PhysicsJS Sandbox
How do I make an physicsjs sandbox?
How you want to organize your PhysicsJS code is up to you... but here's a suggestion. :). What is a physicsjs sandbox? How do you make a physicsjs sandbox? This script and codes were developed by Well Caffeinated on 08 August 2022, Monday.
PhysicsJS Sandbox - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>PhysicsJS Sandbox</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div id="viewport"></div> <script src='http://requirejs.org/docs/release/2.1.15/minified/require.js'></script> <script src="js/index.js"></script>
</body>
</html>
PhysicsJS Sandbox - Script Codes CSS Codes
html, body { height: 100%; margin: 0; background: #1d1f20; }
#viewport { position: relative; height: 100% }
PhysicsJS Sandbox - Script Codes JS Codes
require.config({ baseUrl: 'http://wellcaffeinated.net/PhysicsJS/assets/scripts/vendor/', packages: [ { name: 'physicsjs', location: 'physicsjs-current', main: 'physicsjs-full.min' } ]
});
var colors = [ ['0x268bd2', '0x0d394f'] ,['0xc93b3b', '0x561414'] ,['0xe25e36', '0x79231b'] ,['0x6c71c4', '0x393f6a'] ,['0x58c73c', '0x30641c'] ,['0xcac34c', '0x736a2c']
];
function initWorld(world, Physics) { // bounds of the window var viewWidth = window.innerWidth ,viewHeight = window.innerHeight ,viewportBounds = Physics.aabb(0, 0, window.innerWidth, window.innerHeight) ,edgeBounce ,renderer ,styles = { 'circle': { fillStyle: colors[0][0], lineWidth: 1, strokeStyle: colors[0][1], angleIndicator: colors[0][1] } ,'rectangle': { fillStyle: colors[1][0], lineWidth: 1, strokeStyle: colors[1][1], angleIndicator: colors[1][1] } ,'convex-polygon': { fillStyle: colors[2][0], lineWidth: 1, strokeStyle: colors[2][1], angleIndicator: colors[2][1] } } ; // create a renderer renderer = Physics.renderer('pixi', { el: 'viewport', styles: styles }); // add the renderer world.add(renderer); // render on each step world.on('step', function () { world.render(); }); // constrain objects to these bounds edgeBounce = Physics.behavior('edge-collision-detection', { aabb: viewportBounds ,restitution: 0.2 ,cof: 0.8 }); // resize events window.addEventListener('resize', function () { // as of 0.7.0 the renderer will auto resize... so we just take the values from the renderer viewportBounds = Physics.aabb(0, 0, renderer.width, renderer.height); // update the boundaries edgeBounce.setAABB(viewportBounds); }, true); // add behaviors to the world world.add([ Physics.behavior('constant-acceleration') ,Physics.behavior('body-impulse-response') ,Physics.behavior('body-collision-detection') ,Physics.behavior('sweep-prune') ,edgeBounce ]);
}
function startWorld( world, Physics ){ // subscribe to ticker to advance the simulation Physics.util.ticker.on(function( time ) { world.step( time ); });
}
//
// Add some interaction
//
function addInteraction( world, Physics ){ // add the mouse interaction world.add(Physics.behavior('interactive', { el: world.renderer().container })); // add some fun extra interaction var attractor = Physics.behavior('attractor', { order: 0, strength: 0.002 }); world.on({ 'interact:poke': function( pos ){ world.wakeUpAll(); attractor.position( pos ); world.add( attractor ); } ,'interact:move': function( pos ){ attractor.position( pos ); } ,'interact:release': function(){ world.wakeUpAll(); world.remove( attractor ); } });
}
// helper function (bind "this" to Physics)
function makeBody( obj ){ return this.body( obj.name, obj );
}
//
// Add bodies to the world
//
function addBodies( world, Physics ){ var v = Physics.geometry.regularPolygonVertices; var bodies = [ { name: 'circle', x: 100, y: 100, vx: 0.1, radius: 60 } ,{ name: 'rectangle', x: 400, y: 100, vx: -0.1, width: 130, height: 130 } ,{ name: 'convex-polygon', x: 150, y: 300, vertices: v( 5, 90 ) } ]; // functional programming FTW world.add( bodies.map(makeBody.bind(Physics)) );
}
//
// Load the libraries with requirejs and create the simulation
//
require([ 'physicsjs', 'pixi'
], function( Physics, PIXI ){ window.PIXI = PIXI; var worldConfig = { // timestep timestep: 6, // maximum number of iterations per step maxIPF: 4, // default integrator integrator: 'verlet', // is sleeping disabled? sleepDisabled: false, // speed at which bodies wake up sleepSpeedLimit: 0.1, // variance in position below which bodies fall asleep sleepVarianceLimit: 2, // time (ms) before sleepy bodies fall asleep sleepTimeLimit: 500 }; Physics( worldConfig, [ initWorld, addInteraction, addBodies, startWorld ]);
});
Developer | Well Caffeinated |
Username | wellcaffeinated |
Uploaded | August 08, 2022 |
Rating | 3 |
Size | 3,247 Kb |
Views | 56,672 |
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