Ragdoll

Developer
Size
4,347 Kb
Views
44,528

How do I make an ragdoll?

This isn't flying... this is falling with style.. What is a ragdoll? How do you make a ragdoll? This script and codes were developed by Liabru on 28 October 2022, Friday.

Ragdoll Previews

Ragdoll - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Ragdoll</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <!--
Matter.js - Ragdoll Example
http://brm.io/matter-js/
this isn't flying... this is falling with style
--> <script src='http://cdn.rawgit.com/liabru/matter-js/63b02cfbeebe93d28082504f5e89e93f98739743/build/matter.js'></script>
<script src='http://cdn.rawgit.com/liabru/matter-tools/d31e212a046b3f8279124aaa43589d27c20d261d/build/matter-tools.demo.js'></script> <script src="js/index.js"></script>
</body>
</html>

Ragdoll - Script Codes CSS Codes

* { box-sizing: border-box;
}
body { margin: 0; padding: 0;
}

Ragdoll - Script Codes JS Codes

// Matter.js - http://brm.io/matter-js/
var Example = Example || {};
Example.ragdoll = function() { var Engine = Matter.Engine, Events = Matter.Events, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Common = Matter.Common, Composite = Matter.Composite, Composites = Matter.Composites, Constraint = Matter.Constraint, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, World = Matter.World, Bodies = Matter.Bodies, Vector = Matter.Vector; // create engine var engine = Engine.create(), world = engine.world; // create renderer var render = Render.create({ element: document.body, engine: engine, options: { width: 800, height: 600, wireframes: false } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // create stairs var stairCount = (render.bounds.max.y - render.bounds.min.y) / 50; var stack = Composites.stack(0, 0, stairCount + 2, 1, 0, 0, function(x, y, column) { return Bodies.rectangle(x - 50, y + column * 50, 100, 1000, { isStatic: true, render: { fillStyle: '#222' } }); }); // create obstacles var obstacles = Composites.stack(300, 0, 15, 3, 10, 10, function(x, y, column) { var sides = Math.round(Common.random(1, 8)), options = { render: { fillStyle: Common.choose(['#006BA6', '#0496FF', '#D81159', '#8F2D56']) } }; switch (Math.round(Common.random(0, 1))) { case 0: if (Common.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(25, 50), Common.random(25, 50), options); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(25, 30), options); } case 1: return Bodies.polygon(x, y, sides, Common.random(25, 50), options); } }); var ragdolls = Composite.create(); for (var i = 0; i < 1; i += 1) { var ragdoll = Example.ragdoll.ragdoll(200, -1000 * i, 1.3); Composite.add(ragdolls, ragdoll); } World.add(world, [stack, obstacles, ragdolls]); var timeScaleTarget = 1, counter = 0; Events.on(engine, 'afterUpdate', function(event) { // tween the timescale for slow-mo if (mouse.button === -1) { engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05; } else { engine.timing.timeScale = 1; } counter += 1; // every 1.5 sec if (counter >= 60 * 1.5) { // flip the timescale if (timeScaleTarget < 1) { timeScaleTarget = 1; } else { timeScaleTarget = 0.05; } // reset counter counter = 0; } for (var i = 0; i < stack.bodies.length; i += 1) { var body = stack.bodies[i]; // animate stairs Body.translate(body, { x: -0.5 * engine.timing.timeScale, y: -0.5 * engine.timing.timeScale }); // loop stairs when they go off screen if (body.position.x < -50) { Body.setPosition(body, { x: 50 * (stack.bodies.length - 1), y: 25 + render.bounds.max.y + (body.bounds.max.y - body.bounds.min.y) * 0.5 }); Body.setVelocity(body, { x: 0, y: 0 }); } } for (i = 0; i < ragdolls.composites.length; i += 1) { var ragdoll = ragdolls.composites[i], bounds = Composite.bounds(ragdoll); // move ragdolls back to the top of the screen if (bounds.min.y > render.bounds.max.y + 100) { Composite.translate(ragdoll, { x: -bounds.min.x * 0.9, y: -render.bounds.max.y - 400 }); } } for (i = 0; i < obstacles.bodies.length; i += 1) { var body = obstacles.bodies[i], bounds = body.bounds; // move obstacles back to the top of the screen if (bounds.min.y > render.bounds.max.y + 100) { Body.translate(body, { x: -bounds.min.x, y: -render.bounds.max.y - 300 }); } } }); // add mouse control and make the mouse revolute var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.6, length: 0, angularStiffness: 0, 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 } }); // context for MatterTools.Demo return { engine: engine, runner: runner, render: render, canvas: render.canvas, stop: function() { Matter.Render.stop(render); Matter.Runner.stop(runner); } };
};
Example.ragdoll.ragdoll = function(x, y, scale, options) { scale = typeof scale === 'undefined' ? 1 : scale; var Body = Matter.Body, Bodies = Matter.Bodies, Constraint = Matter.Constraint, Composite = Matter.Composite, Common = Matter.Common; var headOptions = Common.extend({ label: 'head', collisionFilter: { group: Body.nextGroup(true) }, chamfer: { radius: [15 * scale, 15 * scale, 15 * scale, 15 * scale] }, render: { fillStyle: '#FFBC42' } }, options); var chestOptions = Common.extend({ label: 'chest', collisionFilter: { group: Body.nextGroup(true) }, chamfer: { radius: [20 * scale, 20 * scale, 26 * scale, 26 * scale] }, render: { fillStyle: '#E0A423' } }, options); var leftArmOptions = Common.extend({ label: 'left-arm', collisionFilter: { group: Body.nextGroup(true) }, chamfer: { radius: 10 * scale }, render: { fillStyle: '#FFBC42' } }, options); var leftLowerArmOptions = Common.extend({}, leftArmOptions, { render: { fillStyle: '#E59B12' } }); var rightArmOptions = Common.extend({ label: 'right-arm', collisionFilter: { group: Body.nextGroup(true) }, chamfer: { radius: 10 * scale }, render: { fillStyle: '#FFBC42' } }, options); var rightLowerArmOptions = Common.extend({}, rightArmOptions, { render: { fillStyle: '#E59B12' } }); var leftLegOptions = Common.extend({ label: 'left-leg', collisionFilter: { group: Body.nextGroup(true) }, chamfer: { radius: 10 * scale }, render: { fillStyle: '#FFBC42' } }, options); var leftLowerLegOptions = Common.extend({}, leftLegOptions, { render: { fillStyle: '#E59B12' } }); var rightLegOptions = Common.extend({ label: 'right-leg', collisionFilter: { group: Body.nextGroup(true) }, chamfer: { radius: 10 * scale }, render: { fillStyle: '#FFBC42' } }, options); var rightLowerLegOptions = Common.extend({}, rightLegOptions, { render: { fillStyle: '#E59B12' } }); var head = Bodies.rectangle(x, y - 60 * scale, 34 * scale, 40 * scale, headOptions); var chest = Bodies.rectangle(x, y, 55 * scale, 80 * scale, chestOptions); var rightUpperArm = Bodies.rectangle(x + 39 * scale, y - 15 * scale, 20 * scale, 40 * scale, rightArmOptions); var rightLowerArm = Bodies.rectangle(x + 39 * scale, y + 25 * scale, 20 * scale, 60 * scale, rightLowerArmOptions); var leftUpperArm = Bodies.rectangle(x - 39 * scale, y - 15 * scale, 20 * scale, 40 * scale, leftArmOptions); var leftLowerArm = Bodies.rectangle(x - 39 * scale, y + 25 * scale, 20 * scale, 60 * scale, leftLowerArmOptions); var leftUpperLeg = Bodies.rectangle(x - 20 * scale, y + 57 * scale, 20 * scale, 40 * scale, leftLegOptions); var leftLowerLeg = Bodies.rectangle(x - 20 * scale, y + 97 * scale, 20 * scale, 60 * scale, leftLowerLegOptions); var rightUpperLeg = Bodies.rectangle(x + 20 * scale, y + 57 * scale, 20 * scale, 40 * scale, rightLegOptions); var rightLowerLeg = Bodies.rectangle(x + 20 * scale, y + 97 * scale, 20 * scale, 60 * scale, rightLowerLegOptions); var chestToRightUpperArm = Constraint.create({ bodyA: chest, pointA: { x: 24 * scale, y: -23 * scale }, pointB: { x: 0, y: -8 * scale }, bodyB: rightUpperArm, stiffness: 0.6, render: { visible: false } }); var chestToLeftUpperArm = Constraint.create({ bodyA: chest, pointA: { x: -24 * scale, y: -23 * scale }, pointB: { x: 0, y: -8 * scale }, bodyB: leftUpperArm, stiffness: 0.6, render: { visible: false } }); var chestToLeftUpperLeg = Constraint.create({ bodyA: chest, pointA: { x: -10 * scale, y: 30 * scale }, pointB: { x: 0, y: -10 * scale }, bodyB: leftUpperLeg, stiffness: 0.6, render: { visible: false } }); var chestToRightUpperLeg = Constraint.create({ bodyA: chest, pointA: { x: 10 * scale, y: 30 * scale }, pointB: { x: 0, y: -10 * scale }, bodyB: rightUpperLeg, stiffness: 0.6, render: { visible: false } }); var upperToLowerRightArm = Constraint.create({ bodyA: rightUpperArm, bodyB: rightLowerArm, pointA: { x: 0, y: 15 * scale }, pointB: { x: 0, y: -25 * scale }, stiffness: 0.6, render: { visible: false } }); var upperToLowerLeftArm = Constraint.create({ bodyA: leftUpperArm, bodyB: leftLowerArm, pointA: { x: 0, y: 15 * scale }, pointB: { x: 0, y: -25 * scale }, stiffness: 0.6, render: { visible: false } }); var upperToLowerLeftLeg = Constraint.create({ bodyA: leftUpperLeg, bodyB: leftLowerLeg, pointA: { x: 0, y: 20 * scale }, pointB: { x: 0, y: -20 * scale }, stiffness: 0.6, render: { visible: false } }); var upperToLowerRightLeg = Constraint.create({ bodyA: rightUpperLeg, bodyB: rightLowerLeg, pointA: { x: 0, y: 20 * scale }, pointB: { x: 0, y: -20 * scale }, stiffness: 0.6, render: { visible: false } }); var headContraint = Constraint.create({ bodyA: head, pointA: { x: 0, y: 25 * scale }, pointB: { x: 0, y: -35 * scale }, bodyB: chest, stiffness: 0.6, render: { visible: false } }); var legToLeg = Constraint.create({ bodyA: leftLowerLeg, bodyB: rightLowerLeg, stiffness: 0.01, render: { visible: false } }); var person = Composite.create({ bodies: [ chest, head, leftLowerArm, leftUpperArm, rightLowerArm, rightUpperArm, leftLowerLeg, rightLowerLeg, leftUpperLeg, rightUpperLeg ], constraints: [ upperToLowerLeftArm, upperToLowerRightArm, chestToLeftUpperArm, chestToRightUpperArm, headContraint, upperToLowerLeftLeg, upperToLowerRightLeg, chestToLeftUpperLeg, chestToRightUpperLeg, legToLeg ] }); return person;
};
// create demo interface
// not required to use Matter.js
MatterTools.Demo.create({ toolbar: { title: 'matter-js', url: 'https://github.com/liabru/matter-js', reset: true, source: true, fullscreen: true, exampleSelect: true }, preventZoom: true, resetOnOrientation: true, examples: [ { name: 'Ragdoll', id: 'ragdoll', init: Example.ragdoll, sourceLink: 'https://github.com/liabru/matter-js/blob/master/examples/ragdoll.js' } ]
});
Ragdoll - Script Codes
Ragdoll - Script Codes
Home Page Home
Developer Liabru
Username liabru
Uploaded October 28, 2022
Rating 4.5
Size 4,347 Kb
Views 44,528
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