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159 lines
No EOL
4.9 KiB
JavaScript
159 lines
No EOL
4.9 KiB
JavaScript
(function() {
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var World = Matter.World,
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Bodies = Matter.Bodies,
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Body = Matter.Body,
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Composite = Matter.Composite,
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Composites = Matter.Composites,
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Common = Matter.Common,
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Events = Matter.Events;
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Example.events = function(demo) {
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var engine = demo.engine,
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world = engine.world,
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mouseConstraint = demo.mouseConstraint,
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sceneEvents = demo.sceneEvents;
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// bind events (sceneEvents is only used for this demo)
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sceneEvents.push(
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// an example of using composite events on the world
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Events.on(world, 'afterAdd', function(event) {
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console.log('added to world:', event.object);
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})
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);
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sceneEvents.push(
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// an example of using beforeUpdate event on an engine
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Events.on(engine, 'beforeUpdate', function(event) {
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var engine = event.source;
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// apply random forces every 5 secs
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if (event.timestamp % 5000 < 50)
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shakeScene(engine);
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})
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);
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sceneEvents.push(
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// an example of using collisionStart event on an engine
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Events.on(engine, 'collisionStart', function(event) {
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var pairs = event.pairs;
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// change object colours to show those starting a collision
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for (var i = 0; i < pairs.length; i++) {
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var pair = pairs[i];
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pair.bodyA.render.fillStyle = '#bbbbbb';
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pair.bodyB.render.fillStyle = '#bbbbbb';
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}
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})
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);
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sceneEvents.push(
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// an example of using collisionActive event on an engine
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Events.on(engine, 'collisionActive', function(event) {
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var pairs = event.pairs;
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// change object colours to show those in an active collision (e.g. resting contact)
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for (var i = 0; i < pairs.length; i++) {
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var pair = pairs[i];
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pair.bodyA.render.fillStyle = '#aaaaaa';
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pair.bodyB.render.fillStyle = '#aaaaaa';
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}
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})
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);
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sceneEvents.push(
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// an example of using collisionEnd event on an engine
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Events.on(engine, 'collisionEnd', function(event) {
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var pairs = event.pairs;
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// change object colours to show those ending a collision
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for (var i = 0; i < pairs.length; i++) {
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var pair = pairs[i];
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pair.bodyA.render.fillStyle = '#999999';
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pair.bodyB.render.fillStyle = '#999999';
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}
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})
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);
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sceneEvents.push(
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'mousedown', function(event) {
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var mousePosition = event.mouse.position;
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console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
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engine.render.options.background = 'cornsilk';
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shakeScene(engine);
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})
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);
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sceneEvents.push(
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'mouseup', function(event) {
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var mousePosition = event.mouse.position;
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engine.render.options.background = "white";
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console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
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})
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);
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sceneEvents.push(
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'startdrag', function(event) {
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console.log('startdrag', event);
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})
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);
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sceneEvents.push(
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'enddrag', function(event) {
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console.log('enddrag', event);
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})
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);
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// scene code
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var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y) {
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return Bodies.circle(x, y, 15, { restitution: 1, render: { strokeStyle: '#777' } });
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});
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World.add(world, stack);
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var renderOptions = engine.render.options;
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renderOptions.wireframes = false;
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var shakeScene = function(engine) {
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var bodies = Composite.allBodies(engine.world);
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (!body.isStatic && body.position.y >= 500) {
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var forceMagnitude = 0.01 * body.mass;
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Body.applyForce(body, { x: 0, y: 0 }, {
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x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
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y: -forceMagnitude + Common.random() * -forceMagnitude
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});
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}
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}
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};
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};
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})(); |