var Example = Example || {}; Example.ballPool = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, World = Matter.World, Bodies = Matter.Bodies; // create engine var engine = Engine.create(), world = engine.world; // create renderer var render = Render.create({ element: document.body, engine: engine, options: { width: Math.min(document.body.clientWidth, 1024), height: Math.min(document.body.clientHeight, 1024), showAngleIndicator: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies World.add(world, [ Bodies.rectangle(400, 600, 800, 50.5, { isStatic: true }), Bodies.rectangle(800, 300, 50, 600, { isStatic: true }), Bodies.rectangle(0, 300, 50, 600, { isStatic: true }) ]); var stack = Composites.stack(100, 50, 10, 8, 10, 10, function(x, y) { return Bodies.circle(x, y, Common.random(15, 30), { restitution: 0.6, friction: 0.1 }); }); World.add(world, [ stack, Bodies.polygon(200, 560, 3, 60), Bodies.polygon(400, 560, 5, 60), Bodies.rectangle(600, 560, 80, 80) ]); // add mouse control var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.2, render: { visible: false } } }); World.add(world, mouseConstraint); // keep the mouse in sync with rendering render.mouse = mouse; // fit the render viewport to the scene Render.lookAt(render, Composite.allBodies(world)); // context for MatterTools.Demo return { engine: engine, runner: runner, render: render, canvas: render.canvas, stop: function() { Matter.Render.stop(render); Matter.Runner.stop(runner); } }; };