0
0
Fork 0
mirror of https://github.com/liabru/matter-js.git synced 2024-11-30 10:20:52 -05:00
liabru-matter-js/examples/rounded.js

110 lines
No EOL
2.7 KiB
JavaScript

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);
}
};
};