var Example = Example || {}; Example.manipulation = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Common = Matter.Common, Events = Matter.Events, 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: 800, height: 600, showAxes: true, showCollisions: true, showConvexHulls: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }), 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), partA = Bodies.rectangle(600, 200, 120 * 0.8, 50 * 0.8), partB = Bodies.rectangle(660, 200, 50 * 0.8, 190 * 0.8), compound = Body.create({ parts: [partA, partB], isStatic: true }); World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]); World.add(world, [ // walls 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 lastTime = 0, scaleRate = 0.6; Events.on(engine, 'beforeUpdate', function(event) { var timeScale = event.delta / 1000; if (scaleRate > 0) { Body.scale(bodyF, 1 + (scaleRate * timeScale), 1 + (scaleRate * timeScale)); // modify bodyE vertices bodyE.vertices[0].x -= 0.2 * timeScale; bodyE.vertices[0].y -= 0.2 * timeScale; bodyE.vertices[1].x += 0.2 * timeScale; bodyE.vertices[1].y -= 0.2 * timeScale; Body.setVertices(bodyE, bodyE.vertices); } // make bodyA move up and down var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002); Body.setPosition(bodyA, { x: 100, y: py }, true); // make compound body move up and down and rotate constantly Body.setPosition(compound, { x: 600, y: py }, true); Body.rotate(compound, 1 * Math.PI * timeScale, null, true); // after first 0.8 sec (simulation time) if (engine.timing.timestamp >= 800) Body.setStatic(bodyG, true); // every 1.5 sec (simulation time) if (engine.timing.timestamp - lastTime >= 1500) { Body.setVelocity(bodyB, { x: 0, y: -10 }); Body.setAngle(bodyC, -Math.PI * 0.26); Body.setAngularVelocity(bodyD, 0.2); // stop scaling scaleRate = 0; // update last time lastTime = engine.timing.timestamp; } }); // 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; // 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); } }; };