint,
Composite = Matter.Composite,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
@ -63,7 +63,7 @@ Example.compound = function() {
pointB: { x: 0, y: 0 }
});
World.add(world, [
Composite.add(world, [
compoundBodyA,
compoundBodyB,
constraint,
@ -82,7 +82,7 @@ Example.compound = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -8,7 +8,7 @@ Example.compoundStack = function() {
Composites = Matter.Composites,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Composite = Matter.Composite,
Bodies = Matter.Bodies;
// create engine
@ -44,7 +44,7 @@ Example.compoundStack = function() {
});
});
World.add(world, [
Composite.add(world, [
stack,
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
@ -65,7 +65,7 @@ Example.compoundStack = function() {
}
});
World.add(world, mouseConstraint);
Composite.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;

View file

@ -8,7 +8,7 @@ Example.concave = function() {
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Composite = Matter.Composite,
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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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 }),

View file

@ -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;