Проверить Matter.js
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  1. class Box {
  2. constructor(world, x, y, w, h, options) {
  3. // add box to physics simulation
  4. this.physicsBox = Matter.Bodies.rectangle(x, y, w, h, options);
  5. Matter.Composite.add(world, this.physicsBox);
  6. // add DOM box at the same coordinates
  7. this.div = document.createElement("box");
  8. document.body.appendChild(this.div);
  9. this.div.style.width = w + "px";
  10. this.div.style.height = h + "px";
  11. this.width = w;
  12. this.height = h;
  13. this.update();
  14. }
  15. update() {
  16. let pos = this.physicsBox.position;
  17. let angle = this.physicsBox.angle;
  18. let degrees = angle * (180 / Math.PI);
  19. let x = this.physicsBox.bounds.min.x;
  20. let y = this.physicsBox.bounds.min.y;
  21. this.div.style.transform = `translate(${x}px, ${y}px) rotate(${degrees}deg)`;
  22. // old uses position
  23. // this.div.style.transform = `translate(${pos.x - this.width / 2}px, ${pos.y - this.height / 2 }px) rotate(${degrees}deg)`;
  24. }
  25. }
  26. let engine;
  27. let boxes = [];
  28. setupMatter();
  29. addObjects();
  30. gameLoop();
  31. function setupMatter() {
  32. engine = Matter.Engine.create({ enableSleeping: true });
  33. }
  34. function addObjects() {
  35. boxes.push(
  36. new Box(engine.world, 250, 20, 40, 40, { restitution: 0.8 }),
  37. new Box(engine.world, 300, 350, 40, 40, { restitution: 0.8 }),
  38. new Box(engine.world, 320, 70, 40, 40, { restitution: 0.8 }),
  39. new Box(engine.world, 0, 400, 1200, 60, { isStatic: true }),
  40. new Box(engine.world, 260, 50, 40, 40),
  41. new Box(engine.world, 330, 300, 40, 40),
  42. new Box(engine.world, 350, 170, 40, 40),
  43. new Box(engine.world, 160, 150, 40, 40),
  44. new Box(engine.world, 190, 300, 40, 40),
  45. new Box(engine.world, 250, 270, 40, 40),
  46. );
  47. }
  48. function gameLoop() {
  49. // update the physics world
  50. Matter.Engine.update(engine, 1000 / 60);
  51. var sleepingCount = 0;
  52. // update the DOM world
  53. for (let b of boxes) {
  54. b.update();
  55. if (b.physicsBox.isSleeping)
  56. {
  57. sleepingCount += 1;
  58. }
  59. }
  60. console.debug("sleeping count:", sleepingCount);
  61. requestAnimationFrame(() => this.gameLoop());
  62. }