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* 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
193 lines
5.8 KiB
JavaScript
193 lines
5.8 KiB
JavaScript
var Example = Example || {};
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Example.events = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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Body = Matter.Body,
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Events = Matter.Events,
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Composite = Matter.Composite,
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Composites = Matter.Composites,
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: 800,
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height: 600,
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wireframes: false
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// an example of using composite events on the world
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Events.on(world, 'afterAdd', function(event) {
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// do something with event.object
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});
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var lastTime = Common.now();
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// an example of using beforeUpdate event on an engine
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Events.on(engine, 'beforeUpdate', function(event) {
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var engine = event.source;
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// apply random forces every 5 secs
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if (Common.now() - lastTime >= 5000) {
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shakeScene(engine, event.delta);
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// update last time
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lastTime = Common.now();
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}
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});
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// an example of using collisionStart event on an engine
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Events.on(engine, 'collisionStart', function(event) {
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var pairs = event.pairs;
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// change object colours to show those starting a collision
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for (var i = 0; i < pairs.length; i++) {
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var pair = pairs[i];
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pair.bodyA.render.fillStyle = '#333';
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pair.bodyB.render.fillStyle = '#333';
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}
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});
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// an example of using collisionActive event on an engine
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Events.on(engine, 'collisionActive', function(event) {
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var pairs = event.pairs;
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// change object colours to show those in an active collision (e.g. resting contact)
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for (var i = 0; i < pairs.length; i++) {
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var pair = pairs[i];
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pair.bodyA.render.fillStyle = '#333';
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pair.bodyB.render.fillStyle = '#333';
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}
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});
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// an example of using collisionEnd event on an engine
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Events.on(engine, 'collisionEnd', function(event) {
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var pairs = event.pairs;
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// change object colours to show those ending a collision
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for (var i = 0; i < pairs.length; i++) {
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var pair = pairs[i];
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pair.bodyA.render.fillStyle = '#222';
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pair.bodyB.render.fillStyle = '#222';
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}
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});
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var bodyStyle = { fillStyle: '#222' };
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// scene code
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Composite.add(world, [
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true, render: bodyStyle }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true, render: bodyStyle }),
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Bodies.rectangle(800, 300, 50, 600, { isStatic: true, render: bodyStyle }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true, render: bodyStyle })
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]);
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var stack = Composites.stack(70, 100, 9, 4, 50, 50, function(x, y) {
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return Bodies.circle(x, y, 15, { restitution: 1, render: bodyStyle });
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});
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Composite.add(world, stack);
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var shakeScene = function(engine, delta) {
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var timeScale = delta / 1000;
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var bodies = Composite.allBodies(engine.world);
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (!body.isStatic && body.position.y >= 500) {
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// Scale force accounting for time delta.
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var forceMagnitude = (0.03 * body.mass);
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Body.applyForce(body, body.position, {
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x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
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y: -forceMagnitude + Common.random() * -forceMagnitude
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});
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}
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}
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};
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 0.2,
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render: {
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visible: false
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}
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}
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});
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'mousedown', function(event) {
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var mousePosition = event.mouse.position;
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console.log('mousedown at ' + mousePosition.x + ' ' + mousePosition.y);
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shakeScene(engine, event.delta);
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});
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'mouseup', function(event) {
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var mousePosition = event.mouse.position;
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console.log('mouseup at ' + mousePosition.x + ' ' + mousePosition.y);
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});
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'startdrag', function(event) {
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console.log('startdrag', event);
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});
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// an example of using mouse events on a mouse
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Events.on(mouseConstraint, 'enddrag', function(event) {
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console.log('enddrag', event);
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});
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// fit the render viewport to the scene
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Render.lookAt(render, {
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min: { x: 0, y: 0 },
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max: { x: 800, y: 600 }
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});
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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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};
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};
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Example.events.title = 'Events';
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Example.events.for = '>=0.14.2';
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if (typeof module !== 'undefined') {
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module.exports = Example.events;
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}
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