(function() { // Matter aliases 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, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, Query = Matter.Query; // MatterTools aliases if (window.MatterTools) { var Gui = MatterTools.Gui, Inspector = MatterTools.Inspector; } var Demo = {}; var _engine, _gui, _inspector, _sceneName, _mouseConstraint, _sceneEvents = [], _useInspector = window.location.hash.indexOf('-inspect') !== -1, _isMobile = /(ipad|iphone|ipod|android)/gi.test(navigator.userAgent); // initialise the demo Demo.init = function() { var container = document.getElementById('canvas-container'); // some example engine options var options = { positionIterations: 6, velocityIterations: 4, enableSleeping: false }; // create a Matter engine // NOTE: this is actually Matter.Engine.create(), see the aliases at top of this file _engine = Engine.create(container, options); // add a mouse controlled constraint _mouseConstraint = MouseConstraint.create(_engine); World.add(_engine.world, _mouseConstraint); // run the engine Engine.run(_engine); // default scene function name _sceneName = 'mixed'; // get the scene function name from hash if (window.location.hash.length !== 0) _sceneName = window.location.hash.replace('#', '').replace('-inspect', ''); // set up a scene with bodies Demo[_sceneName](); // set up demo interface (see end of this file) Demo.initControls(); }; // call init when the page has loaded fully if (window.addEventListener) { window.addEventListener('load', Demo.init); } else if (window.attachEvent) { window.attachEvent('load', Demo.init); } // each demo scene is set up in its own function, see below Demo.mixed = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) { var sides = Math.round(Common.random(1, 8)); // triangles can be a little unstable, so avoid until fixed sides = (sides === 3) ? 4 : sides; // round the edges of some bodies var chamfer = null; if (sides > 2 && Common.random() > 0.7) { chamfer = { radius: 10 }; } switch (Math.round(Common.random(0, 1))) { case 0: if (Common.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer }); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer }); } break; case 1: return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer }); } }); World.add(_world, stack); var renderOptions = _engine.render.options; }; Demo.compound = function() { var _world = _engine.world; Demo.reset(); var partA = Bodies.rectangle(200, 200, 200, 40), partB = Bodies.rectangle(200, 200, 40, 200); var compound = Body.create({ parts: [partA, partB] }); World.add(_world, compound); _world.gravity.y = 1; var renderOptions = _engine.render.options; renderOptions.showCollisions = true; renderOptions.showBounds = true; renderOptions.showAxes = true; renderOptions.showPositions = true; renderOptions.showConvexHulls = true; }; Demo.slingshot = function() { var _world = _engine.world; Demo.reset(); _world.bodies = []; var ground = Bodies.rectangle(395, 600, 815, 50, { isStatic: true, render: { visible: false } }), rockOptions = { density: 0.004, render: { sprite: { texture: './img/rock.png' } } }, rock = Bodies.polygon(170, 450, 8, 20, rockOptions), anchor = { x: 170, y: 450 }, elastic = Constraint.create({ pointA: anchor, bodyB: rock, stiffness: 0.05, render: { lineWidth: 5, strokeStyle: '#dfa417' } }); var pyramid = Composites.pyramid(500, 300, 9, 10, 0, 0, function(x, y, column, row) { var texture = column % 2 === 0 ? './img/block.png' : './img/block-2.png'; return Bodies.rectangle(x, y, 25, 40, { render: { sprite: { texture: texture } } }); }); var ground2 = Bodies.rectangle(610, 250, 200, 20, { isStatic: true, render: { fillStyle: '#edc51e', strokeStyle: '#b5a91c' } }); var pyramid2 = Composites.pyramid(550, 0, 5, 10, 0, 0, function(x, y, column, row) { var texture = column % 2 === 0 ? './img/block.png' : './img/block-2.png'; return Bodies.rectangle(x, y, 25, 40, { render: { sprite: { texture: texture } } }); }); World.add(_engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]); Events.on(_engine, 'tick', function() { if (_mouseConstraint.mouse.button === -1 && (rock.position.x > 190 || rock.position.y < 430)) { rock = Bodies.polygon(170, 450, 7, 20, rockOptions); World.add(_engine.world, rock); elastic.bodyB = rock; } }); var renderOptions = _engine.render.options; renderOptions.wireframes = false; renderOptions.showAngleIndicator = false; renderOptions.background = './img/background.png'; }; Demo.rounded = function() { var _world = _engine.world; Demo.reset(); World.add(_world, [ Bodies.rectangle(200, 200, 100, 100, { chamfer: { radius: 20 } }), Bodies.rectangle(300, 200, 100, 100, { chamfer: { radius: [90, 0, 0, 0] } }), Bodies.rectangle(400, 200, 200, 200, { chamfer: { radius: [150, 20, 40, 20] } }), Bodies.rectangle(200, 200, 200, 200, { chamfer: { radius: [150, 20, 150, 20] } }), Bodies.rectangle(300, 200, 200, 50, { chamfer: { radius: [25, 25, 0, 0] } }), Bodies.polygon(200, 100, 8, 80, { chamfer: { radius: 30 } }), Bodies.polygon(300, 100, 5, 80, { chamfer: { radius: [10, 40, 20, 40, 10] } }), Bodies.polygon(400, 200, 3, 50, { chamfer: { radius: [20, 0, 20] } }) ]); var renderOptions = _engine.render.options; renderOptions.showAxes = true; renderOptions.showCollisions = true; }; Demo.manipulation = function() { var _world = _engine.world; Demo.reset(); var bodyA = Bodies.rectangle(100, 200, 50, 50), bodyB = Bodies.rectangle(200, 200, 50, 50), bodyC = Bodies.rectangle(300, 200, 50, 50), bodyD = Bodies.rectangle(400, 200, 50, 50), bodyE = Bodies.rectangle(550, 200, 50, 50), bodyF = Bodies.rectangle(700, 200, 50, 50), bodyG = Bodies.circle(400, 100, 25); World.add(_world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG]); var counter = 0, scaleFactor = 1.01; _sceneEvents.push( Events.on(_engine, 'tick', function(event) { counter += 1; if (counter === 40) Body.setStatic(bodyG, true); if (scaleFactor > 1) { Body.scale(bodyF, scaleFactor, scaleFactor); // modify bodyE vertices bodyE.vertices[0].x -= 0.2; bodyE.vertices[0].y -= 0.2; bodyE.vertices[1].x += 0.2; bodyE.vertices[1].y -= 0.2; Body.setVertices(bodyE, bodyE.vertices); } // make bodyA move up and down and rotate constantly Body.setPosition(bodyA, { x: 100, y: 300 + 100 * Math.sin(_engine.timing.timestamp * 0.005) }); Body.setAngularVelocity(bodyA, 0.02); // every 1.5 sec if (counter >= 60 * 1.5) { Body.setVelocity(bodyB, { x: 0, y: -10 }); Body.setAngle(bodyC, -Math.PI * 0.26); Body.setAngularVelocity(bodyD, 0.2); // reset counter counter = 0; scaleFactor = 1; } }) ); var renderOptions = _engine.render.options; renderOptions.wireframes = false; renderOptions.showAxes = true; renderOptions.showCollisions = true; }; Demo.compositeManipulation = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(200, 200, 4, 4, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 40, 40); }); World.add(_world, stack); _world.gravity.y = 0; _sceneEvents.push( Events.on(_engine, 'tick', function(event) { var time = _engine.timing.timestamp; Composite.translate(stack, { x: Math.sin(time * 0.001) * 2, y: 0 }); Composite.rotate(stack, Math.sin(time * 0.001) * 0.01, { x: 300, y: 300 }); var scale = 1 + (Math.sin(time * 0.001) * 0.01); Composite.scale(stack, scale, scale, { x: 300, y: 300 }); }) ); var renderOptions = _engine.render.options; renderOptions.wireframes = false; renderOptions.showAxes = true; renderOptions.showCollisions = true; }; Demo.views = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 15, 4, 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)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } break; case 1: var sides = Math.round(Common.random(1, 8)); sides = (sides === 3) ? 4 : sides; return Bodies.polygon(x, y, sides, Common.random(20, 50)); } }); World.add(_world, stack); // get the centre of the viewport var viewportCentre = { x: _engine.render.options.width * 0.5, y: _engine.render.options.height * 0.5 }; // make the world bounds a little bigger than the render bounds _world.bounds.min.x = -300; _world.bounds.min.y = -300; _world.bounds.max.x = 1100; _world.bounds.max.y = 900; // keep track of current bounds scale (view zoom) var boundsScaleTarget = 1, boundsScale = { x: 1, y: 1 }; // use the engine tick event to control our view _sceneEvents.push( Events.on(_engine, 'beforeTick', function() { var world = _engine.world, mouse = _mouseConstraint.mouse, render = _engine.render, translate; // mouse wheel controls zoom var scaleFactor = mouse.wheelDelta * -0.1; if (scaleFactor !== 0) { if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) { boundsScaleTarget += scaleFactor; } } // if scale has changed if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) { // smoothly tween scale factor scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2; boundsScale.x += scaleFactor; boundsScale.y += scaleFactor; // scale the render bounds render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x; render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y; // translate so zoom is from centre of view translate = { x: render.options.width * scaleFactor * -0.5, y: render.options.height * scaleFactor * -0.5 }; Bounds.translate(render.bounds, translate); // update mouse Mouse.setScale(mouse, boundsScale); Mouse.setOffset(mouse, render.bounds.min); } // get vector from mouse relative to centre of viewport var deltaCentre = Vector.sub(mouse.absolute, viewportCentre), centreDist = Vector.magnitude(deltaCentre); // translate the view if mouse has moved over 50px from the centre of viewport if (centreDist > 50) { // create a vector to translate the view, allowing the user to control view speed var direction = Vector.normalise(deltaCentre), speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002); translate = Vector.mult(direction, speed); // prevent the view moving outside the world bounds if (render.bounds.min.x + translate.x < world.bounds.min.x) translate.x = world.bounds.min.x - render.bounds.min.x; if (render.bounds.max.x + translate.x > world.bounds.max.x) translate.x = world.bounds.max.x - render.bounds.max.x; if (render.bounds.min.y + translate.y < world.bounds.min.y) translate.y = world.bounds.min.y - render.bounds.min.y; if (render.bounds.max.y + translate.y > world.bounds.max.y) translate.y = world.bounds.max.y - render.bounds.max.y; // move the view Bounds.translate(render.bounds, translate); // we must update the mouse too Mouse.setOffset(mouse, render.bounds.min); } }) ); // must enable renderOptions.hasBounds for views to work var renderOptions = _engine.render.options; renderOptions.hasBounds = true; }; Demo.mixedSolid = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(50, 50, 12, 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)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } break; case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.add(_world, stack); var renderOptions = _engine.render.options; renderOptions.wireframes = false; renderOptions.showAngleIndicator = false; if (window.chrome) renderOptions.showShadows = true; }; Demo.chains = function() { var _world = _engine.world, group = Body.nextGroup(true); Demo.reset(); var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) { return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } }); }); Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 }); Composite.add(ropeA, Constraint.create({ bodyB: ropeA.bodies[0], pointB: { x: -25, y: 0 }, pointA: { x: 200, y: 100 }, stiffness: 0.5 })); World.add(_world, ropeA); group = Body.nextGroup(true); var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) { return Bodies.circle(x, y, 20, { collisionFilter: { group: group } }); }); Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 }); Composite.add(ropeB, Constraint.create({ bodyB: ropeB.bodies[0], pointB: { x: -20, y: 0 }, pointA: { x: 500, y: 100 }, stiffness: 0.5 })); World.add(_world, ropeB); }; Demo.bridge = function() { var _world = _engine.world, group = Body.nextGroup(true); Demo.reset(); var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y, column, row) { 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, column, row) { 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 ]); }; Demo.car = function() { var _world = _engine.world, scale; Demo.reset(); scale = 0.9; World.add(_world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale)); scale = 0.8; World.add(_world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale)); World.add(_world, [ Bodies.rectangle(200, 150, 650, 20, { isStatic: true, angle: Math.PI * 0.06 }), Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }), Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 }) ]); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = true; renderOptions.showCollisions = true; }; Demo.friction = function() { var _world = _engine.world; Demo.reset(); World.add(_world, [ Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }), Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 }) ]); World.add(_world, [ Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }), Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 }) ]); World.add(_world, [ Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }), Bodies.rectangle(300, 430, 40, 40, { friction: 0 }) ]); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = true; renderOptions.showCollisions = true; }; Demo.airFriction = function() { var _world = _engine.world; Demo.reset(); World.add(_world, [ Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }), Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }), Bodies.rectangle(600, 100, 60, 60, { frictionAir: 0.1 }) ]); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = true; renderOptions.showCollisions = true; }; Demo.sleeping = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(50, 50, 12, 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)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } break; case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.add(_world, stack); _engine.enableSleeping = true; }; Demo.broadphase = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 20, 5, 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)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } break; case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.add(_world, stack); var renderOptions = _engine.render.options; renderOptions.showBroadphase = true; }; Demo.gravity = function() { var _world = _engine.world; Demo.reset(); _engine.world.gravity.y = -1; var stack = Composites.stack(20, 20, 20, 5, 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)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } break; case 1: return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50)); } }); World.add(_world, stack); }; Demo.avalanche = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) { return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.001 }); }); World.add(_world, stack); World.add(_world, [ Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }), Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }), Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 }) ]); }; Demo.newtonsCradle = function() { var _world = _engine.world; Demo.reset(); var cradle = Composites.newtonsCradle(280, 100, 5, 30, 200); World.add(_world, cradle); Body.translate(cradle.bodies[0], { x: -180, y: -100 }); cradle = Composites.newtonsCradle(280, 380, 7, 20, 140); World.add(_world, cradle); Body.translate(cradle.bodies[0], { x: -140, y: -100 }); var renderOptions = _engine.render.options; renderOptions.showVelocity = true; }; Demo.timescale = function() { var _world = _engine.world; Demo.reset(); 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, 'tick', 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); } })); }; Demo.stack = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 100, 10, 5, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 40, 40); }); World.add(_world, stack); }; Demo.circleStack = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 100, 10, 10, 20, 0, function(x, y, column, row) { return Bodies.circle(x, y, 20); }); World.add(_world, stack); }; Demo.wreckingBall = function() { var _world = _engine.world; Demo.reset(); var rows = 10, yy = 600 - 21 - 40 * rows; var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 40, 40, { friction: 0.9, restitution: 0.1 }); }); World.add(_world, stack); var ball = Bodies.circle(100, 400, 50, { density: 0.07, frictionAir: 0.001}); World.add(_world, ball); World.add(_world, Constraint.create({ pointA: { x: 300, y: 100 }, bodyB: ball })); if (!_isMobile) { var renderOptions = _engine.render.options; renderOptions.showCollisions = true; renderOptions.showVelocity = true; } }; Demo.ballPool = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 50, 10, 15, 10, 10, function(x, y, column, row) { return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 }); }); World.add(_world, [ stack, Bodies.polygon(200, 560, 3, 60), Bodies.polygon(400, 560, 5, 60), Bodies.rectangle(600, 560, 80, 80) ]); }; Demo.stress = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(90, 30, 18, 15, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 35, 35); }); World.add(_world, stack); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = false; }; Demo.stress2 = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 25, 25); }); World.add(_world, stack); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = false; }; Demo.pyramid = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.pyramid(100, 100, 15, 10, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 40, 40); }); World.add(_world, stack); }; Demo.restitution = function() { var _world = _engine.world; Demo.reset(); var rest = 0.9, space = 600 / 5; World.add(_world, [ Bodies.rectangle(100 + space * 0, 150, 50, 50, { restitution: rest }), Bodies.rectangle(100 + space * 1, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.15 }), Bodies.rectangle(100 + space * 2, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.25 }), Bodies.circle(100 + space * 3, 150, 25, { restitution: rest }), Bodies.rectangle(100 + space * 5, 150, 180, 20, { restitution: rest, angle: -Math.PI * 0.5 }) ]); var renderOptions = _engine.render.options; renderOptions.showCollisions = true; renderOptions.showVelocity = true; renderOptions.showAngleIndicator = true; }; Demo.softBody = function() { var _world = _engine.world; Demo.reset(); var particleOptions = { render: { visible: true } }; World.add(_world, [ Composites.softBody(250, 100, 5, 5, 0, 0, true, 18, particleOptions), Composites.softBody(250, 300, 8, 3, 0, 0, true, 15, particleOptions), Composites.softBody(250, 400, 4, 4, 0, 0, true, 15, particleOptions) ]); var renderOptions = _engine.render.options; renderOptions.showAngleIndicator = false; }; Demo.cloth = function() { var _world = _engine.world; Demo.reset(); var group = Body.nextGroup(true), particleOptions = { friction: 0.00001, collisionFilter: { group: group }, render: { visible: false }}, cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions); for (var i = 0; i < 20; i++) { cloth.bodies[i].isStatic = true; } World.add(_world, [ cloth, Bodies.circle(300, 500, 80, { isStatic: true }), Bodies.rectangle(500, 480, 80, 80, { isStatic: true }) ]); }; Demo.catapult = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(250, 255, 1, 6, 0, 0, function(x, y, column, row) { return Bodies.rectangle(x, y, 30, 30); }); var catapult = Bodies.rectangle(400, 520, 320, 20, { }); World.add(_world, [ stack, catapult, Bodies.rectangle(250, 555, 20, 50, { isStatic: true }), Bodies.circle(560, 100, 50, { density: 0.005 }), Constraint.create({ bodyA: catapult, pointB: { x: 390, y: 580 } }), Constraint.create({ bodyA: catapult, pointB: { x: 410, y: 580 } }) ]); var renderOptions = _engine.render.options; renderOptions.showCollisions = true; renderOptions.showVelocity = true; renderOptions.showAngleIndicator = true; }; Demo.beachBalls = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(0, 100, 5, 1, 20, 0, function(x, y, column, row) { return Bodies.circle(x, y, 75, { restitution: 0.9 }); }); World.add(_world, stack); }; Demo.events = function() { var _world = _engine.world; Demo.reset(); // bind events (_sceneEvents is only used for this demo) _sceneEvents.push( // an example of using composite events on the world Events.on(_world, 'afterAdd', function(event) { console.log('added to world:', event.object); }) ); _sceneEvents.push( // 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); }) ); _sceneEvents.push( // 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'; } }) ); _sceneEvents.push( // 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'; } }) ); _sceneEvents.push( // 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'; } }) ); _sceneEvents.push( // 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); _engine.render.options.background = 'cornsilk'; shakeScene(_engine); }) ); _sceneEvents.push( // an example of using mouse events on a mouse Events.on(_mouseConstraint, 'mouseup', function(event) { var mousePosition = event.mouse.position; _engine.render.options.background = "white"; console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y); }) ); _sceneEvents.push( // an example of using mouse events on a mouse Events.on(_mouseConstraint, 'startdrag', function(event) { console.log('startdrag', event); }) ); _sceneEvents.push( // an example of using mouse events on a mouse Events.on(_mouseConstraint, 'enddrag', function(event) { console.log('enddrag', event); }) ); // scene code var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y, column, row) { return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } }); }); World.add(_world, stack); var renderOptions = _engine.render.options; renderOptions.wireframes = false; 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 = 0.01 * body.mass; Body.applyForce(body, { x: 0, y: 0 }, { x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]), y: -forceMagnitude + Common.random() * -forceMagnitude }); } } }; }; Demo.sprites = function() { var _world = _engine.world, offset = 10, options = { isStatic: true, render: { visible: false } }; Demo.reset(); _world.bodies = []; // these static walls will not be rendered in this sprites example, see options World.add(_world, [ Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, options), Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, options), Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, options), Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, options) ]); var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) { if (Common.random() > 0.35) { return Bodies.rectangle(x, y, 64, 64, { render: { strokeStyle: '#ffffff', sprite: { texture: './img/box.png' } } }); } else { return Bodies.circle(x, y, 46, { density: 0.0005, frictionAir: 0.06, restitution: 0.3, friction: 0.01, render: { sprite: { texture: './img/ball.png' } } }); } }); World.add(_world, stack); var renderOptions = _engine.render.options; renderOptions.background = './img/wall-bg.jpg'; renderOptions.showAngleIndicator = false; renderOptions.wireframes = false; }; Demo.raycasting = function() { var _world = _engine.world; Demo.reset(); var stack = Composites.stack(20, 20, 15, 4, 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)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } break; case 1: var sides = Math.round(Common.random(1, 8)); sides = (sides === 3) ? 4 : sides; return Bodies.polygon(x, y, sides, Common.random(20, 50)); } }); World.add(_world, stack); _sceneEvents.push( Events.on(_engine, 'afterRender', function() { var mouse = _mouseConstraint.mouse, context = _engine.render.context, bodies = Composite.allBodies(_engine.world), startPoint = { x: 400, y: 100 }, endPoint = mouse.position; var collisions = Query.ray(bodies, startPoint, endPoint); context.beginPath(); context.moveTo(startPoint.x, startPoint.y); context.lineTo(endPoint.x, endPoint.y); if (collisions.length > 0) { context.strokeStyle = '#fff'; } else { context.strokeStyle = '#555'; } context.lineWidth = 0.5; context.stroke(); for (var i = 0; i < collisions.length; i++) { var collision = collisions[i]; context.rect(collision.bodyA.position.x - 4.5, collision.bodyA.position.y - 4.5, 8, 8); } context.fillStyle = 'rgba(255,165,0,0.7)'; context.fill(); }) ); }; Demo.collisionFiltering = function() { var _world = _engine.world; // define our categories (as bit fields, there are up to 32 available) var defaultCategory = 0x0001, redCategory = 0x0002, greenCategory = 0x0004, blueCategory = 0x0008; var redColor = '#C44D58', blueColor = '#4ECDC4', greenColor = '#C7F464'; Demo.reset(); // create a stack with varying body categories (but these bodies can all collide with each other) World.add(_world, Composites.stack(275, 150, 5, 10, 10, 10, function(x, y, column, row) { var category = redCategory, color = redColor; if (row > 5) { category = blueCategory; color = blueColor; } else if (row > 2) { category = greenCategory; color = greenColor; } return Bodies.circle(x, y, 20, { collisionFilter: { category: category }, render: { strokeStyle: color, fillStyle: 'transparent' } }); }) ); // this body will only collide with the walls and the green bodies World.add(_world, Bodies.circle(310, 40, 30, { collisionFilter: { mask: defaultCategory | greenCategory }, render: { strokeStyle: Common.shadeColor(greenColor, -20), fillStyle: greenColor } }) ); // this body will only collide with the walls and the red bodies World.add(_world, Bodies.circle(400, 40, 30, { collisionFilter: { mask: defaultCategory | redCategory }, render: { strokeStyle: Common.shadeColor(redColor, -20), fillStyle: redColor } }) ); // this body will only collide with the walls and the blue bodies World.add(_world, Bodies.circle(480, 40, 30, { collisionFilter: { mask: defaultCategory | blueCategory }, render: { strokeStyle: Common.shadeColor(blueColor, -20), fillStyle: blueColor } }) ); // red category objects should not be draggable with the mouse _mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory; var renderOptions = _engine.render.options; renderOptions.wireframes = false; renderOptions.background = '#222'; renderOptions.showAngleIndicator = false; }; // the functions for the demo interface and controls below Demo.initControls = function() { var demoSelect = document.getElementById('demo-select'), demoReset = document.getElementById('demo-reset'); // create a Matter.Gui if (!_isMobile && Gui) { _gui = Gui.create(_engine); // need to add mouse constraint back in after gui clear or load is pressed Events.on(_gui, 'clear load', function() { _mouseConstraint = MouseConstraint.create(_engine); World.add(_engine.world, _mouseConstraint); }); } // create a Matter.Inspector if (!_isMobile && Inspector && _useInspector) { _inspector = Inspector.create(_engine); Events.on(_inspector, 'import', function() { _mouseConstraint = MouseConstraint.create(_engine); World.add(_engine.world, _mouseConstraint); }); Events.on(_inspector, 'play', function() { _mouseConstraint = MouseConstraint.create(_engine); World.add(_engine.world, _mouseConstraint); }); Events.on(_inspector, 'selectStart', function() { _mouseConstraint.constraint.render.visible = false; }); Events.on(_inspector, 'selectEnd', function() { _mouseConstraint.constraint.render.visible = true; }); } // go fullscreen when using a mobile device if (_isMobile) { var body = document.body; body.className += ' is-mobile'; _engine.render.canvas.addEventListener('touchstart', Demo.fullscreen); var fullscreenChange = function() { var fullscreenEnabled = document.fullscreenEnabled || document.mozFullScreenEnabled || document.webkitFullscreenEnabled; // delay fullscreen styles until fullscreen has finished changing setTimeout(function() { if (fullscreenEnabled) { body.className += ' is-fullscreen'; } else { body.className = body.className.replace('is-fullscreen', ''); } }, 2000); }; document.addEventListener('webkitfullscreenchange', fullscreenChange); document.addEventListener('mozfullscreenchange', fullscreenChange); document.addEventListener('fullscreenchange', fullscreenChange); } // initialise demo selector demoSelect.value = _sceneName; demoSelect.addEventListener('change', function(e) { Demo[_sceneName = e.target.value](); Gui.update(_gui); var scrollY = window.scrollY; window.location.hash = _sceneName; window.scrollY = scrollY; }); demoReset.addEventListener('click', function(e) { Demo[_sceneName](); Gui.update(_gui); }); }; Demo.fullscreen = function(){ var _fullscreenElement = _engine.render.canvas; if (!document.fullscreenElement && !document.mozFullScreenElement && !document.webkitFullscreenElement) { if (_fullscreenElement.requestFullscreen) { _fullscreenElement.requestFullscreen(); } else if (_fullscreenElement.mozRequestFullScreen) { _fullscreenElement.mozRequestFullScreen(); } else if (_fullscreenElement.webkitRequestFullscreen) { _fullscreenElement.webkitRequestFullscreen(Element.ALLOW_KEYBOARD_INPUT); } } }; Demo.reset = function() { var _world = _engine.world; World.clear(_world); Engine.clear(_engine); // clear scene graph (if defined in controller) var renderController = _engine.render.controller; if (renderController.clear) renderController.clear(_engine.render); // clear all scene events for (var i = 0; i < _sceneEvents.length; i++) Events.off(_engine, _sceneEvents[i]); if (_mouseConstraint.events) { for (i = 0; i < _sceneEvents.length; i++) Events.off(_mouseConstraint, _sceneEvents[i]); } if (_world.events) { for (i = 0; i < _sceneEvents.length; i++) Events.off(_world, _sceneEvents[i]); } _sceneEvents = []; // reset id pool Common._nextId = 0; // reset random seed Common._seed = 0; // reset mouse offset and scale (only required for Demo.views) Mouse.setScale(_mouseConstraint.mouse, { x: 1, y: 1 }); Mouse.setOffset(_mouseConstraint.mouse, { x: 0, y: 0 }); _engine.enableSleeping = false; _engine.world.gravity.y = 1; _engine.world.gravity.x = 0; _engine.timing.timeScale = 1; var offset = 5; World.add(_world, [ Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, { isStatic: true }), Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, { isStatic: true }), Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }), Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }) ]); World.add(_world, _mouseConstraint); var renderOptions = _engine.render.options; renderOptions.wireframes = true; renderOptions.hasBounds = false; renderOptions.showDebug = false; renderOptions.showBroadphase = false; renderOptions.showBounds = false; renderOptions.showVelocity = false; renderOptions.showCollisions = false; renderOptions.showAxes = false; renderOptions.showPositions = false; renderOptions.showAngleIndicator = true; renderOptions.showIds = false; renderOptions.showShadows = false; renderOptions.background = '#fff'; if (_isMobile) renderOptions.showDebug = true; }; })();