(function() { var World = Matter.World, Bodies = Matter.Bodies, Body = Matter.Body, Events = Matter.Events; Example.manipulation = function(demo) { var engine = demo.engine, world = engine.world, sceneEvents = demo.sceneEvents; 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]); var counter = 0, scaleFactor = 1.01; sceneEvents.push( 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; } }) ); var renderOptions = engine.render.options; renderOptions.showAxes = true; renderOptions.showCollisions = true; renderOptions.showPositions = true; renderOptions.showConvexHulls = true; }; })();