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https://github.com/liabru/matter-js.git
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94 lines
No EOL
2.5 KiB
JavaScript
94 lines
No EOL
2.5 KiB
JavaScript
var Example = Example || {};
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Example.wreckingBall = 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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Composites = Matter.Composites,
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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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Constraint = Matter.Constraint,
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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: Math.min(document.documentElement.clientWidth, 800),
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height: Math.min(document.documentElement.clientHeight, 600),
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showAngleIndicator: true
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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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// add bodies
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var rows = 10,
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yy = 600 - 21 - 40 * rows;
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var stack = Composites.stack(400, yy, 5, rows, 0, 0, function(x, y) {
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return Bodies.rectangle(x, y, 40, 40);
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});
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World.add(world, [
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stack,
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
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]);
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var ball = Bodies.circle(100, 400, 50, { density: 0.04, frictionAir: 0.005});
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World.add(world, ball);
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World.add(world, Constraint.create({
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pointA: { x: 300, y: 100 },
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bodyB: ball
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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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// 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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}; |