mirror of
https://github.com/liabru/matter-js.git
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98 lines
No EOL
2.7 KiB
JavaScript
98 lines
No EOL
2.7 KiB
JavaScript
var Example = Example || {};
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Example.gravity = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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Composites = Matter.Composites,
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: Math.min(document.documentElement.clientWidth, 800),
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height: Math.min(document.documentElement.clientHeight, 600),
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showVelocity: true,
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showAngleIndicator: true
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// add bodies
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World.add(world, [
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }),
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Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
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]);
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engine.world.gravity.y = -1;
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var stack = Composites.stack(50, 120, 11, 5, 0, 0, function(x, y) {
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switch (Math.round(Common.random(0, 1))) {
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case 0:
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if (Common.random() < 0.8) {
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return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
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}
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break;
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case 1:
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return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
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}
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});
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World.add(world, stack);
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 0.2,
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render: {
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visible: false
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}
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}
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});
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World.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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// fit the render viewport to the scene
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Render.lookAt(render, {
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min: { x: 0, y: 0 },
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max: { x: 800, y: 600 }
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});
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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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};
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}; |