matter-attractors-f
Version:
Unofficial updated version of matter-attractors (https://www.npmjs.com/package/matter-attractors)
108 lines (91 loc) • 2.54 kB
JavaScript
// install plugin
Matter.use(
'matter-wrap', // not required, just for demo
'matter-attractors' // PLUGIN_NAME
);
var Example = Example || {};
Example.gravity = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Common = Matter.Common,
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: Math.min(document.documentElement.clientWidth, 1024),
height: Math.min(document.documentElement.clientHeight, 1024)
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
world.bodies = [];
world.gravity.scale = 0;
engine.timing.timeScale = 1.5;
for (var i = 0; i < 150; i += 1) {
var radius = Common.random(6, 10);
var body = Bodies.circle(
Common.random(10, render.options.width),
Common.random(10, render.options.height),
radius,
{
mass: Common.random(10, 15),
frictionAir: 0,
plugin: {
attractors: [
// there is a built in helper function for Newtonian gravity!
// you can find out how it works in index.js
MatterAttractors.Attractors.gravity
],
wrap: {
min: { x: 0, y: 0 },
max: { x: render.options.width, y: render.options.height }
}
}
}
);
var speed = 5;
Body.setVelocity(body, {
x: Common.random(-speed, speed),
y: Common.random(-speed, speed)
});
World.add(world, body);
}
// 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;
// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};