0
0
Fork 0
mirror of https://github.com/liabru/matter-js.git synced 2024-12-25 13:39:06 -05:00
liabru-matter-js/examples/manipulation.js

83 lines
No EOL
3 KiB
JavaScript

(function() {
var World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Events = Matter.Events;
Example.manipulation = function(demo) {
var engine = demo.engine,
world = engine.world,
sceneEvents = demo.sceneEvents;
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, 50),
partB = Bodies.rectangle(660, 200, 50, 190),
compound = Body.create({
parts: [partA, partB],
isStatic: true
});
World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
var counter = 0,
scaleFactor = 1.01;
sceneEvents.push(
Events.on(engine, 'beforeUpdate', function(event) {
counter += 1;
if (counter === 40)
Body.setStatic(bodyG, true);
if (scaleFactor > 1) {
Body.scale(bodyF, scaleFactor, scaleFactor);
Body.scale(compound, 0.995, 0.995);
// 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
// body is static so must manually update velocity for friction to work
var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
Body.setVelocity(bodyA, { x: 0, y: py - bodyA.position.y });
Body.setPosition(bodyA, { x: 100, y: py });
// make compound body move up and down and rotate constantly
Body.setVelocity(compound, { x: 0, y: py - compound.position.y });
Body.setAngularVelocity(compound, 0.02);
Body.setPosition(compound, { x: 600, y: py });
Body.rotate(compound, 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 = demo.render.options;
renderOptions.showAxes = true;
renderOptions.showCollisions = true;
renderOptions.showPositions = true;
renderOptions.showConvexHulls = true;
};
})();