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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              html, body {margin: 0; padding: 0}
canvas {
  display: block; margin: 0; padding: 0;
}
            
          
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              var w = $(window).width() * window.devicePixelRatio;
var h = $(window).height() * window.devicePixelRatio;

// Matter.js module aliases
var Engine = Matter.Engine;
var World = Matter.World;
var Bodies = Matter.Bodies;
var Body = Matter.Body;
var Constraint = Matter.Constraint;
var Composite = Matter.Composite;
var Composites = Matter.Composites;
var MouseConstraint = Matter.MouseConstraint;

// create a Matter.js engine
var engine = Engine.create({
  render: {
    element: document.body,
    options: {
      width: w,
      height: h,
      wireframes: false,
      background: '#1A54FE'
    }
  }
});

// add a mouse controlled constraint
var mouseConstraint = MouseConstraint.create(engine);
World.add(engine.world, mouseConstraint);

var addToWorld = [];

var ropeRenderStyle = {
  fillStyle: '#fff',
  strokeStyle: '#fff',
  lineWidth: 1
}

// create random poly's and a ground
var ranPolygons = Math.random() * 10 + 5 >> 0;
var prevPoly;
for (var i = 0; i < ranPolygons; i++) {
  var polyRadius = Math.random() * 40 + 40 >> 0;
  var polySides = Math.random() * 12 + 3 >> 0;
  var x = Math.random() * (w - polyRadius * 2) + polyRadius >> 0;
  var y = Math.random() * (h / 2 - polyRadius * 2) + polyRadius >> 0;
  var isStatic = Math.random() * 1 < 0.2;

  var poly = Bodies.polygon(x, y, polySides, polyRadius, {
    render: {
      fillStyle: isStatic ? '#0134CB' : makePattern(),
      strokeStyle: isStatic ? 'transparent' : '#fff',
      lineWidth: Math.random() * 5 + 2 >> 0
    },
    density: Math.random() * 0.1,
    isStatic: isStatic,
    restitution: Math.random() * 1
  });
  addToWorld.push(poly);

  // add rope if last poly was static
  if (prevPoly && prevPoly.isStatic && !isStatic) {
    var group = Body.nextGroup(true);

    var segments = Math.random() * 10 + 5 >> 0;
    var ropeA = Composites.stack(prevPoly.position.x, prevPoly.bounds.max.y, 1, segments, 20, 20, function(x, y) {
      return Bodies.rectangle(x, y, 4, 4, {
        collisionFilter: {
          group: group
        },
        render: ropeRenderStyle
      });
    });
    Composites.chain(ropeA, 0.5, 0, -0.5, 0, {
      stiffness: 0.8,
      length: 20,
      render: ropeRenderStyle
    });

    var newPosition = ropeA.bodies[ropeA.bodies.length - 1].position;
    Body.setPosition(poly, {
      x: newPosition.x,
      y: newPosition.y + polyRadius + 4
    });
    poly.collisionFilter.group = group;
    prevPoly.collisionFilter.group = group;

    var connectA = Constraint.create({
      bodyA: prevPoly,
      bodyB: ropeA.bodies[0],
      pointB: {
        x: -2,
        y: 0
      },
      render: ropeRenderStyle,
      stiffness: 0.8
    });
    var connectB = Constraint.create({
      bodyA: poly,
      bodyB: ropeA.bodies[ropeA.bodies.length - 1],
      render: ropeRenderStyle,
      stiffness: 0.8
    });
    addToWorld.push(ropeA);
    addToWorld.push(connectA);
    addToWorld.push(connectB);

  }

  prevPoly = poly;
}

// add borders
var border = 50;
var halfBorder = border / 2;
var borders = [
  Bodies.rectangle(w / 2, halfBorder, w + border, border, {
    isStatic: true,
    render: {
      fillStyle: '#0134CB',
      strokeStyle: 'transparent'
    }
  }),
  Bodies.rectangle(w / 2, h - halfBorder, w + border, border, {
    isStatic: true,
    render: {
      fillStyle: '#0134CB',
      strokeStyle: 'transparent'
    }
  }),
  Bodies.rectangle(halfBorder, h / 2, border, h + border, {
    isStatic: true,
    render: {
      fillStyle: '#0134CB',
      strokeStyle: 'transparent'
    }
  }),
  Bodies.rectangle(w - halfBorder, h / 2, border, h + border, {
    isStatic: true,
    render: {
      fillStyle: '#0134CB',
      strokeStyle: 'transparent'
    }
  }),
];
addToWorld = addToWorld.concat(borders);

// add all of the bodies to the world
World.add(engine.world, addToWorld);

// run the engine
runner = Engine.run(engine)

// gravity variety
function ranGrav() {
  engine.world.gravity.y = Math.random() * 2 - 1;
  engine.world.gravity.x = Math.random() * 2 - 1;
  var nextRanInc = Math.random() * 2000 + 1000;
  setTimeout(ranGrav, nextRanInc);
}
// setTimeout(ranGrav, 2000);

// patterns please
function makePattern(pWidth) {
  var canvas = document.createElement("canvas");
  var ctx = canvas.getContext("2d");
  canvas.width = canvas.height = (pWidth || 10 + Math.random() * 20 >> 0);
  ctx.fillStyle = '#fff';
  if (Math.random() * 2 < 1) {
    ctx.arc(canvas.width / 2 >> 0, canvas.width / 2 >> 0, canvas.width * (Math.random() * 0.5), 0, 2 * Math.PI);
    ctx.fill()
  } else {
    var half = canvas.width / 2;
    var lineHeight = Math.random() * canvas.width >> 0;
    ctx.translate(half, half);
    ctx.rotate(Math.random() * 90 * Math.PI / 180);
    ctx.fillRect(-canvas.width, -lineHeight / 2 >> 0, canvas.width * 2, lineHeight);
  }
  return ctx.createPattern(canvas, 'repeat');
}

$(engine.render.canvas).css({
  width: w * 1 / window.devicePixelRatio + 'px',
  height: h * 1 / window.devicePixelRatio + 'px'
})

// var paused = false;
// $('body').on('click', function(e) {
//   if (!paused) {
//     Matter.Runner.stop(runner);
//   } else {
//     runner = Engine.run(engine);
//   }
//   paused = !paused;
// });
            
          
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