Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                  <div class="container">
    <div id="left"></div>
    <div id="right"></div>
  </div>
              
            
!

CSS

              
                .container {
  display: flex;
  width: auto;
  max-width: 100%;
}

.container div {
  background-color: #000;
  width: 400px;
  height: 600px;
}
              
            
!

JS

              
                const {
  Engine,
  Render,
  Runner,
  Bodies,
  Body,
  Svg,
  Vertices,
  World
} = window.Matter

const A = 'M 18 114 46 114 70 37 81 74 57 74 51 94 87 94 93 114 121 114 81 7 57 7 z'
const U = 'M 16 7 16 82 C 17 125 101 125 99 82 L 99 82 99 7 74 7 74 82 C 73 100 41 99 41 82 L 41 82 41 7 16 7 z'
const W = 'M 6 7 29 114 56 114 70 53 84 114 111 114 134 7 108 7 96 74 81 7 59 7 44 74 32 7 6 7 z'
const N = 'M 16 114 16 7 42 7 80 74 80 7 106 7 106 114 80 114 42 48 42 114 16 114 z'
const P = 'M 20 8 20 114 46 114 46 28 66 28 C 83 28 83 59 66 58 L 66 58 46 58 46 78 67 78 C 116 78 116 7 65 8 L 65 8 z'
const D = 'M 19 7 57 7 C 120 13 120 109 57 114 L 57 114 45 114 45 94 56 94 C 85 93 86 30 56 27 L 56 27 45 27 45 114 19 114 19 7 z'
const O = 'M 13 59 C 9 -12 109 -12 107 59 L 107 59 80 59 C 84 14 34 14 39 59 L 39 59 C 33 107 86 107 80 59 L 80 59 107 59 C 109 133 9 133 13 59 L 13 59 z'
const R = 'M 21 114 21 7 64 7 C 122 8 105 67 85 69 L 85 69 107 113 80 113 61 76 47 76 47 56 65 56 C 84 57 84 26 65 27 L 65 27 47 27 47 114 z'

const toVertices = path => {
  const pathEl = document.createElementNS(
    'http://www.w3.org/2000/svg',
    'path'
  )
  pathEl.setAttribute('d', path)
  return Svg.pathToVertices(pathEl, 2)
}

const toBody = function (letter) {
  const vertices = toVertices(letter)

  return Bodies.fromVertices(0, 0, Vertices.scale(vertices, 0.8, 0.8), {
    render: {
      fillStyle: '#fff',
      strokeStyle: '#fff',
      lineWidth: 1,
    }
  }, true)
}

const bodiesUpward = [
  toBody(U),
  toBody(P),
  toBody(W),
  toBody(A),
  toBody(R),
  toBody(D),
]

const bodiesDownward = [
  toBody(D),
  toBody(O),
  toBody(W),
  toBody(N),
  toBody(W),
  toBody(A),
  toBody(R),
  toBody(D),
]

// Create the engines
const leftEngine = Engine.create()
const rightEngine = Engine.create()

// Get both worlds
const leftWorld = leftEngine.world
const rightWorld = rightEngine.world

// Create the render instances with the same options
const options = {
  wireframes: false,
  width: 400,
  height: 600,
  background: '#000'
}

const leftRender = Render.create({
  element: document.querySelector('#left'),
  engine: leftEngine,
  options
})
const rightRender = Render.create({
  element: document.querySelector('#right'),
  engine: rightEngine,
  options
})

Render.run(leftRender)
const leftRunner = Runner.create()
Runner.run(leftRunner, leftEngine)

Render.run(rightRender)
const rightRunner = Runner.create()
Runner.run(rightRunner, rightEngine)

// Stuff falls down
leftEngine.gravity.y = 0.6

// Stuff goes up
rightEngine.gravity.y = -0.6

// The floor and ceiling are rectangles
World.add(leftWorld, Bodies.rectangle(0, 601, 800, 10, { isStatic: true }))
World.add(rightWorld, Bodies.rectangle(0, 0, 800, 10, { isStatic: true }))

bodiesUpward.forEach(body =>{
  World.add(leftWorld, body)
})
bodiesDownward.forEach(body =>{
  World.add(rightWorld, body)
})

const positionLeftBodies = () =>{
  let leftY = 0
  bodiesUpward.forEach(body => {
    Body.setPosition(body, {
      x: 200,
      y: leftY,
    })
    Body.setAngle(body, -Math.PI / 2) // 90deg in Radians

    // Important to not have any "left-over" movement.
    Body.setVelocity(body, { x: 0, y: 0 })

    leftY -= 100
    console.log(leftY)
  })
}

const positionRightBodies = () => {
  let rightY = 600
  bodiesDownward.forEach(body => {
    Body.setPosition(body, {
      x: 200,
      y: rightY,
    })
    Body.setAngle(body, -Math.PI / 2) // 90deg in Radians

    // Important to not have any "left-over" movement.
    Body.setVelocity(body, { x: 0, y: 0 })

    rightY += 120
  })
}

positionLeftBodies()
positionRightBodies()

setInterval(() => {
  positionLeftBodies()
  positionRightBodies()
}, 6000)

              
            
!
999px

Console