var Example = Example || {}; Example.manipulation = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, 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: Math.min(document.documentElement.clientWidth, 800), height: Math.min(document.documentElement.clientHeight, 600), showAxes: true, showCollisions: true, showConvexHulls: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }), bodyB = Bodies.rectangle(200, 200, 50, 50), bodyC = Bodies.rectangle(300, 200, 50, 50), bodyD = Bodies.rectangle(400, 200, 50, 50), bodyE = Bodies.rectangle(550, 200, 50, 50), bodyF = Bodies.rectangle(700, 200, 50, 50), bodyG = Bodies.circle(400, 100, 25), partA = Bodies.rectangle(600, 200, 120, 50), partB = Bodies.rectangle(660, 200, 50, 190), compound = Body.create({ parts: [partA, partB], isStatic: true }); World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]); 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 counter = 0, scaleFactor = 1.01; Events.on(engine, 'beforeUpdate', function(event) { counter += 1; if (counter === 40) Body.setStatic(bodyG, true); if (scaleFactor > 1) { Body.scale(bodyF, scaleFactor, scaleFactor); Body.scale(compound, 0.995, 0.995); // modify bodyE vertices bodyE.vertices[0].x -= 0.2; bodyE.vertices[0].y -= 0.2; bodyE.vertices[1].x += 0.2; bodyE.vertices[1].y -= 0.2; Body.setVertices(bodyE, bodyE.vertices); } // make bodyA move up and down // body is static so must manually update velocity for friction to work var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002); Body.setVelocity(bodyA, { x: 0, y: py - bodyA.position.y }); Body.setPosition(bodyA, { x: 100, y: py }); // make compound body move up and down and rotate constantly Body.setVelocity(compound, { x: 0, y: py - compound.position.y }); Body.setAngularVelocity(compound, 0.02); Body.setPosition(compound, { x: 600, y: py }); Body.rotate(compound, 0.02); // every 1.5 sec if (counter >= 60 * 1.5) { Body.setVelocity(bodyB, { x: 0, y: -10 }); Body.setAngle(bodyC, -Math.PI * 0.26); Body.setAngularVelocity(bodyD, 0.2); // reset counter counter = 0; scaleFactor = 1; } }); // 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); } }; };