var Example = Example || {}; Example.substep = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Events = Matter.Events, Composite = Matter.Composite, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, 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, wireframes: false, showDebug: true, background: '#000', pixelRatio: 2 } }); Render.run(render); // create runner with higher precision timestep (requires >= v0.20.0 beta) var runner = Runner.create({ delta: 1000 / (60 * 10), // 600Hz delta = 1.666ms = 10upf @ 60fps (10x default precision) maxFrameTime: 1000 / 50 // performance budget }); Runner.run(runner, engine); // demo substepping using very thin bodies (than is typically recommended) Composite.add(world, [ Bodies.rectangle(250, 250, 300, 1.25, { frictionAir: 0, friction: 0, restitution: 0.9, angle: 0.5, render: { lineWidth: 0.5, fillStyle: '#f55a3c' } }), Bodies.circle(200, 200, 2.25, { frictionAir: 0, friction: 0, restitution: 0.9, angle: 0.5, render: { fillStyle: '#fff' } }) ]); // add bodies Composite.add(world, [ Bodies.rectangle(400, 0, 800, 50, { isStatic: true, render: { visible: false } }), Bodies.rectangle(400, 600, 800, 50, { isStatic: true, render: { visible: false } }), Bodies.rectangle(800, 300, 50, 600, { isStatic: true, render: { visible: false } }), Bodies.rectangle(0, 300, 50, 600, { isStatic: true, render: { visible: false } }) ]); // scene animation Events.on(engine, 'afterUpdate', function(event) { engine.gravity.scale = 0.00035; engine.gravity.x = Math.cos(engine.timing.timestamp * 0.0005); engine.gravity.y = Math.sin(engine.timing.timestamp * 0.0005); }); // add mouse control var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.2, render: { visible: false } } }); Composite.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); } }; }; Example.substep.title = 'High Substeps (Low Delta)'; Example.substep.for = '>=0.20.0'; if (typeof module !== 'undefined') { module.exports = Example.substep; }