mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-27 09:50:52 -05:00
141 lines
No EOL
4.2 KiB
JavaScript
141 lines
No EOL
4.2 KiB
JavaScript
var Example = Example || {};
|
|
|
|
Example.manipulation = function() {
|
|
var Engine = Matter.Engine,
|
|
Render = Matter.Render,
|
|
Runner = Matter.Runner,
|
|
Body = Matter.Body,
|
|
Events = Matter.Events,
|
|
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: Math.min(document.documentElement.clientWidth, 800),
|
|
height: Math.min(document.documentElement.clientHeight, 600),
|
|
showAxes: true,
|
|
showCollisions: true,
|
|
showConvexHulls: true
|
|
}
|
|
});
|
|
|
|
Render.run(render);
|
|
|
|
// create runner
|
|
var runner = Runner.create();
|
|
Runner.run(runner, engine);
|
|
|
|
// add bodies
|
|
var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }),
|
|
bodyB = Bodies.rectangle(200, 200, 50, 50),
|
|
bodyC = Bodies.rectangle(300, 200, 50, 50),
|
|
bodyD = Bodies.rectangle(400, 200, 50, 50),
|
|
bodyE = Bodies.rectangle(550, 200, 50, 50),
|
|
bodyF = Bodies.rectangle(700, 200, 50, 50),
|
|
bodyG = Bodies.circle(400, 100, 25),
|
|
partA = Bodies.rectangle(600, 200, 120, 50),
|
|
partB = Bodies.rectangle(660, 200, 50, 190),
|
|
compound = Body.create({
|
|
parts: [partA, partB],
|
|
isStatic: true
|
|
});
|
|
|
|
World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
|
|
|
|
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 })
|
|
]);
|
|
|
|
var counter = 0,
|
|
scaleFactor = 1.01;
|
|
|
|
Events.on(engine, 'beforeUpdate', function(event) {
|
|
counter += 1;
|
|
|
|
if (counter === 40)
|
|
Body.setStatic(bodyG, true);
|
|
|
|
if (scaleFactor > 1) {
|
|
Body.scale(bodyF, scaleFactor, scaleFactor);
|
|
Body.scale(compound, 0.995, 0.995);
|
|
|
|
// modify bodyE vertices
|
|
bodyE.vertices[0].x -= 0.2;
|
|
bodyE.vertices[0].y -= 0.2;
|
|
bodyE.vertices[1].x += 0.2;
|
|
bodyE.vertices[1].y -= 0.2;
|
|
Body.setVertices(bodyE, bodyE.vertices);
|
|
}
|
|
|
|
// make bodyA move up and down
|
|
// body is static so must manually update velocity for friction to work
|
|
var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
|
|
Body.setVelocity(bodyA, { x: 0, y: py - bodyA.position.y });
|
|
Body.setPosition(bodyA, { x: 100, y: py });
|
|
|
|
// make compound body move up and down and rotate constantly
|
|
Body.setVelocity(compound, { x: 0, y: py - compound.position.y });
|
|
Body.setAngularVelocity(compound, 0.02);
|
|
Body.setPosition(compound, { x: 600, y: py });
|
|
Body.rotate(compound, 0.02);
|
|
|
|
// every 1.5 sec
|
|
if (counter >= 60 * 1.5) {
|
|
Body.setVelocity(bodyB, { x: 0, y: -10 });
|
|
Body.setAngle(bodyC, -Math.PI * 0.26);
|
|
Body.setAngularVelocity(bodyD, 0.2);
|
|
|
|
// reset counter
|
|
counter = 0;
|
|
scaleFactor = 1;
|
|
}
|
|
});
|
|
|
|
// 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);
|
|
}
|
|
};
|
|
}; |