(function() { // Matter aliases var Engine = Matter.Engine, Gui = Matter.Gui, World = Matter.World, Bodies = Matter.Bodies, Body = Matter.Body, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, Constraint = Matter.Constraint, Events = Matter.Events; var Demo = {}; var _engine, _gui, _sceneName; Demo.init = function() { var container = document.getElementById('canvas-container'); // engine options - these are the defaults var options = { positionIterations: 6, velocityIterations: 4, enableSleeping: false, timeScale: 1 }; // create a Matter engine, with the element to insert the canvas into // NOTE: this is actually Matter.Engine.create(), see the aliases at top of this file _engine = Engine.create(container, options); // run the engine Engine.run(_engine); // default scene function name _sceneName = 'mixed'; // get the scene function name from hash if (window.location.hash.length !== 0) _sceneName = window.location.hash.replace('#', ''); // set up a scene with bodies Demo[_sceneName](); // set up demo interface Demo.initControls(); }; if (window.addEventListener) { window.addEventListener('load', Demo.init); } else if (window.attachEvent) { window.attachEvent('load', Demo.init); } Demo.initControls = function() { var demoSelect = document.getElementById('demo-select'), demoReset = document.getElementById('demo-reset'); // create a dat.gui using Matter helper _gui = Gui.create(_engine); demoSelect.value = _sceneName; demoSelect.addEventListener('change', function(e) { Demo[_sceneName = e.target.value](); Gui.update(_gui); var scrollY = window.scrollY; window.location.hash = _sceneName; window.scrollY = scrollY; }); demoReset.addEventListener('click', function(e) { Demo[_sceneName](); Gui.update(_gui); }); }; Demo.reset = function() { var _world = _engine.world; World.clear(_world); Engine.clear(_engine); if (Events) Events.clear(_engine); _engine.enableSleeping = false; _engine.world.gravity.y = 1; var offset = 5; World.addBody(_world, Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, { isStatic: true })); World.addBody(_world, Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, { isStatic: true })); World.addBody(_world, Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true })); World.addBody(_world, Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true })); var renderOptions = _engine.render.options; renderOptions.wireframes = true; renderOptions.showDebug = true; renderOptions.showBroadphase = false; renderOptions.showBounds = false; renderOptions.showVelocity = false; renderOptions.showCollisions = false; renderOptions.showAxes = false; renderOptions.showPositions = false; renderOptions.showAngleIndicator = true; renderOptions.showIds = false; renderOptions.showShadows = false; }; // all functions below are for setting up scenes Demo.mixed = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) { switch (Math.round(Common.random(0, 1))) { case 0: if (Math.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; }; Demo.mixedSolid = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y, column, row) { switch (Math.round(Common.random(0, 1))) { case 0: if (Math.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; renderOptions.wireframes = false; renderOptions.showAngleIndicator = false; renderOptions.showShadows = true; }; Demo.chains = function() { var _world = _engine.world; Demo.reset(); var groupId = Body.nextGroupId(); var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) { return Bodies.rectangle(x, y, 50, 20, { groupId: groupId }); }); Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 }); Composite.addConstraint(ropeA, Constraint.create({ bodyB: ropeA.bodies[0], pointB: { x: -25, y: 0 }, pointA: { x: 200, y: 100 }, stiffness: 0.5 })); World.addComposite(_world, ropeA); groupId = Body.nextGroupId(); var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) { return Bodies.circle(x, y, 20, { groupId: groupId }); }); Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 }); Composite.addConstraint(ropeB, Constraint.create({ bodyB: ropeB.bodies[0], pointB: { x: -20, y: 0 }, pointA: { x: 500, y: 100 }, stiffness: 0.5 })); World.addComposite(_world, ropeB); }; Demo.car = function() { var _world = _engine.world; Demo.reset(); var scale; scale = 0.8; World.addComposite(_world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale)); scale = 0.7; World.addComposite(_world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale)); World.addBody(_world, Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 })); World.addBody(_world, Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 })); World.addBody(_world, Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = true; renderOptions.showCollisions = true; }; Demo.friction = function() { var _world = _engine.world; Demo.reset(); World.addBody(_world, Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06 })); World.addBody(_world, Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 })); World.addBody(_world, Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06 })); World.addBody(_world, Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 })); World.addBody(_world, Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 })); World.addBody(_world, Bodies.rectangle(300, 430, 40, 40, { friction: 0 })); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = true; renderOptions.showCollisions = true; }; Demo.airFriction = function() { var _world = _engine.world; Demo.reset(); World.addBody(_world, Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 })); World.addBody(_world, Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 })); World.addBody(_world, Bodies.rectangle(600, 100, 60, 60, { frictionAir: 0.1 })); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = true; renderOptions.showCollisions = true; }; Demo.sleeping = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y, column, row) { switch (Math.round(Common.random(0, 1))) { case 0: if (Math.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.addComposite(_world, stack); _engine.enableSleeping = true; var renderOptions = _engine.render.options; }; Demo.broadphase = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) { switch (Math.round(Common.random(0, 1))) { case 0: if (Math.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; renderOptions.showBroadphase = true; }; Demo.gravity = function() { var _world = _engine.world; Demo.reset(); _engine.world.gravity.y = -1; var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) { switch (Math.round(Common.random(0, 1))) { case 0: if (Math.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; }; Demo.avalanche = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) { return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.1 }); }); World.addComposite(_world, stack); World.addBody(_world, Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 })); World.addBody(_world, Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 })); World.addBody(_world, Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })); }; Demo.newtonsCradle = function() { var _world = _engine.world; Demo.reset(); var cradle = Composites.newtonsCradle(300, 100, 5, 30, 200); World.addComposite(_world, cradle); Body.translate(cradle.bodies[0], { x: -180, y: -100 }); cradle = Composites.newtonsCradle(250, 400, 7, 20, 140); World.addComposite(_world, cradle); Body.translate(cradle.bodies[0], { x: -140, y: -100 }); var renderOptions = _engine.render.options; renderOptions.showVelocity = true; renderOptions.showAngleIndicator = false; }; Demo.stack = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 100, 10, 5, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 40, 40); }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; }; Demo.circleStack = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 100, 10, 10, 20, 0, function(x, y, column, row) { return Bodies.circle(x, y, 20); }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; }; Demo.wreckingBall = function() { var _world = _engine.world; Demo.reset(); var rows = 10, yy = 600 - 21 - 40 * rows; var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 40, 40, { friction: 0.9, restitution: 0.1 }); }); World.addComposite(_world, stack); var ball = Bodies.circle(100, 400, 50, { density: 1, frictionAir: 0.001}); World.addBody(_world, ball); World.addConstraint(_world, Constraint.create({ pointA: { x: 300, y: 100 }, bodyB: ball })); var renderOptions = _engine.render.options; renderOptions.showCollisions = true; renderOptions.showVelocity = true; }; Demo.ballPool = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 50, 10, 15, 10, 10, function(x, y, column, row) { return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 }); }); World.addComposite(_world, stack); World.addBody(_world, Bodies.polygon(200, 560, 3, 60)); World.addBody(_world, Bodies.polygon(400, 560, 5, 60)); World.addBody(_world, Bodies.rectangle(600, 560, 80, 80)); var renderOptions = _engine.render.options; }; Demo.stress = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(90, 30, 18, 15, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 35, 35); }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = false; }; Demo.stress2 = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 25, 25); }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = false; }; Demo.pyramid = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.pyramid(100, 100, 15, 10, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 40, 40); }); World.addComposite(_world, stack); var renderOptions = _engine.render.options; }; Demo.restitution = function() { var _world = _engine.world; Demo.reset(); var rest = 0.9, space = 600 / 5; World.addBody(_world, Bodies.rectangle(100 + space * 0, 150, 50, 50, { restitution: rest })); World.addBody(_world, Bodies.rectangle(100 + space * 1, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.15 })); World.addBody(_world, Bodies.rectangle(100 + space * 2, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.25 })); World.addBody(_world, Bodies.circle(100 + space * 3, 150, 25, { restitution: rest })); World.addBody(_world, Bodies.rectangle(100 + space * 5, 150, 180, 20, { restitution: rest, angle: -Math.PI * 0.5 })); var renderOptions = _engine.render.options; renderOptions.showCollisions = true; renderOptions.showVelocity = true; renderOptions.showAngleIndicator = true; }; Demo.beachBalls = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(0, 100, 5, 1, 20, 0, function(x, y, column, row) { return Bodies.circle(x, y, 75, { restitution: 0.9 }); }); World.addComposite(_world, stack); }; Demo.events = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y, column, row) { return Bodies.circle(x, y, 15, { restitution: 1, strokeStyle: '#777' }); }); World.addComposite(_world, stack); //_engine.enableSleeping = true; // an example of using beforeUpdate event on an engine Events.on(_engine, 'beforeUpdate', function(event) { var engine = event.source; // apply random forces every 5 secs if (event.timestamp % 5000 < 50) { var bodies = engine.world.bodies; for (var i = 0; i < bodies.length; i++) { var body = bodies[i]; if (!body.isStatic && body.position.y >= 500) { var forceMagnitude = 0.01 * body.mass; Body.applyForce(body, { x: 0, y: 0 }, { x: (forceMagnitude + Math.random() * forceMagnitude) * Common.choose([1, -1]), y: -forceMagnitude + Math.random() * -forceMagnitude }); } } } }); // an example of using collisionStart event on an engine Events.on(_engine, 'collisionStart', function(event) { var pairs = event.pairs; // change object colours to show those starting a collision for (var i = 0; i < pairs.length; i++) { var pair = pairs[i]; pair.bodyA.fillStyle = '#bbbbbb'; pair.bodyB.fillStyle = '#bbbbbb'; } }); // an example of using collisionActive event on an engine Events.on(_engine, 'collisionActive', function(event) { var pairs = event.pairs; // change object colours to show those in an active collision (e.g. resting contact) for (var i = 0; i < pairs.length; i++) { var pair = pairs[i]; pair.bodyA.fillStyle = '#aaaaaa'; pair.bodyB.fillStyle = '#aaaaaa'; } }); // an example of using collisionEnd event on an engine Events.on(_engine, 'collisionEnd', function(event) { var pairs = event.pairs; // change object colours to show those ending a collision for (var i = 0; i < pairs.length; i++) { var pair = pairs[i]; pair.bodyA.fillStyle = '#999999'; pair.bodyB.fillStyle = '#999999'; } }); var renderOptions = _engine.render.options; renderOptions.wireframes = false; }; })();