mirror of
https://github.com/liabru/matter-js.git
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170 lines
4.6 KiB
JavaScript
170 lines
4.6 KiB
JavaScript
var Example = Example || {};
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Example.car = 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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Composite = Matter.Composite,
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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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showAngleIndicator: true,
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showCollisions: 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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Composite.add(world, [
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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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// see car function defined later in this file
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var scale = 0.9;
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Composite.add(world, Example.car.car(150, 100, 150 * scale, 30 * scale, 30 * scale));
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scale = 0.8;
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Composite.add(world, Example.car.car(350, 300, 150 * scale, 30 * scale, 30 * scale));
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Composite.add(world, [
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Bodies.rectangle(200, 150, 400, 20, { isStatic: true, angle: Math.PI * 0.06, render: { fillStyle: '#060a19' }}),
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Bodies.rectangle(500, 350, 650, 20, { isStatic: true, angle: -Math.PI * 0.06, render: { fillStyle: '#060a19' }}),
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Bodies.rectangle(300, 560, 600, 20, { isStatic: true, angle: Math.PI * 0.04, render: { fillStyle: '#060a19' }})
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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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Composite.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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};
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Example.car.title = 'Car';
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Example.car.for = '>=0.14.2';
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/**
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* Creates a composite with simple car setup of bodies and constraints.
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* @method car
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* @param {number} xx
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* @param {number} yy
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* @param {number} width
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* @param {number} height
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* @param {number} wheelSize
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* @return {composite} A new composite car body
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*/
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Example.car.car = function(xx, yy, width, height, wheelSize) {
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var Body = Matter.Body,
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Bodies = Matter.Bodies,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint;
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var group = Body.nextGroup(true),
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wheelBase = 20,
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wheelAOffset = -width * 0.5 + wheelBase,
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wheelBOffset = width * 0.5 - wheelBase,
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wheelYOffset = 0;
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var car = Composite.create({ label: 'Car' }),
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body = Bodies.rectangle(xx, yy, width, height, {
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collisionFilter: {
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group: group
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},
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chamfer: {
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radius: height * 0.5
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},
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density: 0.0002
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});
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var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
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collisionFilter: {
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group: group
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},
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friction: 0.8
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});
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var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
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collisionFilter: {
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group: group
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},
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friction: 0.8
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});
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var axelA = Constraint.create({
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bodyB: body,
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pointB: { x: wheelAOffset, y: wheelYOffset },
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bodyA: wheelA,
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stiffness: 1,
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length: 0
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});
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var axelB = Constraint.create({
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bodyB: body,
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pointB: { x: wheelBOffset, y: wheelYOffset },
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bodyA: wheelB,
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stiffness: 1,
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length: 0
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});
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Composite.addBody(car, body);
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Composite.addBody(car, wheelA);
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Composite.addBody(car, wheelB);
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Composite.addConstraint(car, axelA);
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Composite.addConstraint(car, axelB);
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return car;
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};
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if (typeof module !== 'undefined') {
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module.exports = Example.car;
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}
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