var Example = Example || {}; Example.gyro = 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, showAngleIndicator: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) { var sides = Math.round(Common.random(1, 8)); // triangles can be a little unstable, so avoid until fixed sides = (sides === 3) ? 4 : sides; // round the edges of some bodies var chamfer = null; if (sides > 2 && Common.random() > 0.7) { chamfer = { radius: 10 }; } switch (Math.round(Common.random(0, 1))) { case 0: if (Common.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer }); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer }); } case 1: return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer }); } }); World.add(world, [ stack, Bodies.rectangle(400, 0, 800, 50, { isStatic: true }), Bodies.rectangle(400, 600, 800, 50, { isStatic: true }), Bodies.rectangle(800, 300, 50, 600, { isStatic: true }), Bodies.rectangle(0, 300, 50, 600, { isStatic: true }) ]); // add gyro control var updateGravity = function(event) { var orientation = typeof window.orientation !== 'undefined' ? window.orientation : 0, gravity = engine.world.gravity; if (orientation === 0) { gravity.x = Common.clamp(event.gamma, -90, 90) / 90; gravity.y = Common.clamp(event.beta, -90, 90) / 90; } else if (orientation === 180) { gravity.x = Common.clamp(event.gamma, -90, 90) / 90; gravity.y = Common.clamp(-event.beta, -90, 90) / 90; } else if (orientation === 90) { gravity.x = Common.clamp(event.beta, -90, 90) / 90; gravity.y = Common.clamp(-event.gamma, -90, 90) / 90; } else if (orientation === -90) { gravity.x = Common.clamp(-event.beta, -90, 90) / 90; gravity.y = Common.clamp(event.gamma, -90, 90) / 90; } }; window.addEventListener('deviceorientation', updateGravity); // 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); window.removeEventListener('deviceorientation', updateGravity); } }; };