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added Example.renderResize
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@ -28,6 +28,7 @@ module.exports = {
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restitution: require('./restitution.js'),
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rounded: require('./rounded.js'),
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remove: require('./remove.js'),
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renderResize: require('./renderResize.js'),
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sensors: require('./sensors.js'),
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sleeping: require('./sleeping.js'),
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slingshot: require('./slingshot.js'),
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131
examples/renderResize.js
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131
examples/renderResize.js
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@ -0,0 +1,131 @@
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var Example = Example || {};
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Example.renderResize = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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Composite = Matter.Composite,
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Composites = Matter.Composites,
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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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Composite = Matter.Composite,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: 800,
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height: 600,
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showAngleIndicator: true,
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pixelRatio: 2
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// add bodies
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var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) {
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var sides = Math.round(Common.random(1, 8));
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// round the edges of some bodies
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var chamfer = null;
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if (sides > 2 && Common.random() > 0.7) {
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chamfer = {
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radius: 10
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};
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}
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switch (Math.round(Common.random(0, 1))) {
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case 0:
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if (Common.random() < 0.8) {
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return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
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}
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case 1:
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return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
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}
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});
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Composite.add(world, stack);
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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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Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
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]);
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 0.2,
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render: {
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visible: false
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}
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}
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});
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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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// set canvas position to screen top left
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render.canvas.style.position = 'fixed';
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// resize event handler
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var handleWindowResize = function() {
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// get the current window size
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var width = window.innerWidth,
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height = window.innerHeight;
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// set the render size to equal window size
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Render.setSize(render, width, height);
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// update the render bounds to fit the scene
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Render.lookAt(render, Composite.allBodies(engine.world), {
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x: 50,
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y: 50
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});
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}
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// add window resize handler
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window.addEventListener('resize', handleWindowResize);
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// update canvas size to initial window size
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handleWindowResize();
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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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};
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};
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Example.renderResize.title = 'Render Resize';
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Example.renderResize.for = '>=0.20.0';
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if (typeof module !== 'undefined') {
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module.exports = Example.renderResize;
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}
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