Slow-mo Physics (Time Scaling)

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How do I make an slow-mo physics (time scaling)?

An time scaling example created with the Matter.js physics engine.More Matter.js examples on CodePen:. What is a slow-mo physics (time scaling)? How do you make a slow-mo physics (time scaling)? This script and codes were developed by Liabru on 31 August 2022, Wednesday.

Slow-mo Physics (Time Scaling) Previews

Slow-mo Physics (Time Scaling) - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Slow-mo Physics (Time Scaling)</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <!--
Matter.js - Time Scaling Example
http://brm.io/matter-js/
--> <script src='http://cdn.rawgit.com/liabru/matter-js/d727e8601e689a3aeffd386d6ede3a16243563da/build/matter.js'></script>
<script src='http://cdn.rawgit.com/liabru/matter-tools/0735205dcfc3b07381ea00c1b852e3e1ec7179b4/build/matter-tools.demo.js'></script> <script src="js/index.js"></script>
</body>
</html>

Slow-mo Physics (Time Scaling) - Script Codes CSS Codes

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

Slow-mo Physics (Time Scaling) - Script Codes JS Codes

// Matter.js - http://brm.io/matter-js/
var Example = Example || {};
Example.timescale = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Events = Matter.Events, Composite = Matter.Composite, Composites = Matter.Composites, 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, 800), height: Math.min(document.documentElement.clientHeight, 600), wireframes: false } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies World.add(world, [ 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 }) ]); var explosion = function(engine) { var bodies = Composite.allBodies(engine.world); for (var i = 0; i < bodies.length; i++) { var body = bodies[i]; if (!body.isStatic && body.position.y >= 500) { var forceMagnitude = 0.05 * body.mass; Body.applyForce(body, body.position, { x: (forceMagnitude + Common.random() * forceMagnitude) * Common.choose([1, -1]), y: -forceMagnitude + Common.random() * -forceMagnitude }); } } }; var timeScaleTarget = 1, counter = 0; Events.on(engine, 'afterUpdate', function(event) { // tween the timescale for bullet time slow-mo engine.timing.timeScale += (timeScaleTarget - engine.timing.timeScale) * 0.05; counter += 1; // every 1.5 sec if (counter >= 60 * 1.5) { // flip the timescale if (timeScaleTarget < 1) { timeScaleTarget = 1; } else { timeScaleTarget = 0.05; } // create some random forces explosion(engine); // reset counter counter = 0; } }); var bodyOptions = { frictionAir: 0, friction: 0.0001, restitution: 0.8 }; // add some small bouncy circles... remember Swordfish? World.add(world, Composites.stack(20, 100, 15, 3, 20, 40, function(x, y) { return Bodies.circle(x, y, Common.random(10, 20), bodyOptions); })); // add some larger random bouncy objects World.add(world, Composites.stack(50, 50, 8, 3, 0, 0, function(x, y) { switch (Math.round(Common.random(0, 1))) { case 0: if (Common.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50), bodyOptions); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30), bodyOptions); } case 1: return Bodies.polygon(x, y, Math.round(Common.random(4, 8)), Common.random(20, 50), bodyOptions); } })); // 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 } }); // context for MatterTools.Demo return { engine: engine, runner: runner, render: render, canvas: render.canvas, stop: function() { Matter.Render.stop(render); Matter.Runner.stop(runner); } };
};
// 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: 'Time Scaling', id: 'timescale', init: Example.timescale, sourceLink: 'https://github.com/liabru/matter-js/blob/master/examples/timescale.js' } ]
});
Slow-mo Physics (Time Scaling) - Script Codes
Slow-mo Physics (Time Scaling) - Script Codes
Home Page Home
Developer Liabru
Username liabru
Uploaded August 31, 2022
Rating 4.5
Size 3,332 Kb
Views 50,600
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