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liabru-matter-js/examples/manipulation.js
2019-09-01 13:36:16 +01:00

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4.2 KiB
JavaScript

var Example = Example || {};
Example.manipulation = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Common = Matter.Common,
Events = Matter.Events,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
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,
showAxes: true,
showCollisions: true,
showConvexHulls: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }),
bodyB = Bodies.rectangle(200, 200, 50, 50),
bodyC = Bodies.rectangle(300, 200, 50, 50),
bodyD = Bodies.rectangle(400, 200, 50, 50),
bodyE = Bodies.rectangle(550, 200, 50, 50),
bodyF = Bodies.rectangle(700, 200, 50, 50),
bodyG = Bodies.circle(400, 100, 25),
partA = Bodies.rectangle(600, 200, 120 * 0.8, 50 * 0.8),
partB = Bodies.rectangle(660, 200, 50 * 0.8, 190 * 0.8),
compound = Body.create({
parts: [partA, partB],
isStatic: true
});
World.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
World.add(world, [
// walls
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 lastTime = 0,
scaleRate = 0.6;
Events.on(engine, 'beforeUpdate', function(event) {
var timeScale = event.delta / 1000;
if (scaleRate > 0) {
Body.scale(bodyF, 1 + (scaleRate * timeScale), 1 + (scaleRate * timeScale));
// modify bodyE vertices
bodyE.vertices[0].x -= 0.2 * timeScale;
bodyE.vertices[0].y -= 0.2 * timeScale;
bodyE.vertices[1].x += 0.2 * timeScale;
bodyE.vertices[1].y -= 0.2 * timeScale;
Body.setVertices(bodyE, bodyE.vertices);
}
// make bodyA move up and down
var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
Body.setPosition(bodyA, { x: 100, y: py }, true);
// make compound body move up and down and rotate constantly
Body.setPosition(compound, { x: 600, y: py }, true);
Body.rotate(compound, 1 * Math.PI * timeScale, null, true);
// after first 0.8 sec (simulation time)
if (engine.timing.timestamp >= 800)
Body.setStatic(bodyG, true);
// every 1.5 sec (simulation time)
if (engine.timing.timestamp - lastTime >= 1500) {
Body.setVelocity(bodyB, { x: 0, y: -10 });
Body.setAngle(bodyC, -Math.PI * 0.26);
Body.setAngularVelocity(bodyD, 0.2);
// stop scaling
scaleRate = 0;
// update last time
lastTime = engine.timing.timestamp;
}
});
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
render: {
visible: false
}
}
});
World.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);
}
};
};