I'm trying to add mouse controls to the starter Matter.js example of two boxes. I seem to be missing something because it won't work. I just want to be able to move the bodies around with the mouse.
I'm trying to add mouse controls to the starter Matter.js example of two boxes. I seem to be missing something because it won't work. I just want to be able to move the bodies around with the mouse.
'''
<canvas id="canvasM" data-pixel-ratio="2" style="position:relative; z-index:0;"></canvas>
<script>
// module aliases
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Bodies = Matter.Bodies,
Composite = Matter.Composite;
World = Matter.World;
var mouse;
// create an engine
var engine = Engine.create();
world = engine.world;
var w = window.innerWidth;
var h = window.innerHeight;
// create two boxes and a ground
var boxA = Bodies.rectangle(.5*w+30, .7*h, 80, 80);
var boxB = Bodies.rectangle(.5*w+60, 50, 80, 80);
var ground = Bodies.rectangle(.5*w-1, .888*h+.05*h-30+1.5, w, .1*h, { isStatic: true });
// add all of the bodies to the world
Composite.add(engine.world,
[boxA, boxB, ground]);
// create runner
var runner = Runner.create();
// run the engine
Runner.run(runner, engine);
var canvas = document.getElementById('canvasM');
context = canvas.getContext('2d');
canvas.width = window.innerWidth-130;
canvas.height = 0.888*window.innerHeight;
(function render() {
var bodies = Composite.allBodies(engine.world);
window.requestAnimationFrame(render);
context.beginPath();
for (var i = 0; i < bodies.length; i += 1) {
var vertices = bodies[i].vertices;
context.moveTo(vertices[0].x, vertices[0].y);
for (var j = 1; j < vertices.length; j += 1) {
context.lineTo(vertices[j].x, vertices[j].y);
}
context.lineTo(vertices[0].x, vertices[0].y);
}
context.lineWidth = 3;
context.fill = '#fff';
context.strokeStyle = '#000';
context.stroke();
var mouseC = Matter.MouseConstraint;
mouseC.pixelRatio = 2;
var canvmouse = Matter.Mouse.create(document.getElementById('canvasM'));
mouseC = mouseC.create(engine,{
mouse: canvmouse});
Composite.add(world, mouseC);
render.mouse = mouse;
})();
</script>
'''
The following is a fix to my code. See the variable named mouseControl
and in particular Matter.Mouse.setScale(canvmouse,{x:2,y:2});
to fix the mouse coordinate scaling. Special thanks to @ggorlen for the focus and informing of the loop redundancy.
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
<canvas id="canvasM" data-pixel-ratio="2" style="position:relative; z-index:0;"></canvas>
<script>
// module aliases
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Bodies = Matter.Bodies,
Composite = Matter.Composite;
World = Matter.World;
var mouse;
// create an engine
var engine = Engine.create();
world = engine.world;
var w = window.innerWidth;
var h = window.innerHeight;
// create two boxes and a ground
var boxA = Bodies.rectangle(.5*w+30, .7*h, 80, 80);
var boxB = Bodies.rectangle(.5*w+60, 50, 80, 80);
var ground = Bodies.rectangle(.5*w-1, .888*h+.05*h-30+1.5, w, .1*h, { isStatic: true });
// add all of the bodies to the world
Composite.add(engine.world,
[boxA, boxB, ground]);
var canvas = document.getElementById('canvasM');
context = canvas.getContext('2d');
canvas.width = window.innerWidth-130;
canvas.height = 0.888*window.innerHeight;
(function render() {
var bodies = Composite.allBodies(engine.world);
window.requestAnimationFrame(render);
context.beginPath();
for (var i = 0; i < bodies.length; i += 1) {
var vertices = bodies[i].vertices;
context.moveTo(vertices[0].x, vertices[0].y);
for (var j = 1; j < vertices.length; j += 1) {
context.lineTo(vertices[j].x, vertices[j].y);
}
context.lineTo(vertices[0].x, vertices[0].y);
}
context.lineWidth = 3;
context.fill = '#fff';
context.strokeStyle = '#000';
context.stroke();
Matter.Engine.update(engine);
})();
var mouseC = Matter.MouseConstraint;
var canvmouse = Matter.Mouse.create(document.getElementById('canvasM'));
Matter.Mouse.setScale(canvmouse,{x:2,y:2});
mouseControl = mouseC.create(engine,{
mouse: canvmouse});
Composite.add(world, mouseControl);
render.mouse = mouse;
</script>