mirror of
https://github.com/liabru/matter-js.git
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186 lines
5.5 KiB
JavaScript
186 lines
5.5 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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World = Matter.World,
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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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// 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 (event.timestamp % 5000 < 50)
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shakeScene(engine);
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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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World.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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World.add(world, stack);
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var shakeScene = function(engine) {
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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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var forceMagnitude = 0.02 * 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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World.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);
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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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