Crafty Wrapper for Matter.js physics library
Try the Demo!
Install the required packages:
npm install craftyjs matter-js crafty-matter
browserify tip : If you are relying on main field for your project while using browserify, you need to add the snippet below in your package.json to overwrite build used.
{
"browser": {
"matter-js": "matter-js/build/matter.js"
}
}
temporary fix : Do to working with the edge build version of matter I had to make a couple fixes. So the
recommended matter lib version is on the libs
folder.
Load the script on your HTML file:
<script type="text/javascript" src="../path/to/craftyjs"></script>
<script type="text/javascript" src="../path/to/matter-js"></script>
<script type="text/javascript" src="../path/to/crafty-matter"></script>
And you're ready to go!
Launch Crafty.Matter.Init
passing an options object [optional].
Crafty.Matter.init({
debug : true,
gravity : {
x : 0,
y : 0.098
}
});
Options suported:
debug: will create a debug body for each entity containing the Matter
component. It will
also highlight the physic world with a light green color.
gravity: by default { x: 0, y: 0 }
size: matter world size. by default { x: Crafty.viewport.width, y: Crafty.viewport.height }
hasBounds: set the drawing view region to the bounds object.
Crafty.e( '2D, DOM, Matter' )
.attr({
x : Crafty.viewport.width * 0.45,
y : Crafty.viewport.height * 0.1,
w : Crafty.viewport.width * 0.1,
h : Crafty.viewport.width * 0.1,
rotation : 15,
matter : {
isStatic : true
}
});
It will create a Matter rectangle body with the dimensions in the attr object. The matter sub-object allows you to set matter specific config to your entity body.
Objects rotation origin will automatically to center, to fit Matter-js. Changing the origin will give unexpected results.
Crafty.sprite(100, 100, 'path/to/image.extension', { circleSprite : [0, 0] } } );
Crafty.e('Actor, Matter, circleSprite')
.attr({
x : Crafty.viewport.width * 0.8625,
y : Crafty.viewport.height * 0.1,
w : 100,
h : 100,
matter : {
shape : 'circle',
radius : 50
}
});
If radius
property is no specified. It will use the w
property divided by 2.
The matter body reference for an entity with the Matter
component will be the property _body
. Use it to apply matter changes directly.
var entity = Crafty.e( '2D, DOM, Matter' )
.attr({
x : 300,
y : 200,
w : 100,
h : 100,
});
Matter.Body.setAngle( entity._body, Crafty.math.degToRad( 90 ) );
Also the Crafty.Matter
contains a reference to engine
and world
matter components.
Matter.World.add(
Crafty.Matter.world,
Matter.Constraint.create({
pointA: { x: 300, y: 100 },
bodyB: entity._body
})
);
- Finish Demo
- Bodies.polygon
- Bodies.trapezoid
- Bodies.fromVertices