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a 2D rigid body physics engine for the web ▲● ■

Results 212 matter-js issues
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Hi folks, Im developing a side scrolling game using phaser 3 and matter js as physics engine Currently im facing an issue: - I have created a custom Phaser.GameObjects.Container to...

How can I do that? I want to do something like: ` const body = Matter.Bodies.fromVertices(200, 50, [ [{ x: -50, y: -25 }, { x: 50, y: -25 },...

How to scale the world to get the effect of raising the camera above the world? I do this: `Composite.scale(engine.world, 0.01, 0.01, {x:0,y:0}, true)` but it doesn't work

Hi guys. I'm using matter.js for some small animation. Depending on the width of the screen, I render four different options for filling the canvas from prepared objects with a...

Firstly, thank you for creating such a great library! I'm using this library to make some small toys, part of which is creating collision volumes for some characters. I used...

In my game, I have a scenario where (simple) polygons are created dynamically in parts from vertices. However, I am facing what appears to be a bug with the physics...

Project URL : https://webdevcindy.com/ Author Cindy Lin

The title basically says it. The change that needs to be done, that worked for me is changing the code in Bodies.js line 238 `parts.push({ position: {x: x, y: y},...

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``` const guideLine = Matter.Bodies.rectangle( render.options.width / 2, render.options.height / 2, 5, render.options.height / 2, { name: 'guideLine', isStatic: true, isSensor: true, collisionFilter: { group: -1 }, render: { sprite:...

Hi, For my hobby project to create a Rust implementation of matter.js, I am creating unittests . The Javascript unittests are used to replicate the functionality in Rust. This way...