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, 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, 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) { // do something with event.object }); var lastTime = Common.now(); // 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 (Common.now() - lastTime >= 5000) { shakeScene(engine, event.delta); // update last time lastTime = Common.now(); } }); // 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 = '#333'; pair.bodyB.render.fillStyle = '#333'; } }); // 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 = '#333'; pair.bodyB.render.fillStyle = '#333'; } }); // 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 = '#222'; pair.bodyB.render.fillStyle = '#222'; } }); var bodyStyle = { fillStyle: '#222' }; // scene code Composite.add(world, [ Bodies.rectangle(400, 0, 800, 50, { isStatic: true, render: bodyStyle }), Bodies.rectangle(400, 600, 800, 50, { isStatic: true, render: bodyStyle }), Bodies.rectangle(800, 300, 50, 600, { isStatic: true, render: bodyStyle }), Bodies.rectangle(0, 300, 50, 600, { isStatic: true, render: bodyStyle }) ]); var stack = Composites.stack(70, 100, 9, 4, 50, 50, function(x, y) { return Bodies.circle(x, y, 15, { restitution: 1, render: bodyStyle }); }); Composite.add(world, stack); var shakeScene = 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 = (0.03 * 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 } } }); Composite.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); shakeScene(engine, event.delta); }); // an example of using mouse events on a mouse Events.on(mouseConstraint, 'mouseup', function(event) { var mousePosition = event.mouse.position; 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); } }; }; Example.events.title = 'Events'; Example.events.for = '>=0.14.2'; if (typeof module !== 'undefined') { module.exports = Example.events; }