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liabru-matter-js/examples/events.js
liabru 7fce5d861c Merge branch 'master' into timing-improve
* master: (123 commits)
  release 0.18.0
  prevent source map in demo builds
  updated test scripts
  added note about webpack performance to readme
  added benchmark test command
  increase iterations on Example.stress3
  add triangles to mixed bodies example
  added example for Composite.remove
  updated examples
  deprecated Matter.Grid
  added broadphase to Matter.Detector
  replaced Matter.SAT with Matter.Collision
  use force exit in tests
  added cache checks to Matter.Composite
  change raycasting example events to enable use in tests
  optimised collisions
  added Matter.Collision
  use Matter.Runner in test worker
  optimised Matter.Pairs
  optimised Resolver.solvePosition
  ...

# Conflicts:
#	examples/car.js
#	examples/manipulation.js
#	examples/ragdoll.js
#	examples/slingshot.js
#	examples/timescale.js
#	src/collision/Detector.js
#	src/collision/Resolver.js
#	src/collision/SAT.js
#	src/core/Engine.js
#	src/core/Runner.js
2021-12-20 18:52:58 +00:00

193 lines
5.8 KiB
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,
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) {
// do something with event.object
});
var lastTime = Common.now();
// 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 (Common.now() - lastTime >= 5000) {
shakeScene(engine, event.delta);
// update last time
lastTime = Common.now();
}
});
// 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
Composite.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 });
});
Composite.add(world, stack);
var shakeScene = function(engine, delta) {
var timeScale = delta / 1000;
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) {
// Scale force accounting for time delta.
var forceMagnitude = (0.03 * 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
}
}
});
Composite.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, event.delta);
});
// 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);
}
};
};
Example.events.title = 'Events';
Example.events.for = '>=0.14.2';
if (typeof module !== 'undefined') {
module.exports = Example.events;
}