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liabru-matter-js/examples/ballPool.js
2017-01-26 23:38:52 +00:00

100 lines
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2.6 KiB
JavaScript

var Example = Example || {};
Matter.use(
'matter-wrap'
);
Example.ballPool = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
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: Math.min(document.documentElement.clientWidth, 800),
height: Math.min(document.documentElement.clientHeight, 600),
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
World.add(world, [
Bodies.rectangle(400, 600, 1200, 50.5, { isStatic: true })
]);
var stack = Composites.stack(100, 0, 10, 8, 10, 10, function(x, y) {
return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 });
});
World.add(world, [
stack,
Bodies.polygon(200, 460, 3, 60),
Bodies.polygon(400, 460, 5, 60),
Bodies.rectangle(600, 460, 80, 80)
]);
// 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 }
});
// wrapping using matter-wrap plugin
var allBodies = Composite.allBodies(world);
for (var i = 0; i < allBodies.length; i += 1) {
allBodies[i].plugin.wrap = {
min: { x: render.bounds.min.x - 100, y: render.bounds.min.y },
max: { x: render.bounds.max.x + 100, y: render.bounds.max.y }
};
}
// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};