Physics(function(world) {
// bounds of the window
var renderer = Physics.renderer(
'canvas', {
el: 'viewport', // id of the canvas element
width:500,
height:500
});
world.add(renderer);
var square = Physics.body(
'rectangle', {
x: 250,
y: 250,
vx: 0.10,
width: 50,
height: 50
});
world.add(square);
world.render();
var circle = Physics.body(
'circle', {
x: 250,
y: 250,
vx: 0.10,
radius:20
//width: 50,
//height: 50
});
world.add(circle);
world.render();
Physics.util.ticker.on(function(time, dt ){
world.step(time);
});
world.on('step', function(event){
world.render();
});
//Let’s add some constant acceleration downwards (gravity)
world.add( Physics.behavior('constant-acceleration') );
var bounds = Physics.aabb(0, 0, 500, 500);
world.add(Physics.behavior('edge-collision-detection', {
aabb: bounds,
restitution: 0.9
}));
// ensure objects bounce when edge collision is detected
world.add(Physics.behavior('body-impulse-response') );
});
Example Program:- (Editor)
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