var Example = Example || {}; Example.compound = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Events = Matter.Events, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, Constraint = Matter.Constraint, 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: Math.min(document.body.clientWidth, 1024), height: Math.min(document.body.clientHeight, 1024), showAxes: true, showPositions: true, showConvexHulls: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var size = 200, x = 200, y = 200, partA = Bodies.rectangle(x, y, size, size / 5), partB = Bodies.rectangle(x, y, size / 5, size, { render: partA.render }); var compoundBodyA = Body.create({ parts: [partA, partB] }); size = 150; x = 400; y = 300; var partC = Bodies.circle(x, y, 30), partD = Bodies.circle(x + size, y, 30), partE = Bodies.circle(x + size, y + size, 30), partF = Bodies.circle(x, y + size, 30); var compoundBodyB = Body.create({ parts: [partC, partD, partE, partF] }); var constraint = Constraint.create({ pointA: { x: 400, y: 100 }, bodyB: compoundBodyB, pointB: { x: 0, y: -50 } }); World.add(world, [ compoundBodyA, compoundBodyB, constraint, Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }) ]); // 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, Composite.allBodies(world)); // context for MatterTools.Demo return { engine: engine, runner: runner, render: render, canvas: render.canvas, stop: function() { Matter.Render.stop(render); Matter.Runner.stop(runner); } }; };