var Example = Example || {}; Example.timescale = 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, 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: 800, height: 600, showAngleIndicator: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies Composite.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 explosion = function(engine, delta) { var timeScale = delta / 1000; 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) { // Scale force accounting for time delta. var forceMagnitude = (0.05 * body.mass); Body.applyForce(body, body.position, { x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]), y: -forceMagnitude + Common.random() * -forceMagnitude }); } } }; var timeScaleTarget = 1, lastTime = Common.now(); Events.on(engine, 'afterUpdate', function(event) { var timeScale = timeScale = (event.delta || (1000 / 60)) / 1000; // tween the timescale for bullet time slow-mo engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 12 * timeScale; // every 2 sec (real time) if (Common.now() - lastTime >= 2000) { // flip the timescale if (timeScaleTarget < 1) { timeScaleTarget = 1; } else { timeScaleTarget = 0; } // create some random forces explosion(engine, event.delta); // update last time lastTime = Common.now(); } }); var bodyOptions = { frictionAir: 0, friction: 0.0001, restitution: 0.8 }; Composite.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) { return Bodies.circle(x, y, Common.random(10, 20), bodyOptions); })); Composite.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) { 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); } case 1: return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions); } })); // add mouse control var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.2, render: { visible: false } } }); Composite.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); } }; }; Example.timescale.title = 'Time Scaling'; Example.timescale.for = '>=0.14.2'; if (typeof module !== 'undefined') { module.exports = Example.timescale; }