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liabru-matter-js/examples/avalanche.js
2017-01-26 23:38:52 +00:00

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2.6 KiB
JavaScript

var Example = Example || {};
Matter.use(
'matter-wrap'
);
Example.avalanche = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
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: Math.min(document.documentElement.clientWidth, 800),
height: Math.min(document.documentElement.clientHeight, 600),
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y) {
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 })
]);
// 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, Composite.allBodies(world));
// wrapping using matter-wrap plugin
for (var i = 0; i < stack.bodies.length; i += 1) {
stack.bodies[i].plugin.wrap = {
min: { x: render.bounds.min.x, y: render.bounds.min.y },
max: { x: render.bounds.max.x, y: render.bounds.max.y }
};
}
// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};