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liabru-matter-js/examples/car.js

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JavaScript

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 })
]);
// see car function defined later in this file
var scale = 0.9;
World.add(world, Example.car.car(150, 100, 150 * scale, 30 * scale, 30 * scale));
scale = 0.8;
World.add(world, Example.car.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, render: { fillStyle: '#060a19' }}),
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06, render: { fillStyle: '#060a19' }}),
Bodies.rectangle(300, 560, 600, 20, { isStatic: true, angle: Math.PI * 0.04, render: { fillStyle: '#060a19' }})
]);
// 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);
}
};
};
Example.car.title = 'Car';
Example.car.for = '>=0.14.2';
/**
* Creates a composite with simple car setup of bodies and constraints.
* @method car
* @param {number} xx
* @param {number} yy
* @param {number} width
* @param {number} height
* @param {number} wheelSize
* @return {composite} A new composite car body
*/
Example.car.car = function(xx, yy, width, height, wheelSize) {
var Body = Matter.Body,
Bodies = Matter.Bodies,
Composite = Matter.Composite,
Constraint = Matter.Constraint;
var group = Body.nextGroup(true),
wheelBase = 20,
wheelAOffset = -width * 0.5 + wheelBase,
wheelBOffset = width * 0.5 - wheelBase,
wheelYOffset = 0;
var car = Composite.create({ label: 'Car' }),
body = Bodies.rectangle(xx, yy, width, height, {
collisionFilter: {
group: group
},
chamfer: {
radius: height * 0.5
},
density: 0.0002
});
var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
collisionFilter: {
group: group
},
friction: 0.8
});
var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
collisionFilter: {
group: group
},
friction: 0.8
});
var axelA = Constraint.create({
bodyB: body,
pointB: { x: wheelAOffset, y: wheelYOffset },
bodyA: wheelA,
stiffness: 1,
length: 0
});
var axelB = Constraint.create({
bodyB: body,
pointB: { x: wheelBOffset, y: wheelYOffset },
bodyA: wheelB,
stiffness: 1,
length: 0
});
Composite.addBody(car, body);
Composite.addBody(car, wheelA);
Composite.addBody(car, wheelB);
Composite.addConstraint(car, axelA);
Composite.addConstraint(car, axelB);
return car;
};
if (typeof module !== 'undefined') {
module.exports = Example.car;
}