mirror of
https://github.com/liabru/matter-js.git
synced 2024-12-28 14:09:01 -05:00
594 lines
No EOL
20 KiB
JavaScript
594 lines
No EOL
20 KiB
JavaScript
(function() {
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// Matter aliases
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var Engine = Matter.Engine,
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Gui = Matter.Gui,
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World = Matter.World,
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Bodies = Matter.Bodies,
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Body = Matter.Body,
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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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Constraint = Matter.Constraint,
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Events = Matter.Events;
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var Demo = {};
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var _engine,
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_gui,
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_sceneName;
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Demo.init = function() {
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var container = document.getElementById('canvas-container');
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// engine options - these are the defaults
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var options = {
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positionIterations: 6,
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velocityIterations: 4,
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enableSleeping: false,
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timeScale: 1
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};
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// create a Matter engine, with the element to insert the canvas into
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// NOTE: this is actually Matter.Engine.create(), see the aliases at top of this file
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_engine = Engine.create(container, options);
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// run the engine
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Engine.run(_engine);
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// default scene function name
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_sceneName = 'mixed';
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// get the scene function name from hash
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if (window.location.hash.length !== 0)
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_sceneName = window.location.hash.replace('#', '');
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// set up a scene with bodies
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Demo[_sceneName]();
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// set up demo interface
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Demo.initControls();
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};
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if (window.addEventListener) {
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window.addEventListener('load', Demo.init);
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} else if (window.attachEvent) {
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window.attachEvent('load', Demo.init);
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}
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Demo.initControls = function() {
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var demoSelect = document.getElementById('demo-select'),
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demoReset = document.getElementById('demo-reset');
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// create a dat.gui using Matter helper
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_gui = Gui.create(_engine);
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demoSelect.value = _sceneName;
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demoSelect.addEventListener('change', function(e) {
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Demo[_sceneName = e.target.value]();
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Gui.update(_gui);
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var scrollY = window.scrollY;
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window.location.hash = _sceneName;
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window.scrollY = scrollY;
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});
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demoReset.addEventListener('click', function(e) {
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Demo[_sceneName]();
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Gui.update(_gui);
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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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World.clear(_world);
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Engine.clear(_engine);
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if (Events)
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Events.clear(_engine);
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_engine.enableSleeping = false;
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_engine.world.gravity.y = 1;
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var offset = 5;
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World.addBody(_world, Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, { isStatic: true }));
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World.addBody(_world, Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, { isStatic: true }));
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World.addBody(_world, Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }));
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World.addBody(_world, Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }));
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var renderOptions = _engine.render.options;
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renderOptions.wireframes = true;
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renderOptions.showDebug = true;
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renderOptions.showBroadphase = false;
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renderOptions.showBounds = false;
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renderOptions.showVelocity = false;
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renderOptions.showCollisions = false;
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renderOptions.showAxes = false;
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renderOptions.showPositions = false;
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renderOptions.showAngleIndicator = true;
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renderOptions.showIds = false;
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renderOptions.showShadows = false;
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};
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// all functions below are for setting up scenes
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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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var stack = Composites.stack(20, 20, 20, 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 (Math.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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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.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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};
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Demo.mixedSolid = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(50, 50, 12, 3, 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 (Math.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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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.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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renderOptions.wireframes = false;
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renderOptions.showAngleIndicator = false;
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renderOptions.showShadows = true;
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};
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Demo.chains = function() {
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var _world = _engine.world;
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Demo.reset();
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var groupId = Body.nextGroupId();
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var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
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});
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Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
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Composite.addConstraint(ropeA, Constraint.create({
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bodyB: ropeA.bodies[0],
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pointB: { x: -25, y: 0 },
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pointA: { x: 200, y: 100 },
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stiffness: 0.5
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}));
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World.addComposite(_world, ropeA);
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groupId = Body.nextGroupId();
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var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) {
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return Bodies.circle(x, y, 20, { groupId: groupId });
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});
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Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
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Composite.addConstraint(ropeB, Constraint.create({
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bodyB: ropeB.bodies[0],
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pointB: { x: -20, y: 0 },
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pointA: { x: 500, y: 100 },
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stiffness: 0.5
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}));
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World.addComposite(_world, ropeB);
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};
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Demo.car = function() {
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var _world = _engine.world;
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Demo.reset();
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var scale;
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scale = 0.8;
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World.addComposite(_world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale));
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scale = 0.7;
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World.addComposite(_world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale));
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World.addBody(_world, Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
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World.addBody(_world, Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }));
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World.addBody(_world, Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 }));
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var renderOptions = _engine.render.options;
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renderOptions.showAngleIndicator = true;
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renderOptions.showCollisions = true;
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};
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Demo.friction = function() {
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var _world = _engine.world;
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Demo.reset();
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World.addBody(_world, Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
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World.addBody(_world, Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 }));
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World.addBody(_world, Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
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World.addBody(_world, Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 }));
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World.addBody(_world, Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
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World.addBody(_world, Bodies.rectangle(300, 430, 40, 40, { friction: 0 }));
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var renderOptions = _engine.render.options;
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renderOptions.showAngleIndicator = true;
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renderOptions.showCollisions = true;
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};
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Demo.airFriction = function() {
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var _world = _engine.world;
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Demo.reset();
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World.addBody(_world, Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }));
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World.addBody(_world, Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }));
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World.addBody(_world, Bodies.rectangle(600, 100, 60, 60, { frictionAir: 0.1 }));
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var renderOptions = _engine.render.options;
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renderOptions.showAngleIndicator = true;
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renderOptions.showCollisions = true;
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};
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Demo.sleeping = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(50, 50, 12, 3, 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 (Math.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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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.addComposite(_world, stack);
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_engine.enableSleeping = true;
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var renderOptions = _engine.render.options;
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};
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Demo.broadphase = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(20, 20, 20, 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 (Math.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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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.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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renderOptions.showBroadphase = true;
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};
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Demo.gravity = function() {
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var _world = _engine.world;
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Demo.reset();
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_engine.world.gravity.y = -1;
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var stack = Composites.stack(20, 20, 20, 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 (Math.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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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.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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};
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Demo.avalanche = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) {
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return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.1 });
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});
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World.addComposite(_world, stack);
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World.addBody(_world, Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }));
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World.addBody(_world, Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }));
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World.addBody(_world, Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 }));
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};
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Demo.newtonsCradle = function() {
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var _world = _engine.world;
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Demo.reset();
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var cradle = Composites.newtonsCradle(300, 100, 5, 30, 200);
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World.addComposite(_world, cradle);
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Body.translate(cradle.bodies[0], { x: -180, y: -100 });
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cradle = Composites.newtonsCradle(250, 400, 7, 20, 140);
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World.addComposite(_world, cradle);
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Body.translate(cradle.bodies[0], { x: -140, y: -100 });
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var renderOptions = _engine.render.options;
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renderOptions.showVelocity = true;
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renderOptions.showAngleIndicator = false;
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};
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Demo.stack = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(100, 100, 10, 5, 0, 0, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 40, 40);
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});
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World.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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};
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Demo.circleStack = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(100, 100, 10, 10, 20, 0, function(x, y, column, row) {
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return Bodies.circle(x, y, 20);
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});
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World.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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};
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Demo.wreckingBall = function() {
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var _world = _engine.world;
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Demo.reset();
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var rows = 10,
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yy = 600 - 21 - 40 * rows;
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var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 40, 40, { friction: 0.9, restitution: 0.1 });
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});
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World.addComposite(_world, stack);
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var ball = Bodies.circle(100, 400, 50, { density: 1, frictionAir: 0.001});
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World.addBody(_world, ball);
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World.addConstraint(_world, Constraint.create({
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pointA: { x: 300, y: 100 },
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bodyB: ball
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}));
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var renderOptions = _engine.render.options;
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renderOptions.showCollisions = true;
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renderOptions.showVelocity = true;
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};
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Demo.ballPool = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(100, 50, 10, 15, 10, 10, function(x, y, column, row) {
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return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
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});
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World.addComposite(_world, stack);
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World.addBody(_world, Bodies.polygon(200, 560, 3, 60));
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World.addBody(_world, Bodies.polygon(400, 560, 5, 60));
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World.addBody(_world, Bodies.rectangle(600, 560, 80, 80));
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var renderOptions = _engine.render.options;
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};
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Demo.stress = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(90, 30, 18, 15, 0, 0, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 35, 35);
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});
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World.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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renderOptions.showAngleIndicator = false;
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};
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Demo.stress2 = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 25, 25);
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});
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World.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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renderOptions.showAngleIndicator = false;
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};
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Demo.pyramid = function() {
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var _world = _engine.world;
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Demo.reset();
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var stack = Composites.pyramid(100, 100, 15, 10, 0, 0, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 40, 40);
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});
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World.addComposite(_world, stack);
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var renderOptions = _engine.render.options;
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};
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Demo.restitution = function() {
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var _world = _engine.world;
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Demo.reset();
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var rest = 0.9,
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space = 600 / 5;
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World.addBody(_world, Bodies.rectangle(100 + space * 0, 150, 50, 50, { restitution: rest }));
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World.addBody(_world, Bodies.rectangle(100 + space * 1, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.15 }));
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World.addBody(_world, Bodies.rectangle(100 + space * 2, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.25 }));
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World.addBody(_world, Bodies.circle(100 + space * 3, 150, 25, { restitution: rest }));
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World.addBody(_world, Bodies.rectangle(100 + space * 5, 150, 180, 20, { restitution: rest, angle: -Math.PI * 0.5 }));
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var renderOptions = _engine.render.options;
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renderOptions.showCollisions = true;
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renderOptions.showVelocity = true;
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renderOptions.showAngleIndicator = true;
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};
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Demo.beachBalls = function() {
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var _world = _engine.world;
|
|
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Demo.reset();
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|
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var stack = Composites.stack(0, 100, 5, 1, 20, 0, function(x, y, column, row) {
|
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return Bodies.circle(x, y, 75, { restitution: 0.9 });
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|
});
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|
|
|
World.addComposite(_world, stack);
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|
};
|
|
|
|
Demo.events = function() {
|
|
var _world = _engine.world;
|
|
|
|
Demo.reset();
|
|
|
|
var stack = Composites.stack(50, 100, 8, 4, 50, 50, function(x, y, column, row) {
|
|
return Bodies.circle(x, y, 15, { restitution: 1, strokeStyle: '#777' });
|
|
});
|
|
|
|
World.addComposite(_world, stack);
|
|
|
|
//_engine.enableSleeping = true;
|
|
|
|
// an example of using beforeUpdate event on an engine
|
|
Events.on(_engine, 'beforeUpdate', function(event) {
|
|
var engine = event.source;
|
|
|
|
// apply random forces every 5 secs
|
|
if (event.timestamp % 5000 < 50) {
|
|
var bodies = engine.world.bodies;
|
|
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
var body = bodies[i];
|
|
|
|
if (!body.isStatic && body.position.y >= 500) {
|
|
var forceMagnitude = 0.01 * body.mass;
|
|
|
|
Body.applyForce(body, { x: 0, y: 0 }, {
|
|
x: (forceMagnitude + Math.random() * forceMagnitude) * Common.choose([1, -1]),
|
|
y: -forceMagnitude + Math.random() * -forceMagnitude
|
|
});
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
// an example of using collisionStart event on an engine
|
|
Events.on(_engine, 'collisionStart', function(event) {
|
|
var pairs = event.pairs;
|
|
|
|
// change object colours to show those starting a collision
|
|
for (var i = 0; i < pairs.length; i++) {
|
|
var pair = pairs[i];
|
|
pair.bodyA.fillStyle = '#bbbbbb';
|
|
pair.bodyB.fillStyle = '#bbbbbb';
|
|
}
|
|
});
|
|
|
|
// an example of using collisionActive event on an engine
|
|
Events.on(_engine, 'collisionActive', function(event) {
|
|
var pairs = event.pairs;
|
|
|
|
// change object colours to show those in an active collision (e.g. resting contact)
|
|
for (var i = 0; i < pairs.length; i++) {
|
|
var pair = pairs[i];
|
|
pair.bodyA.fillStyle = '#aaaaaa';
|
|
pair.bodyB.fillStyle = '#aaaaaa';
|
|
}
|
|
});
|
|
|
|
// an example of using collisionEnd event on an engine
|
|
Events.on(_engine, 'collisionEnd', function(event) {
|
|
var pairs = event.pairs;
|
|
|
|
// change object colours to show those ending a collision
|
|
for (var i = 0; i < pairs.length; i++) {
|
|
var pair = pairs[i];
|
|
pair.bodyA.fillStyle = '#999999';
|
|
pair.bodyB.fillStyle = '#999999';
|
|
}
|
|
});
|
|
|
|
var renderOptions = _engine.render.options;
|
|
renderOptions.wireframes = false;
|
|
};
|
|
|
|
})(); |