var Example = Example || {}; Example.car = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Composites = Matter.Composites, 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, showCollisions: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies World.add(world, [ // walls 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 }) ]); var scale = 0.9; World.add(world, Composites.car(150, 100, 150 * scale, 30 * scale, 30 * scale)); scale = 0.8; World.add(world, Composites.car(350, 300, 150 * scale, 30 * scale, 30 * scale)); World.add(world, [ Bodies.rectangle(200, 150, 400, 20, { isStatic: true, angle: Math.PI * 0.06 }), Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }), Bodies.rectangle(300, 560, 600, 20, { isStatic: true, angle: Math.PI * 0.04 }) ]); // 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); } }; };