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liabru-matter-js/demo/js/Demo.js

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JavaScript

(function() {
// Matter aliases
var Engine = Matter.Engine,
Gui = Matter.Gui,
World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
Constraint = Matter.Constraint,
RenderPixi = Matter.RenderPixi,
Events = Matter.Events,
Bounds = Matter.Bounds,
Vector = Matter.Vector,
Vertices = Matter.Vertices;
var Demo = {};
var _engine,
_gui,
_sceneName,
_isMobile = /(ipad|iphone|ipod|android)/gi.test(navigator.userAgent);
Demo.init = function() {
var container = document.getElementById('canvas-container');
// 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);
// 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('#', '');
// set up a scene with bodies
Demo[_sceneName]();
// set up demo interface
Demo.initControls();
};
if (window.addEventListener) {
window.addEventListener('load', Demo.init);
} else if (window.attachEvent) {
window.attachEvent('load', Demo.init);
}
Demo.initControls = function() {
var demoSelect = document.getElementById('demo-select'),
demoReset = document.getElementById('demo-reset');
// create a dat.gui using Matter helper
if (!_isMobile)
_gui = Gui.create(_engine);
// 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);
if (Events) {
// clear all events
Events.off(_engine);
// add event for deleting bodies and constraints with right mouse button
Events.on(_engine, 'mousedown', function(event) {
var mouse = event.mouse,
engine = event.source,
bodies = Composite.allBodies(engine.world),
constraints = Composite.allConstraints(engine.world),
i;
if (mouse.button === 2) {
// find if a body was clicked on
for (i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (Bounds.contains(body.bounds, mouse.position)
&& Vertices.contains(body.vertices, mouse.position)) {
// remove the body that was clicked on
Composite.removeBody(engine.world, body, true);
}
}
// find if a constraint anchor was clicked on
for (i = 0; i < constraints.length; i++) {
var constraint = constraints[i],
bodyA = constraint.bodyA,
bodyB = constraint.bodyB;
// we need to account for different types of constraint anchor
var pointAWorld = constraint.pointA,
pointBWorld = constraint.pointB;
if (bodyA) pointAWorld = Vector.add(bodyA.position, constraint.pointA);
if (bodyB) pointBWorld = Vector.add(bodyB.position, constraint.pointB);
// if the constraint does not have two valid anchors, skip it
if (!pointAWorld || !pointBWorld)
continue;
// find distance between mouse and anchor points
var distA = Vector.magnitudeSquared(Vector.sub(mouse.position, pointAWorld)),
distB = Vector.magnitudeSquared(Vector.sub(mouse.position, pointBWorld));
// if mouse was close, remove the constraint
if (distA < 100 || distB < 100) {
Composite.removeConstraint(engine.world, constraint, true);
}
}
}
});
}
_engine.enableSleeping = false;
_engine.world.gravity.y = 1;
var offset = 5;
World.addBody(_world, Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, { isStatic: true }));
World.addBody(_world, Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, { isStatic: true }));
World.addBody(_world, Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }));
World.addBody(_world, Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }));
var renderOptions = _engine.render.options;
renderOptions.wireframes = true;
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.showAngleIndicator = false;
renderOptions.showDebug = true;
}
};
// all functions below are for setting up scenes
Demo.mixed = 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 (Math.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));
// triangles can be a little unstable, so avoid until fixed
// TODO: make triangles more stable
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
}
});
World.addComposite(_world, stack);
var renderOptions = _engine.render.options;
};
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 (Math.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.addComposite(_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;
Demo.reset();
var groupId = Body.nextGroupId();
var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
});
Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
Composite.addConstraint(ropeA, Constraint.create({
bodyB: ropeA.bodies[0],
pointB: { x: -25, y: 0 },
pointA: { x: 200, y: 100 },
stiffness: 0.5
}));
World.addComposite(_world, ropeA);
groupId = Body.nextGroupId();
var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.circle(x, y, 20, { groupId: groupId });
});
Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
Composite.addConstraint(ropeB, Constraint.create({
bodyB: ropeB.bodies[0],
pointB: { x: -20, y: 0 },
pointA: { x: 500, y: 100 },
stiffness: 0.5
}));
World.addComposite(_world, ropeB);
};
Demo.car = function() {
var _world = _engine.world;
Demo.reset();
var scale;
scale = 0.8;
World.addComposite(_world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale));
scale = 0.7;
World.addComposite(_world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale));
World.addBody(_world, Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
World.addBody(_world, Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }));
World.addBody(_world, 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.addBody(_world, Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
World.addBody(_world, Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 }));
World.addBody(_world, Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
World.addBody(_world, Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 }));
World.addBody(_world, Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
World.addBody(_world, 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.addBody(_world, Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }));
World.addBody(_world, Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }));
World.addBody(_world, 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 (Math.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.addComposite(_world, stack);
_engine.enableSleeping = true;
var renderOptions = _engine.render.options;
};
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 (Math.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.addComposite(_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 (Math.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.addComposite(_world, stack);
var renderOptions = _engine.render.options;
};
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: 0.1 });
});
World.addComposite(_world, stack);
World.addBody(_world, Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
World.addBody(_world, Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }));
World.addBody(_world, 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(300, 100, 5, 30, 200);
World.addComposite(_world, cradle);
Body.translate(cradle.bodies[0], { x: -180, y: -100 });
cradle = Composites.newtonsCradle(250, 400, 7, 20, 140);
World.addComposite(_world, cradle);
Body.translate(cradle.bodies[0], { x: -140, y: -100 });
var renderOptions = _engine.render.options;
renderOptions.showVelocity = true;
renderOptions.showAngleIndicator = false;
};
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.addComposite(_world, stack);
var renderOptions = _engine.render.options;
};
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.addComposite(_world, stack);
var renderOptions = _engine.render.options;
};
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.addComposite(_world, stack);
var ball = Bodies.circle(100, 400, 50, { density: 1, frictionAir: 0.001});
World.addBody(_world, ball);
World.addConstraint(_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.addComposite(_world, stack);
World.addBody(_world, Bodies.polygon(200, 560, 3, 60));
World.addBody(_world, Bodies.polygon(400, 560, 5, 60));
World.addBody(_world, Bodies.rectangle(600, 560, 80, 80));
var renderOptions = _engine.render.options;
};
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.addComposite(_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.addComposite(_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.addComposite(_world, stack);
var renderOptions = _engine.render.options;
};
Demo.restitution = function() {
var _world = _engine.world;
Demo.reset();
var rest = 0.9,
space = 600 / 5;
World.addBody(_world, Bodies.rectangle(100 + space * 0, 150, 50, 50, { restitution: rest }));
World.addBody(_world, Bodies.rectangle(100 + space * 1, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.15 }));
World.addBody(_world, Bodies.rectangle(100 + space * 2, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.25 }));
World.addBody(_world, Bodies.circle(100 + space * 3, 150, 25, { restitution: rest }));
World.addBody(_world, 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.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.addComposite(_world, stack);
};
Demo.events = function() {
var _world = _engine.world;
Demo.reset();
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.addComposite(_world, stack);
var shakeScene = function(engine) {
var bodies = engine.world.bodies;
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 + Math.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Math.random() * -forceMagnitude
});
}
}
};
// 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);
});
// 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';
}
});
// 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';
}
});
// 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';
}
});
// an example of using mouse events on an engine.input.mouse
Events.on(_engine, 'mousedown', function(event) {
var mousePosition = event.mouse.position;
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
_engine.render.options.background = 'cornsilk';
shakeScene(_engine);
});
// an example of using mouse events on an engine.input.mouse
Events.on(_engine, 'mouseup', function(event) {
var mousePosition = event.mouse.position;
_engine.render.options.background = "white";
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
});
var renderOptions = _engine.render.options;
renderOptions.wireframes = false;
};
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.addBody(_world, Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, options));
World.addBody(_world, Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, options));
World.addBody(_world, Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, options));
World.addBody(_world, 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 (Math.random() > 0.35) {
return Bodies.rectangle(x, y, 64, 64, {
render: {
strokeStyle: '#ffffff',
sprite: {
texture: './img/box.png',
xScale: 1,
yScale: 1
}
}
});
} 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',
xScale: 1,
yScale: 1
}
}
});
}
});
World.addComposite(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.background = './img/wall-bg.jpg';
renderOptions.showAngleIndicator = false;
renderOptions.wireframes = false;
};
})();