(function() { var Engine = Matter.Engine, World = Matter.World, Bodies = Matter.Bodies, Body = Matter.Body, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, Constraint = Matter.Constraint, Events = Matter.Events, Bounds = Matter.Bounds, Vector = Matter.Vector, Vertices = Matter.Vertices, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, Query = Matter.Query, Svg = Matter.Svg; Example.timescale = function(demo) { var engine = demo.engine, world = engine.world, sceneEvents = demo.sceneEvents; var explosion = 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 = 0.04 * body.mass; Body.applyForce(body, { x: 0, y: 0 }, { x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]), y: -forceMagnitude + Common.random() * -forceMagnitude }); } } }; var timeScaleTarget = 1, counter = 0; sceneEvents.push( Events.on(engine, 'afterUpdate', function(event) { // tween the timescale for bullet time slow-mo engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05; counter += 1; // every 1.5 sec if (counter >= 60 * 1.5) { // flip the timescale if (timeScaleTarget < 1) { timeScaleTarget = 1; } else { timeScaleTarget = 0.05; } // create some random forces explosion(engine); // reset counter counter = 0; } }) ); var bodyOptions = { frictionAir: 0, friction: 0.0001, restitution: 0.8 }; // add some small bouncy circles... remember Swordfish? World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y, column, row) { return Bodies.circle(x, y, Common.random(10, 20), bodyOptions); })); // add some larger random bouncy objects World.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y, column, row) { switch (Math.round(Common.random(0, 1))) { case 0: if (Common.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50), bodyOptions); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions); } break; case 1: return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions); } })); }; })();