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https://github.com/liabru/matter-js.git
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161 lines
No EOL
5.5 KiB
JavaScript
161 lines
No EOL
5.5 KiB
JavaScript
(function() {
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// Matter aliases
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var Engine = Matter.Engine,
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World = Matter.World,
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Bodies = Matter.Bodies,
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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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var Demo = {};
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var _engine,
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_sceneName = 'mixed',
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_sceneWidth,
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_sceneHeight,
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_deviceOrientationEvent;
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Demo.init = function() {
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var canvasContainer = document.getElementById('canvas-container'),
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demoStart = document.getElementById('demo-start');
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demoStart.addEventListener('click', function() {
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demoStart.style.display = 'none';
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_engine = Engine.create(canvasContainer, {
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render: {
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options: {
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wireframes: true,
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showAngleIndicator: true,
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showDebug: true
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}
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}
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});
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Demo.fullscreen();
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setTimeout(function() {
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var runner = Engine.run(_engine);
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// pass through runner as timing for debug rendering
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_engine.metrics.timing = runner;
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Demo.updateScene();
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}, 800);
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});
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window.addEventListener('deviceorientation', function(event) {
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_deviceOrientationEvent = event;
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Demo.updateGravity(event);
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}, true);
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window.addEventListener('touchstart', Demo.fullscreen);
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window.addEventListener('orientationchange', function() {
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Demo.updateGravity(_deviceOrientationEvent);
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Demo.updateScene();
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Demo.fullscreen();
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}, false);
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};
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window.addEventListener('load', Demo.init);
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Demo.mixed = function() {
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var _world = _engine.world;
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Demo.reset();
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World.add(_world, MouseConstraint.create(_engine));
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var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y, column, row) {
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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, 40), Common.random(20, 40), { friction: 0.01, restitution: 0.4 });
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), { friction: 0.01, restitution: 0.4 });
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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(4, 6)), Common.random(20, 40), { friction: 0.01, restitution: 0.4 });
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}
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});
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World.add(_world, stack);
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};
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Demo.updateScene = function() {
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if (!_engine)
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return;
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_sceneWidth = document.documentElement.clientWidth;
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_sceneHeight = document.documentElement.clientHeight;
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var boundsMax = _engine.world.bounds.max,
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renderOptions = _engine.render.options,
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canvas = _engine.render.canvas;
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boundsMax.x = _sceneWidth;
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boundsMax.y = _sceneHeight;
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canvas.width = renderOptions.width = _sceneWidth;
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canvas.height = renderOptions.height = _sceneHeight;
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Demo[_sceneName]();
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};
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Demo.updateGravity = function(event) {
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if (!_engine)
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return;
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var orientation = window.orientation,
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gravity = _engine.world.gravity;
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if (orientation === 0) {
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gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
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gravity.y = Common.clamp(event.beta, -90, 90) / 90;
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} else if (orientation === 180) {
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gravity.x = Common.clamp(event.gamma, -90, 90) / 90;
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gravity.y = Common.clamp(-event.beta, -90, 90) / 90;
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} else if (orientation === 90) {
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gravity.x = Common.clamp(event.beta, -90, 90) / 90;
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gravity.y = Common.clamp(-event.gamma, -90, 90) / 90;
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} else if (orientation === -90) {
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gravity.x = Common.clamp(-event.beta, -90, 90) / 90;
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gravity.y = Common.clamp(event.gamma, -90, 90) / 90;
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}
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};
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Demo.fullscreen = function(){
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var _fullscreenElement = _engine.render.canvas;
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if (!document.fullscreenElement && !document.mozFullScreenElement && !document.webkitFullscreenElement) {
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if (_fullscreenElement.requestFullscreen) {
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_fullscreenElement.requestFullscreen();
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} else if (_fullscreenElement.mozRequestFullScreen) {
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_fullscreenElement.mozRequestFullScreen();
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} else if (_fullscreenElement.webkitRequestFullscreen) {
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_fullscreenElement.webkitRequestFullscreen(Element.ALLOW_KEYBOARD_INPUT);
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}
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}
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};
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Demo.reset = function() {
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var _world = _engine.world;
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Common._seed = 2;
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World.clear(_world);
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Engine.clear(_engine);
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var offset = 5;
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World.addBody(_world, Bodies.rectangle(_sceneWidth * 0.5, -offset, _sceneWidth + 0.5, 50.5, { isStatic: true }));
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World.addBody(_world, Bodies.rectangle(_sceneWidth * 0.5, _sceneHeight + offset, _sceneWidth + 0.5, 50.5, { isStatic: true }));
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World.addBody(_world, Bodies.rectangle(_sceneWidth + offset, _sceneHeight * 0.5, 50.5, _sceneHeight + 0.5, { isStatic: true }));
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World.addBody(_world, Bodies.rectangle(-offset, _sceneHeight * 0.5, 50.5, _sceneHeight + 0.5, { isStatic: true }));
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};
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})(); |