Reputation: 5129
I'm trying to use the matter.js physics library. I'm using their "getting started" tutorial, but it can't find the canvas.
Here is my html:
<html>
<head>
<meta charset="UTF-8">
<title>Physics test</title>
</head>
<script type="text/javascript" src="./lib/matter-0.8.0.js"></script>
<script type="text/javascript">
// Matter.js module aliases
var Engine = Matter.Engine,
World = Matter.World,
Bodies = Matter.Bodies;
// create a Matter.js engine
var engine = Engine.create(document.body);
// create two boxes and a ground
var boxA = Bodies.rectangle(400, 200, 80, 80);
var boxB = Bodies.rectangle(450, 50, 80, 80);
var ground = Bodies.rectangle(400, 610, 810, 60, { isStatic: true });
// add all of the bodies to the world
World.add(engine.world, [boxA, boxB, ground]);
// run the engine
Engine.run(engine);
</script>
<body>
</body>
</html>
The console shows the following error:
" [Matter] warn: No "render.element" passed, "render.canvas" was not inserted into document."
I tried to create the render.element and render.canvas, but I'm acting blindly. A "minimal example to get you started" should be already working. What am I doing wrong?
Upvotes: 8
Views: 7906
Reputation: 382970
Minimal single HTML file runnable example (0.19.0)
https://stackoverflow.com/a/39493132/895245 mentioned the key step which is to put the <script>
tag at the bottom of the <body>
element.
But for the sake of directness, here it is fully working on a single complete HTML file with the code from https://github.com/liabru/matter-js/wiki/Getting-started/1d138998f05766dc4de0e44ae2e35d03121bb7f2 and using the library hosted from CDNJS https://cdnjs.com/libraries/matter-js for the sake of the demo:
hello.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>hello</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.19.0/matter.min.js" integrity="sha512-0z8URjGET6GWnS1xcgiLBZBzoaS8BNlKayfZyQNKz4IRp+s7CKXx0yz7Eco2+TcwoeMBa5KMwmTX7Kus7Fa5Uw==" crossorigin="anonymous" referrerpolicy="no-referrer"></script>
</head>
<body>
<script>
// module aliases
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Bodies = Matter.Bodies,
Composite = Matter.Composite;
// create an engine
var engine = Engine.create();
// create a renderer
var render = Render.create({
element: document.body,
engine: engine
});
// create two boxes and a ground
var boxA = Bodies.rectangle(400, 200, 80, 80);
var boxB = Bodies.rectangle(450, 50, 80, 80);
var ground = Bodies.rectangle(400, 610, 810, 60, { isStatic: true });
// add all of the bodies to the world
Composite.add(engine.world, [boxA, boxB, ground]);
// run the renderer
Render.run(render);
// create runner
var runner = Runner.create();
// run the engine
Runner.run(runner, engine);
</script>
</body>
</html>
Alternatively, for local development, you would likely instead want to install locally with:
npm install [email protected]
and instead load the library with:
<script src="node_modules/matter-js/build/matter.min.js"></script>
as that will free you the need from being online to develop.
And real deployment will then likely want to use NPM and then webpack to bundle all Js into a single file instead as usual.
The example contains two squares falling, and no interactivity enabled:
Upvotes: 2
Reputation: 6612
It has been a long time for this question but I see that the library might be improved with new Render object so the new basic sample code is as follows
Include following in <head>
tags
<script src="matter.js" type="text/javascript"></script>
The JS code can be placed at the bottom of the <body>
tag
<script>
// module aliases
var Engine = Matter.Engine,
Render = Matter.Render,
World = Matter.World,
Bodies = Matter.Bodies;
// create an engine
var engine = Engine.create();
// create a renderer
var render = Render.create({
element: document.body,
engine: engine
});
// create two boxes and a ground
var ball = Bodies.circle(420, 15, 20);
var boxA = Bodies.rectangle(400, 200, 80, 80);
var boxB = Bodies.rectangle(450, 50, 80, 80);
var ground = Bodies.rectangle(400, 610, 810, 60, { isStatic: true });
// add all of the bodies to the world
World.add(engine.world, [ball, boxA, boxB, ground]);
// run the engine
Engine.run(engine);
// run the renderer
Render.run(render);
</script>
Upvotes: 3
Reputation: 4135
Well document.body
exists in the browser console, but not in JavaScript.
You can use document.querySelector("body")
instead.
The error probably comes because you passed undefined
to Engine.create()
, as document.body
returns undefined
.
Also, make sure you execute your code after the window.onload
event, so that all the HTMLElements have been loaded. Like this:
window.addEventListener("load",init);
function init(){
var body = document.querySelector("body");
// Matter.js module aliases
var Engine = Matter.Engine,
World = Matter.World,
Bodies = Matter.Bodies;
// create a Matter.js engine
var engine = Engine.create(body);
// create two boxes and a ground
var boxA = Bodies.rectangle(400, 200, 80, 80);
var boxB = Bodies.rectangle(450, 50, 80, 80);
var ground = Bodies.rectangle(400, 610, 810, 60, { isStatic: true });
// add all of the bodies to the world
World.add(engine.world, [boxA, boxB, ground]);
// run the engine
Engine.run(engine);
}
Hope this helps!
Upvotes: 3
Reputation: 5129
Taking off part by part of the demo, I found out that most of the code should be in a function, called in the page load, like:
<body onload='Start()'>
and
function Start() {
// create a Matter.js engine
var engine = Engine.create(document.getElementById('canvas-container'));
// create two boxes and a ground
var boxA = Bodies.rectangle(400, 200, 80, 80);
var boxB = Bodies.rectangle(450, 50, 80, 80);
var ground = Bodies.rectangle(400, 610, 810, 60, { isStatic: true });
// add all of the bodies to the world
World.add(engine.world, [boxA, boxB, ground]);
// run the engine
Engine.run(engine);
}
Upvotes: 6