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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