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liabru-matter-js/demo/js/Demo.js
2014-05-05 18:18:15 +01:00

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42 KiB
JavaScript

(function() {
// Matter aliases
var Engine = Matter.Engine,
World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
Constraint = Matter.Constraint,
RenderPixi = Matter.RenderPixi,
Events = Matter.Events,
Bounds = Matter.Bounds,
Vector = Matter.Vector,
Vertices = Matter.Vertices,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
Query = Matter.Query;
// MatterTools aliases
if (window.MatterTools) {
var Gui = MatterTools.Gui,
Inspector = MatterTools.Inspector;
}
var Demo = {};
var _engine,
_gui,
_inspector,
_sceneName,
_mouseConstraint,
_sceneEvents = [],
_useInspector = window.location.hash.indexOf('-inspect') !== -1,
_isMobile = /(ipad|iphone|ipod|android)/gi.test(navigator.userAgent);
// initialise the demo
Demo.init = function() {
var container = document.getElementById('canvas-container');
// some example engine options
var options = {
positionIterations: 6,
velocityIterations: 4,
enableSleeping: false
};
// create a Matter engine
// NOTE: this is actually Matter.Engine.create(), see the aliases at top of this file
_engine = Engine.create(container, options);
// add a mouse controlled constraint
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_engine.world, _mouseConstraint);
// run the engine
Engine.run(_engine);
// default scene function name
_sceneName = 'mixed';
// get the scene function name from hash
if (window.location.hash.length !== 0)
_sceneName = window.location.hash.replace('#', '').replace('-inspect', '');
// set up a scene with bodies
Demo[_sceneName]();
// set up demo interface (see end of this file)
Demo.initControls();
};
// call init when the page has loaded fully
if (window.addEventListener) {
window.addEventListener('load', Demo.init);
} else if (window.attachEvent) {
window.attachEvent('load', Demo.init);
}
// each demo scene is set up in its own function, see below
Demo.mixed = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
var sides = Math.round(Common.random(1, 8));
// triangles can be a little unstable, so avoid until fixed
// TODO: make triangles more stable
sides = (sides === 3) ? 4 : sides;
// round the edges of some bodies
var chamfer = null;
if (sides > 2 && Math.random() > 0.7) {
chamfer = {
radius: 10
};
}
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
}
break;
case 1:
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
}
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
};
Demo.rounded = function() {
var _world = _engine.world;
Demo.reset();
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]
}
})
]);
var renderOptions = _engine.render.options;
renderOptions.showAxes = true;
renderOptions.showCollisions = true;
};
Demo.views = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
var sides = Math.round(Common.random(1, 8));
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
}
});
World.add(_world, stack);
// get the centre of the viewport
var viewportCentre = {
x: _engine.render.options.width * 0.5,
y: _engine.render.options.height * 0.5
};
// make the world bounds a little bigger than the render bounds
_world.bounds.min.x = -300;
_world.bounds.min.y = -300;
_world.bounds.max.x = 1100;
_world.bounds.max.y = 900;
// keep track of current bounds scale (view zoom)
var boundsScaleTarget = 1,
boundsScale = {
x: 1,
y: 1
};
// use the engine tick event to control our view
_sceneEvents.push(
Events.on(_engine, 'beforeTick', function() {
var world = _engine.world,
mouse = _engine.input.mouse,
render = _engine.render,
translate;
// mouse wheel controls zoom
var scaleFactor = mouse.wheelDelta * -0.1;
if (scaleFactor !== 0) {
if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) {
boundsScaleTarget += scaleFactor;
}
}
// if scale has changed
if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) {
// smoothly tween scale factor
scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2;
boundsScale.x += scaleFactor;
boundsScale.y += scaleFactor;
// scale the render bounds
render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x;
render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y;
// translate so zoom is from centre of view
translate = {
x: render.options.width * scaleFactor * -0.5,
y: render.options.height * scaleFactor * -0.5
};
Bounds.translate(render.bounds, translate);
// update mouse
Mouse.setScale(mouse, boundsScale);
Mouse.setOffset(mouse, render.bounds.min);
}
// get vector from mouse relative to centre of viewport
var deltaCentre = Vector.sub(mouse.absolute, viewportCentre),
centreDist = Vector.magnitude(deltaCentre);
// translate the view if mouse has moved over 50px from the centre of viewport
if (centreDist > 50) {
// create a vector to translate the view, allowing the user to control view speed
var direction = Vector.normalise(deltaCentre),
speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002);
translate = Vector.mult(direction, speed);
// prevent the view moving outside the world bounds
if (render.bounds.min.x + translate.x < world.bounds.min.x)
translate.x = world.bounds.min.x - render.bounds.min.x;
if (render.bounds.max.x + translate.x > world.bounds.max.x)
translate.x = world.bounds.max.x - render.bounds.max.x;
if (render.bounds.min.y + translate.y < world.bounds.min.y)
translate.y = world.bounds.min.y - render.bounds.min.y;
if (render.bounds.max.y + translate.y > world.bounds.max.y)
translate.y = world.bounds.max.y - render.bounds.max.y;
// move the view
Bounds.translate(render.bounds, translate);
// we must update the mouse too
Mouse.setOffset(mouse, render.bounds.min);
}
})
);
// must enable renderOptions.hasBounds for views to work
var renderOptions = _engine.render.options;
renderOptions.hasBounds = true;
};
Demo.mixedSolid = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
}
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.wireframes = false;
renderOptions.showAngleIndicator = false;
if (window.chrome)
renderOptions.showShadows = true;
};
Demo.chains = function() {
var _world = _engine.world,
groupId = Body.nextGroupId();
Demo.reset();
var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
});
Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
Composite.add(ropeA, Constraint.create({
bodyB: ropeA.bodies[0],
pointB: { x: -25, y: 0 },
pointA: { x: 200, y: 100 },
stiffness: 0.5
}));
World.add(_world, ropeA);
groupId = Body.nextGroupId();
var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.circle(x, y, 20, { groupId: groupId });
});
Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
Composite.add(ropeB, Constraint.create({
bodyB: ropeB.bodies[0],
pointB: { x: -20, y: 0 },
pointA: { x: 500, y: 100 },
stiffness: 0.5
}));
World.add(_world, ropeB);
};
Demo.bridge = function() {
var _world = _engine.world,
groupId = Body.nextGroupId();
Demo.reset();
var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y, column, row) {
return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
});
Composites.chain(bridge, 0.5, 0, -0.5, 0, { stiffness: 0.9 });
var stack = Composites.stack(200, 40, 6, 3, 0, 0, function(x, y, column, row) {
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 40));
});
World.add(_world, [
bridge,
Bodies.rectangle(80, 440, 120, 280, { isStatic: true }),
Bodies.rectangle(720, 440, 120, 280, { isStatic: true }),
Constraint.create({ pointA: { x: 140, y: 300 }, bodyB: bridge.bodies[0], pointB: { x: -25, y: 0 } }),
Constraint.create({ pointA: { x: 660, y: 300 }, bodyB: bridge.bodies[8], pointB: { x: 25, y: 0 } }),
stack
]);
};
Demo.car = function() {
var _world = _engine.world,
scale;
Demo.reset();
scale = 0.9;
World.add(_world, Composites.car(150, 100, 100 * scale, 40 * scale, 30 * scale));
scale = 0.8;
World.add(_world, Composites.car(350, 300, 100 * scale, 40 * scale, 30 * scale));
World.add(_world, [
Bodies.rectangle(200, 150, 650, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })
]);
var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = true;
renderOptions.showCollisions = true;
};
Demo.friction = function() {
var _world = _engine.world;
Demo.reset();
World.add(_world, [
Bodies.rectangle(300, 180, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 70, 40, 40, { friction: 0.001 })
]);
World.add(_world, [
Bodies.rectangle(300, 350, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 250, 40, 40, { friction: 0.0005 })
]);
World.add(_world, [
Bodies.rectangle(300, 520, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(300, 430, 40, 40, { friction: 0 })
]);
var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = true;
renderOptions.showCollisions = true;
};
Demo.airFriction = function() {
var _world = _engine.world;
Demo.reset();
World.add(_world, [
Bodies.rectangle(200, 100, 60, 60, { frictionAir: 0.001 }),
Bodies.rectangle(400, 100, 60, 60, { frictionAir: 0.05 }),
Bodies.rectangle(600, 100, 60, 60, { frictionAir: 0.1 })
]);
var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = true;
renderOptions.showCollisions = true;
};
Demo.sleeping = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(50, 50, 12, 3, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
}
});
World.add(_world, stack);
_engine.enableSleeping = true;
var renderOptions = _engine.render.options;
};
Demo.broadphase = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
}
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.showBroadphase = true;
};
Demo.gravity = function() {
var _world = _engine.world;
Demo.reset();
_engine.world.gravity.y = -1;
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 50));
}
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
};
Demo.avalanche = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 20, 5, 0, 0, function(x, y, column, row) {
return Bodies.circle(x, y, Common.random(10, 20), { friction: 0.00001, restitution: 0.5, density: 0.001 });
});
World.add(_world, stack);
World.add(_world, [
Bodies.rectangle(200, 150, 700, 20, { isStatic: true, angle: Math.PI * 0.06 }),
Bodies.rectangle(500, 350, 700, 20, { isStatic: true, angle: -Math.PI * 0.06 }),
Bodies.rectangle(340, 580, 700, 20, { isStatic: true, angle: Math.PI * 0.04 })
]);
};
Demo.newtonsCradle = function() {
var _world = _engine.world;
Demo.reset();
var cradle = Composites.newtonsCradle(280, 100, 5, 30, 200);
World.add(_world, cradle);
Body.translate(cradle.bodies[0], { x: -180, y: -100 });
cradle = Composites.newtonsCradle(280, 380, 7, 20, 140);
World.add(_world, cradle);
Body.translate(cradle.bodies[0], { x: -140, y: -100 });
var renderOptions = _engine.render.options;
renderOptions.showVelocity = true;
};
Demo.timescale = function() {
var _world = _engine.world;
Demo.reset();
var explosion = function(engine) {
var bodies = Composite.allBodies(engine.world);
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (!body.isStatic && body.position.y >= 500) {
var forceMagnitude = 0.04 * body.mass;
Body.applyForce(body, { x: 0, y: 0 }, {
x: (forceMagnitude + Math.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Math.random() * -forceMagnitude
});
}
}
};
var timeScaleTarget = 1,
counter = 0;
_sceneEvents.push(
Events.on(_engine, 'tick', function(event) {
// tween the timescale for bullet time slow-mo
_engine.timing.timeScale += (timeScaleTarget - _engine.timing.timeScale) * 0.05;
counter += 1;
// every 1.5 sec
if (counter >= 60 * 1.5) {
// flip the timescale
if (timeScaleTarget < 1) {
timeScaleTarget = 1;
} else {
timeScaleTarget = 0.05;
}
// create some random forces
explosion(_engine);
// reset counter
counter = 0;
}
})
);
var bodyOptions = {
frictionAir: 0,
friction: 0.0001,
restitution: 0.8
};
// add some small bouncy circles... remember Swordfish?
World.add(_world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y, column, row) {
return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
}));
// add some larger random bouncy objects
World.add(_world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50), bodyOptions);
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions);
}
break;
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions);
}
}));
var renderOptions = _engine.render.options;
};
Demo.stack = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 100, 10, 5, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
};
Demo.circleStack = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 100, 10, 10, 20, 0, function(x, y, column, row) {
return Bodies.circle(x, y, 20);
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
};
Demo.wreckingBall = function() {
var _world = _engine.world;
Demo.reset();
var rows = 10,
yy = 600 - 21 - 40 * rows;
var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 40, 40, { friction: 0.9, restitution: 0.1 });
});
World.add(_world, stack);
var ball = Bodies.circle(100, 400, 50, { density: 0.07, frictionAir: 0.001});
World.add(_world, ball);
World.add(_world, Constraint.create({
pointA: { x: 300, y: 100 },
bodyB: ball
}));
if (!_isMobile) {
var renderOptions = _engine.render.options;
renderOptions.showCollisions = true;
renderOptions.showVelocity = true;
}
};
Demo.ballPool = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 50, 10, 15, 10, 10, function(x, y, column, row) {
return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
});
World.add(_world, [
stack,
Bodies.polygon(200, 560, 3, 60),
Bodies.polygon(400, 560, 5, 60),
Bodies.rectangle(600, 560, 80, 80)
]);
var renderOptions = _engine.render.options;
};
Demo.stress = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(90, 30, 18, 15, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 35, 35);
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = false;
};
Demo.stress2 = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(100, 120, 25, 18, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 25, 25);
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = false;
};
Demo.pyramid = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.pyramid(100, 100, 15, 10, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 40, 40);
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
};
Demo.restitution = function() {
var _world = _engine.world;
Demo.reset();
var rest = 0.9,
space = 600 / 5;
World.add(_world, [
Bodies.rectangle(100 + space * 0, 150, 50, 50, { restitution: rest }),
Bodies.rectangle(100 + space * 1, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.15 }),
Bodies.rectangle(100 + space * 2, 150, 50, 50, { restitution: rest, angle: -Math.PI * 0.25 }),
Bodies.circle(100 + space * 3, 150, 25, { restitution: rest }),
Bodies.rectangle(100 + space * 5, 150, 180, 20, { restitution: rest, angle: -Math.PI * 0.5 })
]);
var renderOptions = _engine.render.options;
renderOptions.showCollisions = true;
renderOptions.showVelocity = true;
renderOptions.showAngleIndicator = true;
};
Demo.softBody = function() {
var _world = _engine.world;
Demo.reset();
var particleOptions = { render: { visible: true } };
World.add(_world, [
Composites.softBody(250, 100, 5, 5, 0, 0, true, 18, particleOptions),
Composites.softBody(250, 300, 8, 3, 0, 0, true, 15, particleOptions),
Composites.softBody(250, 400, 4, 4, 0, 0, true, 15, particleOptions)
]);
var renderOptions = _engine.render.options;
renderOptions.showAngleIndicator = false;
};
Demo.cloth = function() {
var _world = _engine.world;
Demo.reset();
var groupId = Body.nextGroupId(),
particleOptions = { friction: 0.00001, groupId: groupId, render: { visible: false }},
cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);
for (var i = 0; i < 20; i++) {
cloth.bodies[i].isStatic = true;
}
World.add(_world, [
cloth,
Bodies.circle(300, 500, 80, { isStatic: true }),
Bodies.rectangle(500, 480, 80, 80, { isStatic: true })
]);
};
Demo.catapult = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(250, 255, 1, 6, 0, 0, function(x, y, column, row) {
return Bodies.rectangle(x, y, 30, 30);
});
var catapult = Bodies.rectangle(400, 520, 320, 20, { });
World.add(_world, [
stack,
catapult,
Bodies.rectangle(250, 555, 20, 50, { isStatic: true }),
Bodies.circle(560, 100, 50, { density: 0.005 }),
Constraint.create({ bodyA: catapult, pointB: { x: 390, y: 580 } }),
Constraint.create({ bodyA: catapult, pointB: { x: 410, y: 580 } })
]);
var renderOptions = _engine.render.options;
renderOptions.showCollisions = true;
renderOptions.showVelocity = true;
renderOptions.showAngleIndicator = true;
};
Demo.beachBalls = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(0, 100, 5, 1, 20, 0, function(x, y, column, row) {
return Bodies.circle(x, y, 75, { restitution: 0.9 });
});
World.add(_world, stack);
};
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, render: { strokeStyle: '#777' } });
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.wireframes = false;
var shakeScene = function(engine) {
var bodies = Composite.allBodies(engine.world);
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
});
}
}
};
_sceneEvents.push(
// 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)
shakeScene(engine);
})
);
_sceneEvents.push(
// 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.render.fillStyle = '#bbbbbb';
pair.bodyB.render.fillStyle = '#bbbbbb';
}
})
);
_sceneEvents.push(
// 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.render.fillStyle = '#aaaaaa';
pair.bodyB.render.fillStyle = '#aaaaaa';
}
})
);
_sceneEvents.push(
// 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.render.fillStyle = '#999999';
pair.bodyB.render.fillStyle = '#999999';
}
})
);
_sceneEvents.push(
// an example of using mouse events on an engine.input.mouse
Events.on(_engine, 'mousedown', function(event) {
var mousePosition = event.mouse.position;
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
_engine.render.options.background = 'cornsilk';
shakeScene(_engine);
})
);
_sceneEvents.push(
// an example of using mouse events on an engine.input.mouse
Events.on(_engine, 'mouseup', function(event) {
var mousePosition = event.mouse.position;
_engine.render.options.background = "white";
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
})
);
};
Demo.sprites = function() {
var _world = _engine.world,
offset = 10,
options = {
isStatic: true,
render: {
visible: false
}
};
Demo.reset();
_world.bodies = [];
// these static walls will not be rendered in this sprites example, see options
World.add(_world, [
Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, options),
Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, options),
Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, options),
Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, options)
]);
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
if (Math.random() > 0.35) {
return Bodies.rectangle(x, y, 64, 64, {
render: {
strokeStyle: '#ffffff',
sprite: {
texture: './img/box.png'
}
}
});
} else {
return Bodies.circle(x, y, 46, {
density: 0.0005,
frictionAir: 0.06,
restitution: 0.3,
friction: 0.01,
render: {
sprite: {
texture: './img/ball.png'
}
}
});
}
});
World.add(_world, stack);
var renderOptions = _engine.render.options;
renderOptions.background = './img/wall-bg.jpg';
renderOptions.showAngleIndicator = false;
renderOptions.wireframes = false;
};
Demo.raycasting = function() {
var _world = _engine.world;
Demo.reset();
var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Math.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
}
break;
case 1:
var sides = Math.round(Common.random(1, 8));
sides = (sides === 3) ? 4 : sides;
return Bodies.polygon(x, y, sides, Common.random(20, 50));
}
});
World.add(_world, stack);
_sceneEvents.push(
Events.on(_engine, 'afterRender', function() {
var mouse = _engine.input.mouse,
context = _engine.render.context,
bodies = Composite.allBodies(_engine.world),
startPoint = { x: 400, y: 100 },
endPoint = mouse.position;
var collisions = Query.ray(bodies, startPoint, endPoint);
context.beginPath();
context.moveTo(startPoint.x, startPoint.y);
context.lineTo(endPoint.x, endPoint.y);
if (collisions.length > 0) {
context.strokeStyle = '#fff';
} else {
context.strokeStyle = '#555';
}
context.lineWidth = 0.5;
context.stroke();
for (var i = 0; i < collisions.length; i++) {
var collision = collisions[i];
context.rect(collision.bodyA.position.x - 4.5, collision.bodyA.position.y - 4.5, 8, 8);
}
context.fillStyle = 'rgba(255,165,0,0.7)';
context.fill();
})
);
var renderOptions = _engine.render.options;
};
// the functions for the demo interface and controls below
Demo.initControls = function() {
var demoSelect = document.getElementById('demo-select'),
demoReset = document.getElementById('demo-reset');
// create a Matter.Gui
if (!_isMobile && Gui) {
_gui = Gui.create(_engine);
// need to add mouse constraint back in after gui clear or load is pressed
Events.on(_gui, 'clear load', function() {
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_engine.world, _mouseConstraint);
});
}
// create a Matter.Inspector
if (!_isMobile && Inspector && _useInspector) {
_inspector = Inspector.create(_engine);
Events.on(_inspector, 'import', function() {
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_engine.world, _mouseConstraint);
});
Events.on(_inspector, 'play', function() {
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_engine.world, _mouseConstraint);
});
Events.on(_inspector, 'selectStart', function() {
_mouseConstraint.constraint.render.visible = false;
});
Events.on(_inspector, 'selectEnd', function() {
_mouseConstraint.constraint.render.visible = true;
});
}
// go fullscreen when using a mobile device
if (_isMobile) {
var body = document.body;
body.className += ' is-mobile';
_engine.render.canvas.addEventListener('touchstart', Demo.fullscreen);
var fullscreenChange = function() {
var fullscreenEnabled = document.fullscreenEnabled || document.mozFullScreenEnabled || document.webkitFullscreenEnabled;
// delay fullscreen styles until fullscreen has finished changing
setTimeout(function() {
if (fullscreenEnabled) {
body.className += ' is-fullscreen';
} else {
body.className = body.className.replace('is-fullscreen', '');
}
}, 2000);
};
document.addEventListener('webkitfullscreenchange', fullscreenChange);
document.addEventListener('mozfullscreenchange', fullscreenChange);
document.addEventListener('fullscreenchange', fullscreenChange);
}
// initialise demo selector
demoSelect.value = _sceneName;
demoSelect.addEventListener('change', function(e) {
Demo[_sceneName = e.target.value]();
Gui.update(_gui);
var scrollY = window.scrollY;
window.location.hash = _sceneName;
window.scrollY = scrollY;
});
demoReset.addEventListener('click', function(e) {
Demo[_sceneName]();
Gui.update(_gui);
});
};
Demo.fullscreen = function(){
var _fullscreenElement = _engine.render.canvas;
if (!document.fullscreenElement && !document.mozFullScreenElement && !document.webkitFullscreenElement) {
if (_fullscreenElement.requestFullscreen) {
_fullscreenElement.requestFullscreen();
} else if (_fullscreenElement.mozRequestFullScreen) {
_fullscreenElement.mozRequestFullScreen();
} else if (_fullscreenElement.webkitRequestFullscreen) {
_fullscreenElement.webkitRequestFullscreen(Element.ALLOW_KEYBOARD_INPUT);
}
}
};
Demo.reset = function() {
var _world = _engine.world;
World.clear(_world);
Engine.clear(_engine);
// clear scene graph (if defined in controller)
var renderController = _engine.render.controller;
if (renderController.clear)
renderController.clear(_engine.render);
// clear all scene events
for (var i = 0; i < _sceneEvents.length; i++)
Events.off(_engine, _sceneEvents[i]);
_sceneEvents = [];
// reset id pool
Common._nextId = 0;
// reset mouse offset and scale (only required for Demo.views)
Mouse.setScale(_engine.input.mouse, { x: 1, y: 1 });
Mouse.setOffset(_engine.input.mouse, { x: 0, y: 0 });
_engine.enableSleeping = false;
_engine.world.gravity.y = 1;
_engine.world.gravity.x = 0;
_engine.timing.timeScale = 1;
var offset = 5;
World.add(_world, [
Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, { isStatic: true }),
Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, { isStatic: true }),
Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true }),
Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true })
]);
_mouseConstraint = MouseConstraint.create(_engine);
World.add(_world, _mouseConstraint);
var renderOptions = _engine.render.options;
renderOptions.wireframes = true;
renderOptions.hasBounds = false;
renderOptions.showDebug = false;
renderOptions.showBroadphase = false;
renderOptions.showBounds = false;
renderOptions.showVelocity = false;
renderOptions.showCollisions = false;
renderOptions.showAxes = false;
renderOptions.showPositions = false;
renderOptions.showAngleIndicator = true;
renderOptions.showIds = false;
renderOptions.showShadows = false;
renderOptions.background = '#fff';
if (_isMobile)
renderOptions.showDebug = true;
};
})();