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liabru-matter-js/examples/events.js

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JavaScript

var Example = Example || {};
Example.events = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Events = Matter.Events,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
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,
wireframes: false
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// an example of using composite events on the world
Events.on(world, 'afterAdd', function(event) {
console.log('added to world:', event.object);
});
// 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);
});
// 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 = '#333';
pair.bodyB.render.fillStyle = '#333';
}
});
// 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 = '#333';
pair.bodyB.render.fillStyle = '#333';
}
});
// 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 = '#222';
pair.bodyB.render.fillStyle = '#222';
}
});
var bodyStyle = { fillStyle: '#222' };
// scene code
World.add(world, [
Bodies.rectangle(400, 0, 800, 50, { isStatic: true, render: bodyStyle }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true, render: bodyStyle }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true, render: bodyStyle }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true, render: bodyStyle })
]);
var stack = Composites.stack(70, 100, 9, 4, 50, 50, function(x, y) {
return Bodies.circle(x, y, 15, { restitution: 1, render: bodyStyle });
});
World.add(world, stack);
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 = 0.02 * body.mass;
Body.applyForce(body, body.position, {
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Common.random() * -forceMagnitude
});
}
}
};
// 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;
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'mousedown', function(event) {
var mousePosition = event.mouse.position;
console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
shakeScene(engine);
});
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'mouseup', function(event) {
var mousePosition = event.mouse.position;
console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
});
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'startdrag', function(event) {
console.log('startdrag', event);
});
// an example of using mouse events on a mouse
Events.on(mouseConstraint, 'enddrag', function(event) {
console.log('enddrag', event);
});
// 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);
}
};
};