var Example = Example || {}; Example.sleeping = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Composites = Matter.Composites, Common = Matter.Common, Events = Matter.Events, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, World = Matter.World, Bodies = Matter.Bodies; // create engine var engine = Engine.create({ enableSleeping: true }), 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 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 stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y) { switch (Math.round(Common.random(0, 1))) { case 0: if (Common.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.add(world, stack); for (var i = 0; i < stack.bodies.length; i++) { Events.on(stack.bodies[i], 'sleepStart sleepEnd', function(event) { var body = this; console.log('body id', body.id, 'sleeping:', body.isSleeping); }); } // 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); } }; };