This is a spritejs extension based on matter-js.
<script src="https://s5.ssl.qhres.com/!a75e6d57/sprite-extend-matter.js"></script>
<div id="container"></div>
<script src="https://s4.ssl.qhres.com/!ee69cc07/spritejs.min.js"></script>
<script src="https://s5.ssl.qhres.com/!a75e6d57/sprite-extend-matter.js"></script>
<script>
const Matter = spritejs.Matter;
const {Scene, Path} = spritejs;
const scene = new Scene('#container', {resolution: [800, 600]})
const fglayer = scene.layer('fglayer')
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
var engine = Engine.create({enableSleeping: true}),
world = engine.world;
// create renderer
var render = Render.create({
layer: fglayer,
engine: engine,
options: {
showAngleIndicator: true,
background: '#fff',
wireframes: false,
showBroadphase: false,
showBounds: true,
showVelocity: true,
showSeparations: true,
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var stack = Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) {
var sides = Math.round(Common.random(1, 8));
// triangles can be a little unstable, so avoid until fixed
sides = (sides === 3) ? 4 : sides;
// round the edges of some bodies
var chamfer = null;
if (sides > 2 && Common.random() > 0.7) {
chamfer = {
radius: 10
};
}
switch (Math.round(Common.random(0, 1))) {
case 0:
if (Common.random() < 0.6) {
return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), { chamfer: chamfer });
} else if(Common.random() < 0.8) {
return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), { chamfer: chamfer });
} else {
const width = 64
return Bodies.rectangle(x, y, width, width, { chamfer: chamfer,
render: {
sprite: {
// texture: 'https://p5.ssl.qhimg.com/t01bd0523f7bc9241c2.png',
attrs: {
textures: {
// src: 'http://brm.io/matter-js/demo/img/box.png',
src: 'https://p5.ssl.qhimg.com/t01bd0523f7bc9241c2.png',
srcRect: [32, 32, 64, 64],
},
size: [width, width],
}
}
}
});
}
case 1:
return Bodies.polygon(x, y, sides, Common.random(25, 50), { chamfer: chamfer });
}
});
World.add(world, stack);
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 })
]);
// 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 }
// });
</script>