var Example = Example || {}; Example.sprites = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Composites = Matter.Composites, Common = Matter.Common, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, World = Matter.World, Bodies = Matter.Bodies; // create engine var engine = Engine.create(), world = engine.world; // create renderer var render = Render.create({ element: document.body, engine: engine, options: { width: 800, height: 600, background: '#0f0f13', showAngleIndicator: false, wireframes: false } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var offset = 10, options = { isStatic: true }; world.bodies = []; // these static walls will not be rendered in this sprites example, see options World.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), Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, options) ]); var stack = Composites.stack(20, 20, 10, 4, 0, 0, function(x, y) { if (Common.random() > 0.35) { return Bodies.rectangle(x, y, 64, 64, { render: { strokeStyle: '#ffffff', sprite: { texture: './img/box.png' } } }); } else { return Bodies.circle(x, y, 46, { density: 0.0005, frictionAir: 0.06, restitution: 0.3, friction: 0.01, render: { sprite: { texture: './img/ball.png' } } }); } }); World.add(world, stack); // add mouse control var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.2, render: { visible: false } } }); World.add(world, mouseConstraint); // keep the mouse in sync with rendering render.mouse = mouse; // fit the render viewport to the scene Render.lookAt(render, { min: { x: 0, y: 0 }, max: { x: 800, y: 600 } }); // context for MatterTools.Demo return { engine: engine, runner: runner, render: render, canvas: render.canvas, stop: function() { Matter.Render.stop(render); Matter.Runner.stop(runner); } }; };