添加Matter.js方法参照:https://mp.youkuaiyun.com/postedit/98217262
布ts源码
var Matter: any;
var LayaRender: any;
module laya {
import Sprite = Laya.Sprite;
import Stage = Laya.Stage;
import Browser = Laya.Browser;
import Stat = Laya.Stat;
import WebGL = Laya.WebGL;
import Render = Laya.Render;
export class Physics_Cloth {
private stageWidth: number = 800;
private stageHeight: number = 600;
private Matter: any = Browser.window.Matter;
private LayaRender: any = Browser.window.LayaRender;
private mouseConstraint: any;
private engine: any;
constructor() {
// 不支持WebGL时自动切换至Canvas
Laya.init(this.stageWidth, this.stageHeight, WebGL);
Laya.stage.alignV = Stage.ALIGN_MIDDLE;
Laya.stage.alignH = Stage.ALIGN_CENTER;
Laya.stage.scaleMode = "showall";
Laya.stage.bgColor = "#232628";
Stat.show();
this.setup();
}
private setup(): void {
this.initMatter();
this.initWorld();
Laya.stage.on("resize", this, this.onResize);
}
private initMatter(): void {
var gameWorld: Sprite = new Sprite();
Laya.stage.addChild(gameWorld);
// 初始化物理引擎
this.engine = Matter.Engine.create({ enableSleeping: true });
Matter.Engine.run(this.engine);
var render = this.LayaRender.create({ engine: this.engine, container: gameWorld, width: this.stageWidth, height: this.stageHeight, options: { wireframes: false } });
this.LayaRender.run(render);
this.mouseConstraint = Matter.MouseConstraint.create(this.engine, { element: Render.canvas });
Matter.World.add(this.engine.world, this.mouseConstraint);
render.mouse = this.mouseConstraint.mouse;
}
private initWorld(): void {
// 创建游戏场景
var group: any = Matter.Body.nextGroup(true);
var particleOptions: any = { friction: 0.00001, collisionFilter: { group: group }, render: { visible: false } };
var cloth: any = Matter.Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);
for (var i: number = 0; i < 20; i++) {
cloth.bodies[i].isStatic = true;
}
Matter.World.add(this.engine.world,
[
cloth,
Matter.Bodies.circle(300, 500, 80, { isStatic: true }),
Matter.Bodies.rectangle(500, 480, 80, 80, { isStatic: true })
]);
}
private onResize() {
// 设置鼠标的坐标缩放
Matter.Mouse.setScale(
this.mouseConstraint.mouse,
{
x: 1 / (Laya.stage.clientScaleX * Laya.stage._canvasTransform.a),
y: 1 / (Laya.stage.clientScaleY * Laya.stage._canvasTransform.d)
});
}
}
}
new laya.Physics_Cloth();