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var Engine = Matter.Engine,
    Render = Matter.Render,
    Runner = Matter.Runner,
    Composites = Matter.Composites,
    Common = Matter.Common,
    MouseConstraint = Matter.MouseConstraint,
    Mouse = Matter.Mouse,
    World = Matter.World,
    Vertices = Matter.Vertices,
    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: 800,
        height: 600
    }
});

Render.run(render);

// create runner
var runner = Runner.create();
Runner.run(runner, engine);

// add bodies
World.add(world, [
    // walls
    Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
    Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
    Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
    Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
]);

var arrow = Vertices.fromPath('40 0 40 20 100 20 100 80 40 80 40 100 0 50'),
    chevron = Vertices.fromPath('100 0 75 50 100 100 25 100 0 50 25 0'),
    star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
    horseShoe = Vertices.fromPath('35 7 19 17 14 38 14 58 25 79 45 85 65 84 65 66 46 67 34 59 30 44 33 29 45 23 66 23 66 7 53 7');

var stack = Composites.stack(50, 50, 6, 4, 10, 10, function(x, y) {
    var color = Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']);
    return Bodies.fromVertices(x, y, Common.choose([arrow, chevron, star, horseShoe]), {
        render: {
            fillStyle: color,
            strokeStyle: color,
            lineWidth: 1
        }
    }, true);
});

World.add(world, stack);

// 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, {
    min: { x: 0, y: 0 },
    max: { x: 800, y: 600 }
});
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