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liabru-matter-js/examples/terrain.js

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JavaScript

var Example = Example || {};
Example.terrain = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
Composite = Matter.Composite,
Query = Matter.Query,
Svg = Matter.Svg,
Bodies = Matter.Bodies;
// provide concave decomposition support library
Common.setDecomp(require('poly-decomp'));
// 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
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
if (typeof fetch !== 'undefined') {
var select = function(root, selector) {
return Array.prototype.slice.call(root.querySelectorAll(selector));
};
var loadSvg = function(url) {
return fetch(url)
.then(function(response) { return response.text(); })
.then(function(raw) { return (new window.DOMParser()).parseFromString(raw, 'image/svg+xml'); });
};
loadSvg('./svg/terrain.svg')
.then(function(root) {
var paths = select(root, 'path');
var vertexSets = paths.map(function(path) { return Svg.pathToVertices(path, 30); });
var terrain = Bodies.fromVertices(400, 350, vertexSets, {
isStatic: true,
render: {
fillStyle: '#060a19',
strokeStyle: '#060a19',
lineWidth: 1
}
}, true);
Composite.add(world, terrain);
var bodyOptions = {
frictionAir: 0,
friction: 0.0001,
restitution: 0.6
};
Composite.add(world, Composites.stack(80, 100, 20, 20, 10, 10, function(x, y) {
if (Query.point([terrain], { x: x, y: y }).length === 0) {
return Bodies.polygon(x, y, 5, 12, bodyOptions);
}
}));
});
} else {
Common.warn('Fetch is not available. Could not load SVG.');
}
// 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;
// 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.terrain.title = 'Terrain';
Example.terrain.for = '>0.16.1';
if (typeof module !== 'undefined') {
module.exports = Example.terrain;
}