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liabru-matter-js/demo/js/Examples.js

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JavaScript

/*!
* matter-js-examples 0.14.2 by @liabru 2020-12-05
* http://brm.io/matter-js/
* License MIT
*
* The MIT License (MIT)
*
* Copyright (c) Liam Brummitt and contributors.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory();
else if(typeof define === 'function' && define.amd)
define("Example", [], factory);
else if(typeof exports === 'object')
exports["Example"] = factory();
else
root["Example"] = factory();
})(this, function() {
return /******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId]) {
/******/ return installedModules[moduleId].exports;
/******/ }
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
/******/ };
/******/
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/
/******/ // Flag the module as loaded
/******/ module.l = true;
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/******/
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/
/******/ // define getter function for harmony exports
/******/ __webpack_require__.d = function(exports, name, getter) {
/******/ if(!__webpack_require__.o(exports, name)) {
/******/ Object.defineProperty(exports, name, { enumerable: true, get: getter });
/******/ }
/******/ };
/******/
/******/ // define __esModule on exports
/******/ __webpack_require__.r = function(exports) {
/******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
/******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
/******/ }
/******/ Object.defineProperty(exports, '__esModule', { value: true });
/******/ };
/******/
/******/ // create a fake namespace object
/******/ // mode & 1: value is a module id, require it
/******/ // mode & 2: merge all properties of value into the ns
/******/ // mode & 4: return value when already ns object
/******/ // mode & 8|1: behave like require
/******/ __webpack_require__.t = function(value, mode) {
/******/ if(mode & 1) value = __webpack_require__(value);
/******/ if(mode & 8) return value;
/******/ if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
/******/ var ns = Object.create(null);
/******/ __webpack_require__.r(ns);
/******/ Object.defineProperty(ns, 'default', { enumerable: true, value: value });
/******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
/******/ return ns;
/******/ };
/******/
/******/ // getDefaultExport function for compatibility with non-harmony modules
/******/ __webpack_require__.n = function(module) {
/******/ var getter = module && module.__esModule ?
/******/ function getDefault() { return module['default']; } :
/******/ function getModuleExports() { return module; };
/******/ __webpack_require__.d(getter, 'a', getter);
/******/ return getter;
/******/ };
/******/
/******/ // Object.prototype.hasOwnProperty.call
/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
/******/
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "";
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/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports, __webpack_require__) {
module.exports = {
airFriction: __webpack_require__(1),
avalanche: __webpack_require__(2),
ballPool: __webpack_require__(3),
bridge: __webpack_require__(4),
broadphase: __webpack_require__(5),
car: __webpack_require__(6),
catapult: __webpack_require__(7),
chains: __webpack_require__(8),
circleStack: __webpack_require__(9),
cloth: __webpack_require__(10),
collisionFiltering: __webpack_require__(11),
compositeManipulation: __webpack_require__(12),
compound: __webpack_require__(13),
compoundStack: __webpack_require__(14),
concave: __webpack_require__(15),
constraints: __webpack_require__(16),
doublePendulum: __webpack_require__(17),
events: __webpack_require__(18),
friction: __webpack_require__(19),
gravity: __webpack_require__(20),
gyro: __webpack_require__(21),
manipulation: __webpack_require__(22),
mixed: __webpack_require__(23),
newtonsCradle: __webpack_require__(24),
ragdoll: __webpack_require__(25),
pyramid: __webpack_require__(26),
raycasting: __webpack_require__(27),
restitution: __webpack_require__(28),
rounded: __webpack_require__(29),
sensors: __webpack_require__(30),
sleeping: __webpack_require__(31),
slingshot: __webpack_require__(32),
softBody: __webpack_require__(33),
sprites: __webpack_require__(34),
stack: __webpack_require__(35),
staticFriction: __webpack_require__(36),
stress: __webpack_require__(37),
stress2: __webpack_require__(38),
svg: __webpack_require__(39),
terrain: __webpack_require__(40),
timescale: __webpack_require__(41),
views: __webpack_require__(42),
wreckingBall: __webpack_require__(43)
};
/***/ }),
/* 1 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.airFriction = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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,
showVelocity: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
World.add(world, [
// falling blocks
Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }),
Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }),
Bodies.rectangle(600, 100, 60, 60, { frictionAir: 0.1 }),
// 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 })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 2 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.avalanche = function() {
Matter.use(
'matter-wrap'
);
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: 800,
height: 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 3 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.ballPool = function() {
Matter.use(
'matter-wrap'
);
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: 800,
height: 600,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
World.add(world, [
Bodies.rectangle(400, 600, 1200, 50.5, { isStatic: true })
]);
var stack = Composites.stack(100, 0, 10, 8, 10, 10, function(x, y) {
return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
});
World.add(world, [
stack,
Bodies.polygon(200, 460, 3, 60),
Bodies.polygon(400, 460, 5, 60),
Bodies.rectangle(600, 460, 80, 80)
]);
// 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 }
});
// wrapping using matter-wrap plugin
var allBodies = Composite.allBodies(world);
for (var i = 0; i < allBodies.length; i += 1) {
allBodies[i].plugin.wrap = {
min: { x: render.bounds.min.x - 100, y: render.bounds.min.y },
max: { x: render.bounds.max.x + 100, 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 4 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.bridge = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Composites = Matter.Composites,
Common = Matter.Common,
Constraint = Matter.Constraint,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var group = Body.nextGroup(true);
var bridge = Composites.stack(160, 290, 15, 1, 0, 0, function(x, y) {
return Bodies.rectangle(x - 20, y, 53, 20, {
collisionFilter: { group: group },
chamfer: 5,
density: 0.005,
frictionAir: 0.05,
render: {
fillStyle: '#575375'
}
});
});
Composites.chain(bridge, 0.3, 0, -0.3, 0, {
stiffness: 1,
length: 0,
render: {
visible: false
}
});
var stack = Composites.stack(250, 50, 6, 3, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 50, 50, Common.random(20, 40));
});
World.add(world, [
bridge,
stack,
Bodies.rectangle(30, 490, 220, 380, {
isStatic: true,
chamfer: { radius: 20 }
}),
Bodies.rectangle(770, 490, 220, 380, {
isStatic: true,
chamfer: { radius: 20 }
}),
Constraint.create({
pointA: { x: 140, y: 300 },
bodyB: bridge.bodies[0],
pointB: { x: -25, y: 0 },
length: 2,
stiffness: 0.9
}),
Constraint.create({
pointA: { x: 660, y: 300 },
bodyB: bridge.bodies[bridge.bodies.length - 1],
pointB: { x: 25, y: 0 },
length: 2,
stiffness: 0.9
})
]);
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.1,
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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 5 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.broadphase = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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: 800,
height: 600,
showAngleIndicator: true,
showBroadphase: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
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 stack = Composites.stack(20, 20, 12, 5, 0, 0, function(x, y) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.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));
}
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
}
});
World.add(world, stack);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 6 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.car = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
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,
showAngleIndicator: true,
showCollisions: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
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 scale = 0.9;
World.add(world, Composites.car(150, 100, 150 * scale, 30 * scale, 30 * scale));
scale = 0.8;
World.add(world, Composites.car(350, 300, 150 * scale, 30 * scale, 30 * scale));
World.add(world, [
Bodies.rectangle(200, 150, 400, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
Bodies.rectangle(300, 560, 600, 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, {
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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 7 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.catapult = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Constraint = Matter.Constraint,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Vector = Matter.Vector;
// 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,
showAngleIndicator: true,
showCollisions: true,
showVelocity: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var group = Body.nextGroup(true);
var stack = Composites.stack(250, 255, 1, 6, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 30, 30);
});
var catapult = Bodies.rectangle(400, 520, 320, 20, { collisionFilter: { group: group } });
World.add(world, [
stack,
catapult,
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
Bodies.rectangle(250, 555, 20, 50, { isStatic: true }),
Bodies.rectangle(400, 535, 20, 80, { isStatic: true, collisionFilter: { group: group } }),
Bodies.circle(560, 100, 50, { density: 0.005 }),
Constraint.create({
bodyA: catapult,
pointB: Vector.clone(catapult.position),
stiffness: 1,
length: 0
})
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 8 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.chains = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Composite = Matter.Composite,
Composites = Matter.Composites,
Constraint = Matter.Constraint,
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,
showAngleIndicator: true,
showCollisions: true,
showVelocity: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var group = Body.nextGroup(true);
var ropeA = Composites.stack(100, 50, 8, 1, 10, 10, function(x, y) {
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
});
Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2, render: { type: 'line' } });
Composite.add(ropeA, Constraint.create({
bodyB: ropeA.bodies[0],
pointB: { x: -25, y: 0 },
pointA: { x: ropeA.bodies[0].position.x, y: ropeA.bodies[0].position.y },
stiffness: 0.5
}));
group = Body.nextGroup(true);
var ropeB = Composites.stack(350, 50, 10, 1, 10, 10, function(x, y) {
return Bodies.circle(x, y, 20, { collisionFilter: { group: group } });
});
Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2, render: { type: 'line' } });
Composite.add(ropeB, Constraint.create({
bodyB: ropeB.bodies[0],
pointB: { x: -20, y: 0 },
pointA: { x: ropeB.bodies[0].position.x, y: ropeB.bodies[0].position.y },
stiffness: 0.5
}));
group = Body.nextGroup(true);
var ropeC = Composites.stack(600, 50, 13, 1, 10, 10, function(x, y) {
return Bodies.rectangle(x - 20, y, 50, 20, { collisionFilter: { group: group }, chamfer: 5 });
});
Composites.chain(ropeC, 0.3, 0, -0.3, 0, { stiffness: 1, length: 0 });
Composite.add(ropeC, Constraint.create({
bodyB: ropeC.bodies[0],
pointB: { x: -20, y: 0 },
pointA: { x: ropeC.bodies[0].position.x, y: ropeC.bodies[0].position.y },
stiffness: 0.5
}));
World.add(world, [
ropeA,
ropeB,
ropeC,
Bodies.rectangle(400, 600, 1200, 50.5, { isStatic: true })
]);
// 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: 700, 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 9 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.circleStack = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.stack(100, 185, 10, 10, 20, 0, function(x, y) {
return Bodies.circle(x, y, 20);
});
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 }),
stack
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 10 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.cloth = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Composites = Matter.Composites,
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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var group = Body.nextGroup(true),
particleOptions = { friction: 0.00001, collisionFilter: { group: group }, render: { visible: false }},
constraintOptions = { stiffness: 0.06 },
cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions, constraintOptions);
for (var i = 0; i < 20; i++) {
cloth.bodies[i].isStatic = true;
}
World.add(world, [
cloth,
Bodies.circle(300, 500, 80, { isStatic: true }),
Bodies.rectangle(500, 480, 80, 80, { isStatic: true }),
Bodies.rectangle(400, 609, 800, 50, { isStatic: true })
]);
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.98,
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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 11 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.collisionFiltering = 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: 800,
height: 600,
wireframes: false,
background: '#111'
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// define our categories (as bit fields, there are up to 32 available)
var defaultCategory = 0x0001,
redCategory = 0x0002,
greenCategory = 0x0004,
blueCategory = 0x0008;
var redColor = '#C44D58',
blueColor = '#4ECDC4',
greenColor = '#C7F464';
// add floor
World.add(world, Bodies.rectangle(400, 600, 900, 50, {
isStatic: true,
render: {
fillStyle: 'transparent',
lineWidth: 1
}
}));
// create a stack with varying body categories (but these bodies can all collide with each other)
World.add(world,
Composites.stack(275, 100, 5, 9, 10, 10, function(x, y, column, row) {
var category = redCategory,
color = redColor;
if (row > 5) {
category = blueCategory;
color = blueColor;
} else if (row > 2) {
category = greenCategory;
color = greenColor;
}
return Bodies.circle(x, y, 20, {
collisionFilter: {
category: category
},
render: {
strokeStyle: color,
fillStyle: 'transparent',
lineWidth: 1
}
});
})
);
// this body will only collide with the walls and the green bodies
World.add(world,
Bodies.circle(310, 40, 30, {
collisionFilter: {
mask: defaultCategory | greenCategory
},
render: {
fillStyle: greenColor
}
})
);
// this body will only collide with the walls and the red bodies
World.add(world,
Bodies.circle(400, 40, 30, {
collisionFilter: {
mask: defaultCategory | redCategory
},
render: {
fillStyle: redColor
}
})
);
// this body will only collide with the walls and the blue bodies
World.add(world,
Bodies.circle(480, 40, 30, {
collisionFilter: {
mask: defaultCategory | blueCategory
},
render: {
fillStyle: blueColor
}
})
);
// 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;
// red category objects should not be draggable with the mouse
mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory;
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 12 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.compositeManipulation = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Events = Matter.Events,
Composite = Matter.Composite,
Composites = Matter.Composites,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
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 stack = Composites.stack(200, 200, 4, 4, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(world, stack);
world.gravity.y = 0;
Events.on(engine, 'afterUpdate', function(event) {
var time = engine.timing.timestamp;
Composite.translate(stack, {
x: Math.sin(time * 0.001) * 2,
y: 0
});
Composite.rotate(stack, Math.sin(time * 0.001) * 0.01, {
x: 300,
y: 300
});
var scale = 1 + (Math.sin(time * 0.001) * 0.01);
Composite.scale(stack, scale, scale, {
x: 300,
y: 300
});
});
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 13 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.compound = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Constraint = Matter.Constraint,
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,
showConvexHulls: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var size = 200,
x = 200,
y = 200,
partA = Bodies.rectangle(x, y, size, size / 5),
partB = Bodies.rectangle(x, y, size / 5, size, { render: partA.render });
var compoundBodyA = Body.create({
parts: [partA, partB]
});
size = 150;
x = 400;
y = 300;
var partC = Bodies.circle(x, y, 30),
partD = Bodies.circle(x + size, y, 30),
partE = Bodies.circle(x + size, y + size, 30),
partF = Bodies.circle(x, y + size, 30);
var compoundBodyB = Body.create({
parts: [partC, partD, partE, partF]
});
var constraint = Constraint.create({
pointA: { x: 400, y: 100 },
bodyB: compoundBodyB,
pointB: { x: 0, y: 0 }
});
World.add(world, [
compoundBodyA,
compoundBodyB,
constraint,
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 14 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.compoundStack = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Composites = Matter.Composites,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var size = 50;
var stack = Composites.stack(100, 280, 12, 6, 0, 0, function(x, y) {
var partA = Bodies.rectangle(x, y, size, size / 5),
partB = Bodies.rectangle(x, y, size / 5, size, { render: partA.render });
return Body.create({
parts: [partA, partB]
});
});
World.add(world, [
stack,
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(400, 609, 800, 50, { isStatic: true })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 15 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.concave = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Vertices = Matter.Vertices,
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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
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 arrow = Vertices.fromPath('40 0 40 20 100 20 100 80 40 80 40 100 0 50'),
chevron = Vertices.fromPath('100 0 75 50 100 100 25 100 0 50 25 0'),
star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
horseShoe = Vertices.fromPath('35 7 19 17 14 38 14 58 25 79 45 85 65 84 65 66 46 67 34 59 30 44 33 29 45 23 66 23 66 7 53 7');
var stack = Composites.stack(50, 50, 6, 4, 10, 10, function(x, y) {
var color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
return Bodies.fromVertices(x, y, Common.choose([arrow, chevron, star, horseShoe]), {
render: {
fillStyle: color,
strokeStyle: color,
lineWidth: 1
}
}, true);
});
World.add(world, stack);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 16 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.constraints = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
Constraint = Matter.Constraint,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add stiff global constraint
var body = Bodies.polygon(150, 200, 5, 30);
var constraint = Constraint.create({
pointA: { x: 150, y: 100 },
bodyB: body,
pointB: { x: -10, y: -10 }
});
World.add(world, [body, constraint]);
// add soft global constraint
var body = Bodies.polygon(280, 100, 3, 30);
var constraint = Constraint.create({
pointA: { x: 280, y: 120 },
bodyB: body,
pointB: { x: -10, y: -7 },
stiffness: 0.001
});
World.add(world, [body, constraint]);
// add damped soft global constraint
var body = Bodies.polygon(400, 100, 4, 30);
var constraint = Constraint.create({
pointA: { x: 400, y: 120 },
bodyB: body,
pointB: { x: -10, y: -10 },
stiffness: 0.001,
damping: 0.05
});
World.add(world, [body, constraint]);
// add revolute constraint
var body = Bodies.rectangle(600, 200, 200, 20);
var ball = Bodies.circle(550, 150, 20);
var constraint = Constraint.create({
pointA: { x: 600, y: 200 },
bodyB: body,
length: 0
});
World.add(world, [body, ball, constraint]);
// add revolute multi-body constraint
var body = Bodies.rectangle(500, 400, 100, 20, { collisionFilter: { group: -1 } });
var ball = Bodies.circle(600, 400, 20, { collisionFilter: { group: -1 } });
var constraint = Constraint.create({
bodyA: body,
bodyB: ball
});
World.add(world, [body, ball, constraint]);
// add stiff multi-body constraint
var bodyA = Bodies.polygon(100, 400, 6, 20);
var bodyB = Bodies.polygon(200, 400, 1, 50);
var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -10 }
});
World.add(world, [bodyA, bodyB, constraint]);
// add soft global constraint
var bodyA = Bodies.polygon(300, 400, 4, 20);
var bodyB = Bodies.polygon(400, 400, 3, 30);
var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -7 },
stiffness: 0.001
});
World.add(world, [bodyA, bodyB, constraint]);
// add damped soft global constraint
var bodyA = Bodies.polygon(500, 400, 6, 30);
var bodyB = Bodies.polygon(600, 400, 7, 60);
var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -10 },
stiffness: 0.001,
damping: 0.1
});
World.add(world, [bodyA, bodyB, constraint]);
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 })
]);
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
// allow bodies on mouse to rotate
angularStiffness: 0,
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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 17 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.doublePendulum = function() {
var Engine = Matter.Engine,
Events = Matter.Events,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Composite = Matter.Composite,
Composites = Matter.Composites,
Constraint = Matter.Constraint,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies,
Vector = Matter.Vector;
// 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,
wireframes: false,
background: '#0f0f13'
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var group = Body.nextGroup(true),
length = 200,
width = 25;
var pendulum = Composites.stack(350, 160, 2, 1, -20, 0, function(x, y) {
return Bodies.rectangle(x, y, length, width, {
collisionFilter: { group: group },
frictionAir: 0,
chamfer: 5,
render: {
fillStyle: 'transparent',
lineWidth: 1
}
});
});
pendulum.bodies[0].render.strokeStyle = '#4a485b';
pendulum.bodies[1].render.strokeStyle = '#4a485b';
world.gravity.scale = 0.002;
Composites.chain(pendulum, 0.45, 0, -0.45, 0, {
stiffness: 0.9,
length: 0,
angularStiffness: 0.7,
render: {
strokeStyle: '#4a485b'
}
});
Composite.add(pendulum, Constraint.create({
bodyB: pendulum.bodies[0],
pointB: { x: -length * 0.42, y: 0 },
pointA: { x: pendulum.bodies[0].position.x - length * 0.42, y: pendulum.bodies[0].position.y },
stiffness: 0.9,
length: 0,
render: {
strokeStyle: '#4a485b'
}
}));
var lowerArm = pendulum.bodies[1];
Body.rotate(lowerArm, -Math.PI * 0.3, {
x: lowerArm.position.x - 100,
y: lowerArm.position.y
});
World.add(world, pendulum);
var trail = [];
Events.on(render, 'afterRender', function() {
trail.unshift({
position: Vector.clone(lowerArm.position),
speed: lowerArm.speed
});
Render.startViewTransform(render);
render.context.globalAlpha = 0.7;
for (var i = 0; i < trail.length; i += 1) {
var point = trail[i].position,
speed = trail[i].speed;
var hue = 250 + Math.round((1 - Math.min(1, speed / 10)) * 170);
render.context.fillStyle = 'hsl(' + hue + ', 100%, 55%)';
render.context.fillRect(point.x, point.y, 2, 2);
}
render.context.globalAlpha = 1;
Render.endViewTransform(render);
if (trail.length > 2000) {
trail.pop();
}
});
// 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: 700, 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 18 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.events = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Events = Matter.Events,
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: 800,
height: 600,
wireframes: false
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// an example of using composite events on the world
Events.on(world, 'afterAdd', function(event) {
console.log('added to world:', event.object);
});
// 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 = '#333';
pair.bodyB.render.fillStyle = '#333';
}
});
// 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 = '#333';
pair.bodyB.render.fillStyle = '#333';
}
});
// 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 = '#222';
pair.bodyB.render.fillStyle = '#222';
}
});
var bodyStyle = { fillStyle: '#222' };
// scene code
World.add(world, [
Bodies.rectangle(400, 0, 800, 50, { isStatic: true, render: bodyStyle }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true, render: bodyStyle }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true, render: bodyStyle }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true, render: bodyStyle })
]);
var stack = Composites.stack(70, 100, 9, 4, 50, 50, function(x, y) {
return Bodies.circle(x, y, 15, { restitution: 1, render: bodyStyle });
});
World.add(world, stack);
var shakeScene = function(engine) {
var bodies = Composite.allBodies(engine.world);
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (!body.isStatic && body.position.y >= 500) {
var forceMagnitude = 0.02 * body.mass;
Body.applyForce(body, body.position, {
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Common.random() * -forceMagnitude
});
}
}
};
// 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;
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'mousedown', function(event) {
var mousePosition = event.mouse.position;
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
shakeScene(engine);
});
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'mouseup', function(event) {
var mousePosition = event.mouse.position;
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
});
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'startdrag', function(event) {
console.log('startdrag', event);
});
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'enddrag', function(event) {
console.log('enddrag', event);
});
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 19 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.friction = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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,
showVelocity: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
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 })
]);
World.add(world, [
Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 })
]);
World.add(world, [
Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 })
]);
World.add(world, [
Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 430, 40, 40, { friction: 0 })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 20 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.gravity = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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: 800,
height: 600,
showVelocity: true,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
World.add(world, [
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
]);
engine.world.gravity.y = -1;
var stack = Composites.stack(50, 120, 11, 5, 0, 0, function(x, y) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.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));
}
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
}
});
World.add(world, stack);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 21 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.gyro = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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: 800,
height: 600,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) {
var sides = Math.round(Common.random(1, 8));
// triangles can be a little unstable, so avoid until fixed
sides = (sides === 3) ? 4 : sides;
// round the edges of some bodies
var chamfer = null;
if (sides > 2 && Common.random() > 0.7) {
chamfer = {
radius: 10
};
}
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
}
case 1:
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
}
});
World.add(world, [
stack,
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 })
]);
// add gyro control
if (typeof window !== 'undefined') {
var updateGravity = function(event) {
var orientation = typeof window.orientation !== 'undefined' ? window.orientation : 0,
gravity = engine.world.gravity;
if (orientation === 0) {
gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
gravity.y = Common.clamp(event.beta, -90, 90) / 90;
} else if (orientation === 180) {
gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
gravity.y = Common.clamp(-event.beta, -90, 90) / 90;
} else if (orientation === 90) {
gravity.x = Common.clamp(event.beta, -90, 90) / 90;
gravity.y = Common.clamp(-event.gamma, -90, 90) / 90;
} else if (orientation === -90) {
gravity.x = Common.clamp(-event.beta, -90, 90) / 90;
gravity.y = Common.clamp(event.gamma, -90, 90) / 90;
}
};
window.addEventListener('deviceorientation', updateGravity);
}
// 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);
if (typeof window !== 'undefined') {
window.removeEventListener('deviceorientation', updateGravity);
}
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 22 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.manipulation = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
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, 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]);
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 counter = 0,
scaleFactor = 1.01;
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;
}
});
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 23 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.mixed = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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: 800,
height: 600,
showAngleIndicator: true,
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) {
var sides = Math.round(Common.random(1, 8));
// triangles can be a little unstable, so avoid until fixed
sides = (sides === 3) ? 4 : sides;
// round the edges of some bodies
var chamfer = null;
if (sides > 2 && Common.random() > 0.7) {
chamfer = {
radius: 10
};
}
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
}
case 1:
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
}
});
World.add(world, stack);
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 })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 24 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.newtonsCradle = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Composites = Matter.Composites,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World;
// 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,
showVelocity: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var cradle = Composites.newtonsCradle(280, 100, 5, 30, 200);
World.add(world, cradle);
Body.translate(cradle.bodies[0], { x: -180, y: -100 });
cradle = Composites.newtonsCradle(280, 380, 7, 20, 140);
World.add(world, cradle);
Body.translate(cradle.bodies[0], { x: -140, y: -100 });
// 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: 50 },
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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 25 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.ragdoll = function() {
var Engine = Matter.Engine,
Events = Matter.Events,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Common = Matter.Common,
Composite = Matter.Composite,
Composites = Matter.Composites,
Constraint = Matter.Constraint,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies,
Vector = Matter.Vector;
// 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,
showAngleIndicator: true,
background: '#0f0f13'
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// create stairs
var stairCount = (render.bounds.max.y - render.bounds.min.y) / 50;
var stack = Composites.stack(0, 0, stairCount + 2, 1, 0, 0, function(x, y, column) {
return Bodies.rectangle(x - 50, y + column * 50, 100, 1000, {
isStatic: true,
render: {
fillStyle: '#222'
}
});
});
// create obstacles
var obstacles = Composites.stack(300, 0, 15, 3, 10, 10, function(x, y, column) {
var sides = Math.round(Common.random(1, 8)),
options = {
render: {
fillStyle: Common.choose(['#006BA6', '#0496FF', '#D81159', '#8F2D56'])
}
};
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), options);
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), options);
}
case 1:
return Bodies.polygon(x, y, sides, Common.random(25, 50), options);
}
});
var ragdolls = Composite.create();
for (var i = 0; i < 1; i += 1) {
var ragdoll = Example.ragdoll.ragdoll(200, -1000 * i, 1.3);
Composite.add(ragdolls, ragdoll);
}
World.add(world, [stack, obstacles, ragdolls]);
var timeScaleTarget = 1,
counter = 0;
Events.on(engine, 'afterUpdate', function(event) {
// tween the timescale for slow-mo
if (mouse.button === -1) {
engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05;
} else {
engine.timing.timeScale = 1;
}
counter += 1;
// every 1.5 sec
if (counter >= 60 * 1.5) {
// flip the timescale
if (timeScaleTarget < 1) {
timeScaleTarget = 1;
} else {
timeScaleTarget = 0.05;
}
// reset counter
counter = 0;
}
for (var i = 0; i < stack.bodies.length; i += 1) {
var body = stack.bodies[i];
// animate stairs
Body.translate(body, {
x: -0.5 * engine.timing.timeScale,
y: -0.5 * engine.timing.timeScale
});
// loop stairs when they go off screen
if (body.position.x < -50) {
Body.setPosition(body, {
x: 50 * (stack.bodies.length - 1),
y: 25 + render.bounds.max.y + (body.bounds.max.y - body.bounds.min.y) * 0.5
});
Body.setVelocity(body, {
x: 0,
y: 0
});
}
}
for (i = 0; i < ragdolls.composites.length; i += 1) {
var ragdoll = ragdolls.composites[i],
bounds = Composite.bounds(ragdoll);
// move ragdolls back to the top of the screen
if (bounds.min.y > render.bounds.max.y + 100) {
Composite.translate(ragdoll, {
x: -bounds.min.x * 0.9,
y: -render.bounds.max.y - 400
});
}
}
for (i = 0; i < obstacles.bodies.length; i += 1) {
var body = obstacles.bodies[i],
bounds = body.bounds;
// move obstacles back to the top of the screen
if (bounds.min.y > render.bounds.max.y + 100) {
Body.translate(body, {
x: -bounds.min.x,
y: -render.bounds.max.y - 300
});
}
}
});
// add mouse control and make the mouse revolute
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.6,
length: 0,
angularStiffness: 0,
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);
}
};
};
Example.ragdoll.ragdoll = function(x, y, scale, options) {
scale = typeof scale === 'undefined' ? 1 : scale;
var Body = Matter.Body,
Bodies = Matter.Bodies,
Constraint = Matter.Constraint,
Composite = Matter.Composite,
Common = Matter.Common;
var headOptions = Common.extend({
label: 'head',
collisionFilter: {
group: Body.nextGroup(true)
},
chamfer: {
radius: [15 * scale, 15 * scale, 15 * scale, 15 * scale]
},
render: {
fillStyle: '#FFBC42'
}
}, options);
var chestOptions = Common.extend({
label: 'chest',
collisionFilter: {
group: Body.nextGroup(true)
},
chamfer: {
radius: [20 * scale, 20 * scale, 26 * scale, 26 * scale]
},
render: {
fillStyle: '#E0A423'
}
}, options);
var leftArmOptions = Common.extend({
label: 'left-arm',
collisionFilter: {
group: Body.nextGroup(true)
},
chamfer: {
radius: 10 * scale
},
render: {
fillStyle: '#FFBC42'
}
}, options);
var leftLowerArmOptions = Common.extend({}, leftArmOptions, {
render: {
fillStyle: '#E59B12'
}
});
var rightArmOptions = Common.extend({
label: 'right-arm',
collisionFilter: {
group: Body.nextGroup(true)
},
chamfer: {
radius: 10 * scale
},
render: {
fillStyle: '#FFBC42'
}
}, options);
var rightLowerArmOptions = Common.extend({}, rightArmOptions, {
render: {
fillStyle: '#E59B12'
}
});
var leftLegOptions = Common.extend({
label: 'left-leg',
collisionFilter: {
group: Body.nextGroup(true)
},
chamfer: {
radius: 10 * scale
},
render: {
fillStyle: '#FFBC42'
}
}, options);
var leftLowerLegOptions = Common.extend({}, leftLegOptions, {
render: {
fillStyle: '#E59B12'
}
});
var rightLegOptions = Common.extend({
label: 'right-leg',
collisionFilter: {
group: Body.nextGroup(true)
},
chamfer: {
radius: 10 * scale
},
render: {
fillStyle: '#FFBC42'
}
}, options);
var rightLowerLegOptions = Common.extend({}, rightLegOptions, {
render: {
fillStyle: '#E59B12'
}
});
var head = Bodies.rectangle(x, y - 60 * scale, 34 * scale, 40 * scale, headOptions);
var chest = Bodies.rectangle(x, y, 55 * scale, 80 * scale, chestOptions);
var rightUpperArm = Bodies.rectangle(x + 39 * scale, y - 15 * scale, 20 * scale, 40 * scale, rightArmOptions);
var rightLowerArm = Bodies.rectangle(x + 39 * scale, y + 25 * scale, 20 * scale, 60 * scale, rightLowerArmOptions);
var leftUpperArm = Bodies.rectangle(x - 39 * scale, y - 15 * scale, 20 * scale, 40 * scale, leftArmOptions);
var leftLowerArm = Bodies.rectangle(x - 39 * scale, y + 25 * scale, 20 * scale, 60 * scale, leftLowerArmOptions);
var leftUpperLeg = Bodies.rectangle(x - 20 * scale, y + 57 * scale, 20 * scale, 40 * scale, leftLegOptions);
var leftLowerLeg = Bodies.rectangle(x - 20 * scale, y + 97 * scale, 20 * scale, 60 * scale, leftLowerLegOptions);
var rightUpperLeg = Bodies.rectangle(x + 20 * scale, y + 57 * scale, 20 * scale, 40 * scale, rightLegOptions);
var rightLowerLeg = Bodies.rectangle(x + 20 * scale, y + 97 * scale, 20 * scale, 60 * scale, rightLowerLegOptions);
var chestToRightUpperArm = Constraint.create({
bodyA: chest,
pointA: {
x: 24 * scale,
y: -23 * scale
},
pointB: {
x: 0,
y: -8 * scale
},
bodyB: rightUpperArm,
stiffness: 0.6,
render: {
visible: false
}
});
var chestToLeftUpperArm = Constraint.create({
bodyA: chest,
pointA: {
x: -24 * scale,
y: -23 * scale
},
pointB: {
x: 0,
y: -8 * scale
},
bodyB: leftUpperArm,
stiffness: 0.6,
render: {
visible: false
}
});
var chestToLeftUpperLeg = Constraint.create({
bodyA: chest,
pointA: {
x: -10 * scale,
y: 30 * scale
},
pointB: {
x: 0,
y: -10 * scale
},
bodyB: leftUpperLeg,
stiffness: 0.6,
render: {
visible: false
}
});
var chestToRightUpperLeg = Constraint.create({
bodyA: chest,
pointA: {
x: 10 * scale,
y: 30 * scale
},
pointB: {
x: 0,
y: -10 * scale
},
bodyB: rightUpperLeg,
stiffness: 0.6,
render: {
visible: false
}
});
var upperToLowerRightArm = Constraint.create({
bodyA: rightUpperArm,
bodyB: rightLowerArm,
pointA: {
x: 0,
y: 15 * scale
},
pointB: {
x: 0,
y: -25 * scale
},
stiffness: 0.6,
render: {
visible: false
}
});
var upperToLowerLeftArm = Constraint.create({
bodyA: leftUpperArm,
bodyB: leftLowerArm,
pointA: {
x: 0,
y: 15 * scale
},
pointB: {
x: 0,
y: -25 * scale
},
stiffness: 0.6,
render: {
visible: false
}
});
var upperToLowerLeftLeg = Constraint.create({
bodyA: leftUpperLeg,
bodyB: leftLowerLeg,
pointA: {
x: 0,
y: 20 * scale
},
pointB: {
x: 0,
y: -20 * scale
},
stiffness: 0.6,
render: {
visible: false
}
});
var upperToLowerRightLeg = Constraint.create({
bodyA: rightUpperLeg,
bodyB: rightLowerLeg,
pointA: {
x: 0,
y: 20 * scale
},
pointB: {
x: 0,
y: -20 * scale
},
stiffness: 0.6,
render: {
visible: false
}
});
var headContraint = Constraint.create({
bodyA: head,
pointA: {
x: 0,
y: 25 * scale
},
pointB: {
x: 0,
y: -35 * scale
},
bodyB: chest,
stiffness: 0.6,
render: {
visible: false
}
});
var legToLeg = Constraint.create({
bodyA: leftLowerLeg,
bodyB: rightLowerLeg,
stiffness: 0.01,
render: {
visible: false
}
});
var person = Composite.create({
bodies: [
chest, head, leftLowerArm, leftUpperArm,
rightLowerArm, rightUpperArm, leftLowerLeg,
rightLowerLeg, leftUpperLeg, rightUpperLeg
],
constraints: [
upperToLowerLeftArm, upperToLowerRightArm, chestToLeftUpperArm,
chestToRightUpperArm, headContraint, upperToLowerLeftLeg,
upperToLowerRightLeg, chestToLeftUpperLeg, chestToRightUpperLeg,
legToLeg
]
});
return person;
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 26 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.pyramid = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.pyramid(100, 258, 15, 10, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(world, [
stack,
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(400, 605, 800, 50, { isStatic: true })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 27 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.raycasting = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
Query = Matter.Query,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
Events = Matter.Events,
World = Matter.World,
Vertices = Matter.Vertices,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.stack(20, 20, 12, 4, 0, 0, function(x, y) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.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));
}
case 1:
var sides = Math.round(Common.random(1, 8));
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
}
});
var star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
concave = Bodies.fromVertices(200, 200, star);
World.add(world, [
stack,
concave,
// 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 })
]);
Events.on(render, 'afterRender', function() {
var mouse = mouseConstraint.mouse,
context = render.context,
bodies = Composite.allBodies(engine.world),
startPoint = { x: 400, y: 100 },
endPoint = mouse.position;
var collisions = Query.ray(bodies, startPoint, endPoint);
Render.startViewTransform(render);
context.beginPath();
context.moveTo(startPoint.x, startPoint.y);
context.lineTo(endPoint.x, endPoint.y);
if (collisions.length > 0) {
context.strokeStyle = '#fff';
} else {
context.strokeStyle = '#555';
}
context.lineWidth = 0.5;
context.stroke();
for (var i = 0; i < collisions.length; i++) {
var collision = collisions[i];
context.rect(collision.bodyA.position.x - 4.5, collision.bodyA.position.y - 4.5, 8, 8);
}
context.fillStyle = 'rgba(255,165,0,0.7)';
context.fill();
Render.endViewTransform(render);
});
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 28 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.restitution = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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,
showAngleIndicator: true,
showCollisions: true,
showVelocity: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var rest = 0.9,
space = 600 / 5;
World.add(world, [
Bodies.rectangle(100 + space * 0, 150, 50, 50, { restitution: rest }),
Bodies.rectangle(100 + space * 1, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.15 }),
Bodies.rectangle(100 + space * 2, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.25 }),
Bodies.circle(100 + space * 3, 150, 25, { restitution: rest }),
Bodies.rectangle(100 + space * 5, 150, 180, 20, { restitution: rest, angle: -Math.PI * 0.5 }),
// 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 })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 29 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.rounded = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
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 })
]);
World.add(world, [
Bodies.rectangle(200, 200, 100, 100, {
chamfer: { radius: 20 }
}),
Bodies.rectangle(300, 200, 100, 100, {
chamfer: { radius: [90, 0, 0, 0] }
}),
Bodies.rectangle(400, 200, 200, 200, {
chamfer: { radius: [150, 20, 40, 20] }
}),
Bodies.rectangle(200, 200, 200, 200, {
chamfer: { radius: [150, 20, 150, 20] }
}),
Bodies.rectangle(300, 200, 200, 50, {
chamfer: { radius: [25, 25, 0, 0] }
}),
Bodies.polygon(200, 100, 8, 80, {
chamfer: { radius: 30 }
}),
Bodies.polygon(300, 100, 5, 80, {
chamfer: { radius: [10, 40, 20, 40, 10] }
}),
Bodies.polygon(400, 200, 3, 50, {
chamfer: { radius: [20, 0, 20] }
})
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 30 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.sensors = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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,
wireframes: false,
background: '#111'
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var redColor = '#C44D58',
greenColor = '#C7F464';
var collider = Bodies.rectangle(400, 300, 500, 50, {
isSensor: true,
isStatic: true,
render: {
strokeStyle: redColor,
fillStyle: 'transparent',
lineWidth: 1
}
});
World.add(world, [
collider,
Bodies.rectangle(400, 620, 800, 50, {
isStatic: true,
render: {
fillStyle: 'transparent',
lineWidth: 1
}
})
]);
World.add(world,
Bodies.circle(400, 40, 30, {
render: {
strokeStyle: greenColor,
fillStyle: 'transparent',
lineWidth: 1
}
})
);
Events.on(engine, 'collisionStart', function(event) {
var pairs = event.pairs;
for (var i = 0, j = pairs.length; i != j; ++i) {
var pair = pairs[i];
if (pair.bodyA === collider) {
pair.bodyB.render.strokeStyle = redColor;
} else if (pair.bodyB === collider) {
pair.bodyA.render.strokeStyle = redColor;
}
}
});
Events.on(engine, 'collisionEnd', function(event) {
var pairs = event.pairs;
for (var i = 0, j = pairs.length; i != j; ++i) {
var pair = pairs[i];
if (pair.bodyA === collider) {
pair.bodyB.render.strokeStyle = greenColor;
} else if (pair.bodyB === collider) {
pair.bodyA.render.strokeStyle = greenColor;
}
}
});
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 31 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.sleeping = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
Events = Matter.Events,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
var engine = Engine.create({
enableSleeping: true
}),
world = engine.world;
// create renderer
var render = Render.create({
element: document.body,
engine: engine,
options: {
width: 800,
height: 600,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
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 stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.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));
}
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
}
});
World.add(world, stack);
for (var i = 0; i < stack.bodies.length; i++) {
Events.on(stack.bodies[i], 'sleepStart sleepEnd', function(event) {
var body = this;
console.log('body id', body.id, 'sleeping:', body.isSleeping);
});
}
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 32 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.slingshot = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Events = Matter.Events,
Constraint = Matter.Constraint,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var ground = Bodies.rectangle(395, 600, 815, 50, { isStatic: true }),
rockOptions = { density: 0.004 },
rock = Bodies.polygon(170, 450, 8, 20, rockOptions),
anchor = { x: 170, y: 450 },
elastic = Constraint.create({
pointA: anchor,
bodyB: rock,
stiffness: 0.05
});
var pyramid = Composites.pyramid(500, 300, 9, 10, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 25, 40);
});
var ground2 = Bodies.rectangle(610, 250, 200, 20, { isStatic: true });
var pyramid2 = Composites.pyramid(550, 0, 5, 10, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 25, 40);
});
World.add(engine.world, [ground, pyramid, ground2, pyramid2, rock, elastic]);
Events.on(engine, 'afterUpdate', function() {
if (mouseConstraint.mouse.button === -1 && (rock.position.x > 190 || rock.position.y < 430)) {
rock = Bodies.polygon(170, 450, 7, 20, rockOptions);
World.add(engine.world, rock);
elastic.bodyB = rock;
}
});
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 33 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.softBody = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
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,
showAngleIndicator: false
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var particleOptions = {
friction: 0.05,
frictionStatic: 0.1,
render: { visible: true }
};
World.add(world, [
Composites.softBody(250, 100, 5, 5, 0, 0, true, 18, particleOptions),
Composites.softBody(400, 300, 8, 3, 0, 0, true, 15, particleOptions),
Composites.softBody(250, 400, 4, 4, 0, 0, true, 15, particleOptions),
// 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 })
]);
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.9,
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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 34 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.sprites = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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: 800,
height: 600,
background: '#0f0f13',
showAngleIndicator: false,
wireframes: false
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var offset = 10,
options = {
isStatic: true
};
world.bodies = [];
// these static walls will not be rendered in this sprites example, see options
World.add(world, [
Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, options),
Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, options),
Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, options),
Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, options)
]);
var stack = Composites.stack(20, 20, 10, 4, 0, 0, function(x, y) {
if (Common.random() > 0.35) {
return Bodies.rectangle(x, y, 64, 64, {
render: {
strokeStyle: '#ffffff',
sprite: {
texture: './img/box.png'
}
}
});
} 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'
}
}
});
}
});
World.add(world, stack);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 35 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.stack = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.stack(200, 380, 10, 5, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(world, [
stack,
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(400, 606, 800, 50.5, { isStatic: true })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 36 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.staticFriction = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Composites = Matter.Composites,
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,
showVelocity: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var body = Bodies.rectangle(400, 500, 200, 60, { isStatic: true, chamfer: 10 }),
size = 50,
counter = -1;
var stack = Composites.stack(350, 470 - 6 * size, 1, 6, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, size * 2, size, {
slop: 0.5,
friction: 1,
frictionStatic: Infinity
});
});
World.add(world, [
body,
stack,
// 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 })
]);
Events.on(engine, 'beforeUpdate', function(event) {
counter += 0.014;
if (counter < 0) {
return;
}
var px = 400 + 100 * Math.sin(counter);
// body is static so must manually update velocity for friction to work
Body.setVelocity(body, { x: px - body.position.x, y: 0 });
Body.setPosition(body, { x: px, y: body.position.y });
});
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 37 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.stress = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// scene code
var stack = Composites.stack(90, 50, 18, 15, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 35, 35);
});
World.add(world, [
stack,
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 })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 38 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.stress2 = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// scene code
var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 25, 25);
});
World.add(world, [
stack,
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 })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 39 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.svg = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Vertices = Matter.Vertices,
Svg = Matter.Svg,
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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var svgs = [
'iconmonstr-check-mark-8-icon',
'iconmonstr-paperclip-2-icon',
'iconmonstr-puzzle-icon',
'iconmonstr-user-icon'
];
if (typeof $ !== 'undefined') {
for (var i = 0; i < svgs.length; i += 1) {
(function(i) {
$.get('./svg/' + svgs[i] + '.svg').done(function(data) {
var vertexSets = [],
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
$(data).find('path').each(function(i, path) {
var points = Svg.pathToVertices(path, 30);
vertexSets.push(Vertices.scale(points, 0.4, 0.4));
});
World.add(world, Bodies.fromVertices(100 + i * 150, 200 + i * 50, vertexSets, {
render: {
fillStyle: color,
strokeStyle: color,
lineWidth: 1
}
}, true));
});
})(i);
}
$.get('./svg/svg.svg').done(function(data) {
var vertexSets = [],
color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
$(data).find('path').each(function(i, path) {
vertexSets.push(Svg.pathToVertices(path, 30));
});
World.add(world, Bodies.fromVertices(400, 80, vertexSets, {
render: {
fillStyle: color,
strokeStyle: color,
lineWidth: 1
}
}, true));
});
}
World.add(world, [
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 })
]);
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 40 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.terrain = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Query = Matter.Query,
Svg = Matter.Svg,
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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var terrain;
if (typeof $ !== 'undefined') {
$.get('./svg/terrain.svg').done(function(data) {
var vertexSets = [];
$(data).find('path').each(function(i, path) {
vertexSets.push(Svg.pathToVertices(path, 30));
});
terrain = Bodies.fromVertices(400, 350, vertexSets, {
isStatic: true,
render: {
fillStyle: '#2e2b44',
strokeStyle: '#2e2b44',
lineWidth: 1
}
}, true);
World.add(world, terrain);
var bodyOptions = {
frictionAir: 0,
friction: 0.0001,
restitution: 0.6
};
World.add(world, Composites.stack(80, 100, 20, 20, 10, 10, function(x, y) {
if (Query.point([terrain], { x: x, y: y }).length === 0) {
return Bodies.polygon(x, y, 5, 12, bodyOptions);
}
}));
});
}
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 41 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.timescale = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Events = Matter.Events,
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: 800,
height: 600,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
World.add(world, [
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 explosion = function(engine) {
var bodies = Composite.allBodies(engine.world);
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (!body.isStatic && body.position.y >= 500) {
var forceMagnitude = 0.05 * body.mass;
Body.applyForce(body, body.position, {
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Common.random() * -forceMagnitude
});
}
}
};
var timeScaleTarget = 1,
counter = 0;
Events.on(engine, 'afterUpdate', function(event) {
// tween the timescale for bullet time slow-mo
engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05;
counter += 1;
// every 1.5 sec
if (counter >= 60 * 1.5) {
// flip the timescale
if (timeScaleTarget < 1) {
timeScaleTarget = 1;
} else {
timeScaleTarget = 0.05;
}
// create some random forces
explosion(engine);
// reset counter
counter = 0;
}
});
var bodyOptions = {
frictionAir: 0,
friction: 0.0001,
restitution: 0.8
};
// add some small bouncy circles... remember Swordfish?
World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
}));
// add some larger random bouncy objects
World.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50), bodyOptions);
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions);
}
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions);
}
}));
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 42 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.views = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Events = Matter.Events,
Composites = Matter.Composites,
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Vector = Matter.Vector,
Bounds = Matter.Bounds,
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,
hasBounds: true,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// 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;
// add bodies
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.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));
}
case 1:
var sides = Math.round(Common.random(1, 8));
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
}
});
World.add(world, [
stack,
// 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 })
]);
// get the centre of the viewport
var viewportCentre = {
x: render.options.width * 0.5,
y: render.options.height * 0.5
};
// make the world bounds a little bigger than the render bounds
world.bounds.min.x = -300;
world.bounds.min.y = -300;
world.bounds.max.x = 1100;
world.bounds.max.y = 900;
// keep track of current bounds scale (view zoom)
var boundsScaleTarget = 1,
boundsScale = {
x: 1,
y: 1
};
// use the engine tick event to control our view
Events.on(engine, 'beforeTick', function() {
var world = engine.world,
mouse = mouseConstraint.mouse,
translate;
// mouse wheel controls zoom
var scaleFactor = mouse.wheelDelta * -0.1;
if (scaleFactor !== 0) {
if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) {
boundsScaleTarget += scaleFactor;
}
}
// if scale has changed
if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) {
// smoothly tween scale factor
scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2;
boundsScale.x += scaleFactor;
boundsScale.y += scaleFactor;
// scale the render bounds
render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x;
render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y;
// translate so zoom is from centre of view
translate = {
x: render.options.width * scaleFactor * -0.5,
y: render.options.height * scaleFactor * -0.5
};
Bounds.translate(render.bounds, translate);
// update mouse
Mouse.setScale(mouse, boundsScale);
Mouse.setOffset(mouse, render.bounds.min);
}
// get vector from mouse relative to centre of viewport
var deltaCentre = Vector.sub(mouse.absolute, viewportCentre),
centreDist = Vector.magnitude(deltaCentre);
// translate the view if mouse has moved over 50px from the centre of viewport
if (centreDist > 50) {
// create a vector to translate the view, allowing the user to control view speed
var direction = Vector.normalise(deltaCentre),
speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002);
translate = Vector.mult(direction, speed);
// prevent the view moving outside the world bounds
if (render.bounds.min.x + translate.x < world.bounds.min.x)
translate.x = world.bounds.min.x - render.bounds.min.x;
if (render.bounds.max.x + translate.x > world.bounds.max.x)
translate.x = world.bounds.max.x - render.bounds.max.x;
if (render.bounds.min.y + translate.y < world.bounds.min.y)
translate.y = world.bounds.min.y - render.bounds.min.y;
if (render.bounds.max.y + translate.y > world.bounds.max.y)
translate.y = world.bounds.max.y - render.bounds.max.y;
// move the view
Bounds.translate(render.bounds, translate);
// we must update the mouse too
Mouse.setOffset(mouse, render.bounds.min);
}
});
// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ }),
/* 43 */
/***/ (function(module, exports, __webpack_require__) {
var Example = Example || {};
Example.wreckingBall = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Constraint = Matter.Constraint,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var rows = 10,
yy = 600 - 21 - 40 * rows;
var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(world, [
stack,
// 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 ball = Bodies.circle(100, 400, 50, { density: 0.04, frictionAir: 0.005});
World.add(world, ball);
World.add(world, Constraint.create({
pointA: { x: 300, y: 100 },
bodyB: ball
}));
// 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);
}
};
};
if (true) {
module.exports = Example[Object.keys(Example)[0]];
}
/***/ })
/******/ ]);
});