mirror of
https://github.com/liabru/matter-js.git
synced 2024-12-17 12:42:17 -05:00
91 lines
No EOL
2.9 KiB
JavaScript
91 lines
No EOL
2.9 KiB
JavaScript
(function() {
|
|
|
|
var World = Matter.World,
|
|
Bodies = Matter.Bodies,
|
|
Body = Matter.Body,
|
|
Composite = Matter.Composite,
|
|
Composites = Matter.Composites,
|
|
Common = Matter.Common,
|
|
Events = Matter.Events;
|
|
|
|
Example.timescale = function(demo) {
|
|
var engine = demo.engine,
|
|
world = engine.world,
|
|
sceneEvents = demo.sceneEvents;
|
|
|
|
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) {
|
|
var forceMagnitude = 0.04 * body.mass;
|
|
|
|
Body.applyForce(body, { x: 0, y: 0 }, {
|
|
x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]),
|
|
y: -forceMagnitude + Common.random() * -forceMagnitude
|
|
});
|
|
}
|
|
}
|
|
};
|
|
|
|
var timeScaleTarget = 1,
|
|
counter = 0;
|
|
|
|
sceneEvents.push(
|
|
Events.on(engine, 'afterUpdate', function(event) {
|
|
// tween the timescale for bullet time slow-mo
|
|
engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05;
|
|
|
|
counter += 1;
|
|
|
|
// every 1.5 sec
|
|
if (counter >= 60 * 1.5) {
|
|
|
|
// flip the timescale
|
|
if (timeScaleTarget < 1) {
|
|
timeScaleTarget = 1;
|
|
} else {
|
|
timeScaleTarget = 0.05;
|
|
}
|
|
|
|
// create some random forces
|
|
explosion(engine);
|
|
|
|
// reset counter
|
|
counter = 0;
|
|
}
|
|
})
|
|
);
|
|
|
|
var bodyOptions = {
|
|
frictionAir: 0,
|
|
friction: 0.0001,
|
|
restitution: 0.8
|
|
};
|
|
|
|
// add some small bouncy circles... remember Swordfish?
|
|
World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) {
|
|
return Bodies.circle(x, y, Common.random(10, 20), bodyOptions);
|
|
}));
|
|
|
|
// add some larger random bouncy objects
|
|
World.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);
|
|
}
|
|
break;
|
|
case 1:
|
|
return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions);
|
|
|
|
}
|
|
}));
|
|
};
|
|
|
|
})(); |