mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-23 09:26:51 -05:00
152 lines
No EOL
4.2 KiB
JavaScript
152 lines
No EOL
4.2 KiB
JavaScript
var Example = Example || {};
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Example.timescale = 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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Body = Matter.Body,
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Events = Matter.Events,
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Composite = Matter.Composite,
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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: 800,
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height: 600,
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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, { 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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var explosion = function(engine) {
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var bodies = Composite.allBodies(engine.world);
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (!body.isStatic && body.position.y >= 500) {
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var forceMagnitude = 0.05 * body.mass;
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Body.applyForce(body, body.position, {
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x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
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y: -forceMagnitude + Common.random() * -forceMagnitude
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});
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}
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}
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};
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var timeScaleTarget = 1,
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counter = 0;
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Events.on(engine, 'afterUpdate', function(event) {
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// tween the timescale for bullet time slow-mo
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engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05;
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counter += 1;
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// every 1.5 sec
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if (counter >= 60 * 1.5) {
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// flip the timescale
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if (timeScaleTarget < 1) {
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timeScaleTarget = 1;
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} else {
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timeScaleTarget = 0.05;
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}
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// create some random forces
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explosion(engine);
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// reset counter
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counter = 0;
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}
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});
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var bodyOptions = {
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frictionAir: 0,
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friction: 0.0001,
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restitution: 0.8
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};
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// add some small bouncy circles... remember Swordfish?
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World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
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return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
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}));
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// add some larger random bouncy objects
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World.add(world, Composites.stack(50, 50, 8, 3, 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), bodyOptions);
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions);
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}
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case 1:
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return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions);
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}
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}));
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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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}; |