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feeles-ide

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The hackable and serializable IDE to make learning material

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import { Engine, Render, Runner, Composites, Common, MouseConstraint, Mouse, World, Bodies, } from 'matter'; // スプライトを読み込む準備 import 'lib/interrupt.js'; import engine from 'engine'; const world = engine.world; import render from 'render'; render.options.background = '#0f0f13'; Render.run(render); const runner = Runner.create(); Runner.run(runner, engine); const offset = 10; const options = { isStatic: true }; // 画面よりも外側にある壁(見えない) World.add(world, [ Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, options), Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, options), Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, options), Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, options) ]); // スプライトオブジェクトのスタック const stack = Composites.stack(20, 20, 10, 4, 0, 0, (x, y) => { if (Common.random() > 0.35) { // 35% の確率でボックス return Bodies.rectangle(x, y, 64, 64, { render: { strokeStyle: '#ffffff', sprite: { texture: 'sprites/box.png' } } }); } else { // のこりの確率でボール return Bodies.circle(x, y, 46, { density: 0.0005, frictionAir: 0.06, restitution: 0.3, friction: 0.01, render: { sprite: { texture: 'sprites/ball.png' } } }); } }); World.add(world, stack); // マウス操作 const mouse = Mouse.create(render.canvas); const 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; feeles.openReadme('sprites/README.md');