var Example = Example || {}; Example.events = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Events = Matter.Events, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, 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), wireframes: false } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // an example of using composite events on the world Events.on(world, 'afterAdd', function(event) { console.log('added to world:', event.object); }); // 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); }); // 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'; } }); // 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'; } }); // 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'; } }); // scene code World.add(world, [ 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 stack = Composites.stack(70, 100, 9, 4, 50, 50, function(x, y) { return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } }); }); World.add(world, stack); 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 = 0.02 * body.mass; Body.applyForce(body, body.position, { x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]), y: -forceMagnitude + Common.random() * -forceMagnitude }); } } }; // 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; // 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); render.options.background = 'cornsilk'; shakeScene(engine); }); // an example of using mouse events on a mouse Events.on(mouseConstraint, 'mouseup', function(event) { var mousePosition = event.mouse.position; render.options.background = "white"; console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y); }); // an example of using mouse events on a mouse Events.on(mouseConstraint, 'startdrag', function(event) { console.log('startdrag', event); }); // an example of using mouse events on a mouse Events.on(mouseConstraint, 'enddrag', function(event) { console.log('enddrag', event); }); // 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); } }; };