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updated edge build

This commit is contained in:
liabru 2015-08-13 00:38:20 +01:00
parent ce474dad45
commit a80fbc133c
2 changed files with 317 additions and 239 deletions

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@ -1,5 +1,5 @@
/**
* matter.js edge-master 2015-07-05
* matter.js edge-master 2015-08-13
* http://brm.io/matter-js/
* License: MIT
*/
@ -4314,7 +4314,7 @@ var Common = {};
/**
* The `Matter.Engine` module contains methods for creating and manipulating engines.
* An engine is a controller that manages updating and rendering the simulation of the world.
* An engine is a controller that manages updating the simulation of the world.
* See `Matter.Runner` for an optional game loop utility.
*
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
@ -4327,9 +4327,6 @@ var Engine = {};
(function() {
var _fps = 60,
_delta = 1000 / _fps;
/**
* Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
* All properties have default values, and many are pre-calculated automatically based on other properties.
@ -4346,22 +4343,14 @@ var Engine = {};
element = Common.isElement(element) ? element : null;
var defaults = {
enabled: true,
positionIterations: 6,
velocityIterations: 4,
constraintIterations: 2,
enableSleeping: false,
events: [],
timing: {
fps: _fps,
timestamp: 0,
delta: _delta,
correction: 1,
deltaMin: 1000 / _fps,
deltaMax: 1000 / (_fps * 0.5),
timeScale: 1,
isFixed: false,
frameRequestId: 0
timeScale: 1
},
broadphase: {
controller: Grid
@ -4393,6 +4382,12 @@ var Engine = {};
/**
* Moves the simulation forward in time by `delta` ms.
* The `correction` argument is an optional `Number` that specifies the time correction factor to apply to the update.
* This can help improve the accuracy of the simulation in cases where `delta` is changing between updates.
* The value of `correction` is defined as `delta / lastDelta`, i.e. the percentage change of `delta` over the last step.
* Therefore the value is always `1` (no correction) when `delta` constant (or when no correction is desired, which is the default).
* See the paper on <a href="http://lonesock.net/article/verlet.html">Time Corrected Verlet</a> for more information.
*
* Triggers `beforeUpdate` and `afterUpdate` events.
* Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.
* @method update
@ -4411,11 +4406,10 @@ var Engine = {};
// increment timestamp
timing.timestamp += delta * timing.timeScale;
timing.correction = correction;
// create an event object
var event = {
timestamp: engine.timing.timestamp
timestamp: timing.timestamp
};
Events.trigger(engine, 'beforeUpdate', event);
@ -4505,22 +4499,6 @@ var Engine = {};
return engine;
};
/**
* Renders the world by calling its defined renderer `engine.render.controller`. Triggers `beforeRender` and `afterRender` events.
* @method render
* @param {engine} engine
*/
Engine.render = function(engine) {
// create an event object
var event = {
timestamp: engine.timing.timestamp
};
Events.trigger(engine, 'beforeRender', event);
engine.render.controller.world(engine);
Events.trigger(engine, 'afterRender', event);
};
/**
* Merges two engines by keeping the configuration of `engineA` but replacing the world with the one from `engineB`.
* @method merge
@ -4629,38 +4607,12 @@ var Engine = {};
* @param {engine} engine
*/
/*
*
* Events Documentation
*
*/
/**
* Fired at the start of a tick, before any updates to the engine or timing
*
* @event beforeTick
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after engine timing updated, but just before engine state updated
*
* @event tick
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired just before an update
*
* @event beforeUpdate
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
@ -4670,37 +4622,7 @@ var Engine = {};
*
* @event afterUpdate
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired just before rendering
*
* @event beforeRender
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after rendering
*
* @event afterRender
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after engine update and after rendering
*
* @event afterTick
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
@ -4711,7 +4633,7 @@ var Engine = {};
* @event collisionStart
* @param {} event An event object
* @param {} event.pairs List of affected pairs
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
@ -4722,7 +4644,7 @@ var Engine = {};
* @event collisionActive
* @param {} event An event object
* @param {} event.pairs List of affected pairs
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
@ -4733,7 +4655,7 @@ var Engine = {};
* @event collisionEnd
* @param {} event An event object
* @param {} event.pairs List of affected pairs
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
@ -4744,14 +4666,6 @@ var Engine = {};
*
*/
/**
* A flag that specifies whether the engine is running or not.
*
* @property enabled
* @type boolean
* @default true
*/
/**
* An integer `Number` that specifies the number of position iterations to perform each update.
* The higher the value, the higher quality the simulation will be at the expense of performance.
@ -4809,46 +4723,13 @@ var Engine = {};
/**
* A `Number` that specifies the current simulation-time in milliseconds starting from `0`.
* It is incremented on every `Engine.update` by the `timing.delta`.
* It is incremented on every `Engine.update` by the given `delta` argument.
*
* @property timing.timestamp
* @type number
* @default 0
*/
/**
* A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
*
* @property timing.isFixed
* @type boolean
* @default false
*/
/**
* A `Number` that specifies the time step between updates in milliseconds.
* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
*
* @property timing.delta
* @type number
* @default 1000 / 60
*/
/**
* A `Number` that specifies the time correction factor to apply to the current timestep.
* It is automatically handled when using `Engine.run`, but is also only optional even if you use your own game loop.
* The value is defined as `delta / lastDelta`, i.e. the percentage change of `delta` between steps.
* This value is always `1` (no correction) when frame rate is constant or `engine.timing.isFixed` is `true`.
* If the framerate and hence `delta` are changing, then correction should be applied to the current update to account for the change.
* See the paper on <a href="http://lonesock.net/article/verlet.html">Time Corrected Verlet</a> for more information.
*
* @property timing.correction
* @type number
* @default 1
*/
/**
* An instance of a `Render` controller. The default value is a `Matter.Render` instance created by `Engine.create`.
* One may also develop a custom renderer module based on `Matter.Render` and pass an instance of it to `Engine.create` via `options.render`.
@ -5208,6 +5089,9 @@ var Mouse = {};
/**
* The `Matter.Runner` module is an optional utility which provides a game loop,
* that handles updating and rendering a `Matter.Engine` for you within a browser.
* It is intended for demo and testing purposes, but may be adequate for simple games.
* If you are using your own game loop instead, then you do not need the `Matter.Runner` module.
* Instead just call `Engine.update(engine, delta)` in your own loop.
* Note that the method `Engine.run` is an alias for `Runner.run`.
*
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
@ -5225,91 +5109,133 @@ var Runner = {};
return;
}
var _fps = 60,
_deltaSampleSize = _fps,
_delta = 1000 / _fps;
var _requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame
|| window.mozRequestAnimationFrame || window.msRequestAnimationFrame
|| function(callback){ window.setTimeout(function() { callback(Common.now()); }, _delta); };
|| function(callback){ window.setTimeout(function() { callback(Common.now()); }, 1000 / 60); };
var _cancelAnimationFrame = window.cancelAnimationFrame || window.mozCancelAnimationFrame
|| window.webkitCancelAnimationFrame || window.msCancelAnimationFrame;
/**
* Provides a basic game loop that handles updating the engine for you.
* Calls `Engine.update` and `Engine.render` on the `requestAnimationFrame` event automatically.
* Handles time correction and non-fixed dynamic timing (if enabled).
* Triggers `beforeTick`, `tick` and `afterTick` events.
* Creates a new Runner. The options parameter is an object that specifies any properties you wish to override the defaults.
* @method create
* @param {} options
*/
Runner.create = function(options) {
var defaults = {
fps: 60,
correction: 1,
deltaSampleSize: 60,
counterTimestamp: 0,
frameCounter: 0,
deltaHistory: [],
timePrev: null,
timeScalePrev: 1,
frameRequestId: null,
isFixed: false,
enabled: true
};
var runner = Common.extend(defaults, options);
runner.delta = runner.delta || 1000 / runner.fps;
runner.deltaMin = runner.deltaMin || 1000 / runner.fps;
runner.deltaMax = runner.deltaMax || 1000 / (runner.fps * 0.5);
runner.fps = 1000 / runner.delta;
return runner;
};
/**
* Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event.
* @method run
* @param {engine} engine
*/
Runner.run = function(engine) {
var counterTimestamp = 0,
frameCounter = 0,
deltaHistory = [],
timePrev,
timeScalePrev = 1;
Runner.run = function(runner, engine) {
// create runner if engine is first argument
if (typeof runner.positionIterations !== 'undefined') {
engine = runner;
runner = Runner.create();
}
(function render(time){
runner.frameRequestId = _requestAnimationFrame(render);
if (time && runner.enabled) {
Runner.tick(runner, engine, time);
}
})();
return runner;
};
/**
* A game loop utility that updates the engine and renderer by one step (a 'tick').
* Features delta smoothing, time correction and fixed or dynamic timing.
* Triggers `beforeTick`, `tick` and `afterTick` events on the engine.
* Consider just `Engine.update(engine, delta)` if you're using your own loop.
* @method tick
* @param {runner} runner
* @param {engine} engine
* @param {number} time
*/
Runner.tick = function(runner, engine, time) {
var timing = engine.timing,
delta,
correction = 1;
timing.frameRequestId = _requestAnimationFrame(render);
if (!engine.enabled)
return;
correction = 1,
delta;
// create an event object
var event = {
timestamp: time
timestamp: timing.timestamp
};
Events.trigger(engine, 'beforeTick', event);
Events.trigger(runner, 'beforeTick', event);
Events.trigger(engine, 'beforeTick', event); // @deprecated
if (timing.isFixed) {
if (runner.isFixed) {
// fixed timestep
delta = timing.delta;
delta = runner.delta;
} else {
// dynamic timestep based on wall clock between calls
delta = (time - timePrev) || timing.delta;
timePrev = time;
delta = (time - runner.timePrev) || runner.delta;
runner.timePrev = time;
// optimistically filter delta over a few frames, to improve stability
deltaHistory.push(delta);
deltaHistory = deltaHistory.slice(-_deltaSampleSize);
delta = Math.min.apply(null, deltaHistory);
runner.deltaHistory.push(delta);
runner.deltaHistory = runner.deltaHistory.slice(-runner.deltaSampleSize);
delta = Math.min.apply(null, runner.deltaHistory);
// limit delta
delta = delta < timing.deltaMin ? timing.deltaMin : delta;
delta = delta > timing.deltaMax ? timing.deltaMax : delta;
delta = delta < runner.deltaMin ? runner.deltaMin : delta;
delta = delta > runner.deltaMax ? runner.deltaMax : delta;
// time correction for delta
correction = delta / timing.delta;
// correction for delta
correction = delta / runner.delta;
// update engine timing object
timing.delta = delta;
runner.delta = delta;
}
// time correction for time scaling
if (timeScalePrev !== 0)
correction *= timing.timeScale / timeScalePrev;
if (runner.timeScalePrev !== 0)
correction *= timing.timeScale / runner.timeScalePrev;
if (timing.timeScale === 0)
correction = 0;
timeScalePrev = timing.timeScale;
runner.timeScalePrev = timing.timeScale;
runner.correction = correction;
// fps counter
frameCounter += 1;
if (time - counterTimestamp >= 1000) {
timing.fps = frameCounter * ((time - counterTimestamp) / 1000);
counterTimestamp = time;
frameCounter = 0;
runner.frameCounter += 1;
if (time - runner.counterTimestamp >= 1000) {
runner.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
runner.counterTimestamp = time;
runner.frameCounter = 0;
}
Events.trigger(engine, 'tick', event);
Events.trigger(runner, 'tick', event);
Events.trigger(engine, 'tick', event); // @deprecated
// if world has been modified, clear the render scene graph
if (engine.world.isModified
@ -5320,27 +5246,145 @@ var Runner = {};
}
// update
Events.trigger(runner, 'beforeUpdate', event);
Engine.update(engine, delta, correction);
Events.trigger(runner, 'afterUpdate', event);
// render
if (engine.render) {
Engine.render(engine);
Events.trigger(runner, 'beforeRender', event);
Events.trigger(engine, 'beforeRender', event); // @deprecated
engine.render.controller.world(engine);
Events.trigger(runner, 'afterRender', event);
Events.trigger(engine, 'afterRender', event); // @deprecated
}
Events.trigger(engine, 'afterTick', event);
})();
Events.trigger(runner, 'afterTick', event);
Events.trigger(engine, 'afterTick', event); // @deprecated
};
/**
* Ends execution of `Runner.run` on the given `engine`, by canceling the animation frame request event loop.
* Ends execution of `Runner.run` on the given `runner`, by canceling the animation frame request event loop.
* If you wish to only temporarily pause the engine, see `engine.enabled` instead.
* @method stop
* @param {engine} engine
* @param {runner} runner
*/
Runner.stop = function(engine) {
_cancelAnimationFrame(engine.timing.frameRequestId);
Runner.stop = function(runner) {
_cancelAnimationFrame(runner.frameRequestId);
};
/*
*
* Events Documentation
*
*/
/**
* Fired at the start of a tick, before any updates to the engine or timing
*
* @event beforeTick
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after engine timing updated, but just before update
*
* @event tick
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired at the end of a tick, after engine update and after rendering
*
* @event afterTick
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired before update
*
* @event beforeUpdate
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after update
*
* @event afterUpdate
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired before rendering
*
* @event beforeRender
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after rendering
*
* @event afterRender
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/*
*
* Properties Documentation
*
*/
/**
* A flag that specifies whether the runner is running or not.
*
* @property enabled
* @type boolean
* @default true
*/
/**
* A `Boolean` that specifies if the runner should use a fixed timestep (otherwise it is variable).
* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
*
* @property isFixed
* @type boolean
* @default false
*/
/**
* A `Number` that specifies the time step between updates in milliseconds.
* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
*
* @property delta
* @type number
* @default 1000 / 60
*/
})();
@ -7351,6 +7395,12 @@ var Render = {};
constraints = [],
i;
var event = {
timestamp: engine.timing.timestamp
};
Events.trigger(render, 'beforeRender', event);
// apply background if it has changed
if (render.currentBackground !== background)
_applyBackground(render, background);
@ -7448,6 +7498,8 @@ var Render = {};
// revert view transforms
context.setTransform(options.pixelRatio, 0, 0, options.pixelRatio, 0, 0);
}
Events.trigger(render, 'afterRender', event);
};
/**
@ -8227,7 +8279,7 @@ var Render = {};
}
context.setLineDash([0]);
context.setLineDash([]);
context.translate(-0.5, -0.5);
}
@ -8323,6 +8375,32 @@ var Render = {};
render.currentBackground = background;
};
/*
*
* Events Documentation
*
*/
/**
* Fired before rendering
*
* @event beforeRender
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after rendering
*
* @event afterRender
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/*
*
* Properties Documentation

8
build/matter.min.js vendored

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