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liabru-matter-js/examples/timescale.js

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JavaScript

var Example = Example || {};
Example.timescale = 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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
Composite.add(world, [
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
]);
var explosion = 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) {
// Scale force accounting for mass
var forceMagnitude = (0.05 * body.mass);
Body.applyForce(body, body.position, {
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
y: -forceMagnitude + Common.random() * -forceMagnitude
});
}
}
};
var timeScaleTarget = 1,
lastTime = Common.now();
Events.on(engine, 'afterUpdate', function(event) {
var timeScale = (event.delta || (1000 / 60)) / 1000;
// tween the timescale for bullet time slow-mo
engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 12 * timeScale;
// every 2 sec (real time)
if (Common.now() - lastTime >= 2000) {
// flip the timescale
if (timeScaleTarget < 1) {
timeScaleTarget = 1;
} else {
timeScaleTarget = 0;
}
// create some random forces
explosion(engine, event.delta);
// update last time
lastTime = Common.now();
}
});
var bodyOptions = {
frictionAir: 0,
friction: 0.0001,
restitution: 0.8
};
Composite.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
}));
Composite.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) {
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50), bodyOptions);
} else {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions);
}
case 1:
return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions);
}
}));
// 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.timescale.title = 'Time Scaling';
Example.timescale.for = '>=0.14.2';
if (typeof module !== 'undefined') {
module.exports = Example.timescale;
}