var Example = Example || {}; Example.staticFriction = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Composites = Matter.Composites, Events = Matter.Events, 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, showVelocity: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var body = Bodies.rectangle(400, 500, 200, 60, { isStatic: true, chamfer: 10 }), size = 50, counter = -1; var stack = Composites.stack(350, 470 - 6 * size, 1, 6, 0, 0, function(x, y) { return Bodies.rectangle(x, y, size * 2, size, { slop: 0.5, friction: 1, frictionStatic: Infinity }); }); World.add(world, [ body, stack, // 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 }) ]); Events.on(engine, 'beforeUpdate', function(event) { counter += 0.014; if (counter < 0) { return; } var px = 400 + 100 * Math.sin(counter); // body is static so must manually update velocity for friction to work Body.setVelocity(body, { x: px - body.position.x, y: 0 }); Body.setPosition(body, { x: px, y: body.position.y }); }); // 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); } }; };