(function() { var World = Matter.World, Bodies = Matter.Bodies, Body = Matter.Body, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, Events = Matter.Events; Example.events = function(demo) { var engine = demo.engine, world = engine.world, mouseConstraint = demo.mouseConstraint, sceneEvents = demo.sceneEvents; // bind events (sceneEvents is only used for this demo) sceneEvents.push( // an example of using composite events on the world Events.on(world, 'afterAdd', function(event) { console.log('added to world:', event.object); }) ); sceneEvents.push( // an example of using beforeUpdate event on an engine Events.on(engine, 'beforeUpdate', function(event) { var engine = event.source; // apply random forces every 5 secs if (event.timestamp % 5000 < 50) shakeScene(engine); }) ); sceneEvents.push( // an example of using collisionStart event on an engine Events.on(engine, 'collisionStart', function(event) { var pairs = event.pairs; // change object colours to show those starting a collision for (var i = 0; i < pairs.length; i++) { var pair = pairs[i]; pair.bodyA.render.fillStyle = '#bbbbbb'; pair.bodyB.render.fillStyle = '#bbbbbb'; } }) ); sceneEvents.push( // an example of using collisionActive event on an engine Events.on(engine, 'collisionActive', function(event) { var pairs = event.pairs; // change object colours to show those in an active collision (e.g. resting contact) for (var i = 0; i < pairs.length; i++) { var pair = pairs[i]; pair.bodyA.render.fillStyle = '#aaaaaa'; pair.bodyB.render.fillStyle = '#aaaaaa'; } }) ); sceneEvents.push( // an example of using collisionEnd event on an engine Events.on(engine, 'collisionEnd', function(event) { var pairs = event.pairs; // change object colours to show those ending a collision for (var i = 0; i < pairs.length; i++) { var pair = pairs[i]; pair.bodyA.render.fillStyle = '#999999'; pair.bodyB.render.fillStyle = '#999999'; } }) ); sceneEvents.push( // an example of using mouse events on a mouse Events.on(mouseConstraint, 'mousedown', function(event) { var mousePosition = event.mouse.position; console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y); engine.render.options.background = 'cornsilk'; shakeScene(engine); }) ); sceneEvents.push( // an example of using mouse events on a mouse Events.on(mouseConstraint, 'mouseup', function(event) { var mousePosition = event.mouse.position; engine.render.options.background = "white"; console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y); }) ); sceneEvents.push( // an example of using mouse events on a mouse Events.on(mouseConstraint, 'startdrag', function(event) { console.log('startdrag', event); }) ); sceneEvents.push( // an example of using mouse events on a mouse Events.on(mouseConstraint, 'enddrag', function(event) { console.log('enddrag', event); }) ); // scene code var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y) { return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } }); }); World.add(world, stack); var renderOptions = engine.render.options; renderOptions.wireframes = false; var shakeScene = function(engine) { var bodies = Composite.allBodies(engine.world); for (var i = 0; i < bodies.length; i++) { var body = bodies[i]; if (!body.isStatic && body.position.y >= 500) { var forceMagnitude = 0.01 * body.mass; Body.applyForce(body, { x: 0, y: 0 }, { x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]), y: -forceMagnitude + Common.random() * -forceMagnitude }); } } }; }; })();