var Example = Example || {}; Example.bridge = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Composites = Matter.Composites, Common = Matter.Common, Constraint = Matter.Constraint, 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), showAngleIndicator: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var group = Body.nextGroup(true); var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y) { return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } }); }); Composites.chain(bridge, 0.5, 0, -0.5, 0, { stiffness: 0.9 }); var stack = Composites.stack(200, 40, 6, 3, 0, 0, function(x, y) { return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 40)); }); World.add(world, [ bridge, Bodies.rectangle(80, 440, 120, 280, { isStatic: true }), Bodies.rectangle(720, 440, 120, 280, { isStatic: true }), Constraint.create({ pointA: { x: 140, y: 300 }, bodyB: bridge.bodies[0], pointB: { x: -25, y: 0 } }), Constraint.create({ pointA: { x: 660, y: 300 }, bodyB: bridge.bodies[8], pointB: { x: 25, y: 0 } }), stack ]); // 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); } }; };