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Top 10 Examples of "matter-js in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'matter-js' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

for (let i = 0; i < pairs.length; i++) {
        const pair = pairs[i];

        if (pair.bodyA.label === 'avatar' || pair.bodyB.label === 'avatar') {
          // console.log('avatar collision start');
          this.onBlock = (pair.bodyA.label === 'avatar') ? pair.bodyB : pair.bodyA;
        }

        if (pair.bodyA.label === 'avatarChord' || pair.bodyB.label === 'avatarChord') {
          // console.log('avatar collision start');
          this.onBlockChord = (pair.bodyA.label === 'avatarChord') ? pair.bodyB : pair.bodyA;
        }
      }
    });

    Events.on(this.engine, 'collisionEnd', e => {
      const pairs = e.pairs;
      for (let i = 0; i < pairs.length; i++) {
        const pair = pairs[i];
        if (pair.bodyA.label === 'avatar' || pair.bodyB.label === 'avatar') {
          // console.log('avatar collision start');
          this.onBlock = null;
        }

        if (pair.bodyA.label === 'avatarChord' || pair.bodyB.label === 'avatarChord') {
          // console.log('avatar collision start');
          this.onBlockChord = null;
        }
      }
    });

  }
initCollisionEvents() {
    Events.on(this.engine, 'collisionStart', e => {
      const pairs = e.pairs;
      for (let i = 0; i < pairs.length; i++) {
        const pair = pairs[i];

        if (pair.bodyA.label === 'avatar' || pair.bodyB.label === 'avatar') {
          // console.log('avatar collision start');
          this.onBlock = (pair.bodyA.label === 'avatar') ? pair.bodyB : pair.bodyA;
        }

        if (pair.bodyA.label === 'avatarChord' || pair.bodyB.label === 'avatarChord') {
          // console.log('avatar collision start');
          this.onBlockChord = (pair.bodyA.label === 'avatarChord') ? pair.bodyB : pair.bodyA;
        }
      }
    });
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

// On click, add a chip at the mouse's x and y relative to canvas
document.querySelector('canvas').addEventListener('click', function (e) {
  e.preventDefault();

  var chip = new _Chip2.default({ x: e.offsetX, y: e.offsetY });

  chip.addToEngine(_engine2.default.world);
  chip.addToRenderer(_renderer.stage);
  chip.registerUpdateListener(_engine2.default);
  _renderer.renderer.render(_renderer.stage);
});

// Collision Events
_matterJs.Events.on(_engine2.default, 'collisionStart', function (event) {
  var pairs = event.pairs;

  for (var i = 0; i < pairs.length; i++) {
    var pair = pairs[i];
    console.log(pair.bodyA.sprite.tint);
    console.log(pair.bodyB.sprite.tint);

    if (pair.bodyA.label === 'peg') {
      pair.bodyA.sprite.tint = 0xff0000;
    } else if (pair.bodyB.label === 'peg') {
      pair.bodyB.sprite.tint = 0xff0000;
    }

    console.log(pair.bodyA.sprite.tint);
    console.log(pair.bodyB.sprite.tint);
  }
// if(this.body.velocity.x != 0 || this.body.velocity.y != 0){
        //     console.log(this.body.velocity)

        // }
        if(this.action == "dead"){
            return;
        }

        if(this.mlb === true && this.entityInHand != null){
            this.action = "hide";
        }else if(this.mlb === false && this.action == "hide"){
            this.action = "idle";
        }

        this.mouseDistance = Vector.sub(this.mousePosition,this.body.position);
        // Body.setAngle(this.body, Vector.angle(Vector.create(0, 1), this.mouseDistance));

        if(this.action != "hide"){
            if (this.dirX != 0 || this.dirY != 0) {
                Body.translate(this.body, Vector.mult(Vector.create(this.dirX, this.dirY), this.speed));
                // Body.setVelocity(this.body,Vector.create(this.dirX*20,this.dirY*20));
                this.action = "move";
            } else {
                this.action = "idle";
            }
        }

        if (this.mrb === true && this.entityInHand != null) {
            this.throw();
        }
function () {

    // module aliases
    var Engine = Matter.Engine,
        World = Matter.World,
        Bodies = Matter.Bodies,
        Body = Matter.Body;

    var Hockey = {}

    Hockey.create = function(env) {
        var self = {}; // instance of the Hockey class

        // these should not be mutated
        var params = {show: false,
                      num_obj: 3,
                      cx: 400,  // 640
                      cy: 300,  // 480
                      max_v0: 20,
                      obj_radius: 50 };
        self.params = params;
import * as Matter from 'matter-js'

// Matter.js module aliases
const consts = {
  Engine: Matter.Engine,
  World: Matter.World,
  Body: Matter.Body,
  Bodies: Matter.Bodies,
  Events: Matter.Events,
  Vector: Matter.Vector,
  Composite: Matter.Composite
}

export default consts
var Matter = require('matter-js')
var jsonfile = require('jsonfile')
var _ = require('underscore')
require('./demo/js/Examples')

// module aliases
var Engine = Matter.Engine,
    World = Matter.World,
    Bodies = Matter.Bodies,
    Body = Matter.Body,
    Example = Matter.Example;


// some example engine options
var engine_options = {
    positionIterations: 6,
    velocityIterations: 4,
    enableSleeping: false,
    metrics: { extended: true }
};

var env = {}
env.engine = Engine.create(engine_options);
// 木偶人对战画面, 效率太低, 废弃;
let Matter = require('matter-js');
 var Engine = Matter.Engine,
     Render = Matter.Render,
     Runner = Matter.Runner,
     Body = Matter.Body,
     Constraint = Matter.Constraint,
     MouseConstraint = Matter.MouseConstraint,
     Mouse = Matter.Mouse,
     World = Matter.World,
     Bodies = Matter.Bodies,
     Composites = Matter.Composites,
     Composite = Matter.Composite,
     Events = Matter.Events;

Composites.Person = function(x, y, ){
  let group = Body.nextGroup(true),
      Person = Composite.create({ label: 'Person'}),
      radius = 2;
  
  var options = { 
    collisionFilter: { 
      group: group 
    },
    chamfer : {
      radius: 4
    }
import * as Matter from 'matter-js'

// Matter.js module aliases
const consts = {
  Engine: Matter.Engine,
  World: Matter.World,
  Body: Matter.Body,
  Bodies: Matter.Bodies,
  Events: Matter.Events,
  Vector: Matter.Vector,
  Composite: Matter.Composite
}

export default consts
import * as Matter from 'matter-js'

// Matter.js module aliases
const consts = {
  Engine: Matter.Engine,
  World: Matter.World,
  Body: Matter.Body,
  Bodies: Matter.Bodies,
  Events: Matter.Events,
  Vector: Matter.Vector,
  Composite: Matter.Composite
}

export default consts

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