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HTML

              
                <input type="range" min="-100" max="100" value="0" class="slider" id="range">
Value: <span id="value"></span>
Value: <span id="outputVar"></span>
              
            
!

CSS

              
                html, body{
  background: white;
}
              
            
!

JS

              
                //Lager slideren
var slider = document.getElementById("range");
var output = document.getElementById("value");


let update = () => output.innerHTML = slider.value;
slider.addEventListener('input', update);
update();

slider.onchange = function(event){
var output = document.getElementById("outputVar");
output.innerHTML = (slider.value*0.0001);
}


//Starten på matter opplegget

var Engine = Matter.Engine,
    Render = Matter.Render,
    World = Matter.World,
    Bodies = Matter.Bodies,
    Runner = Matter.Runner,
    Body = Matter.Body,
    Events = Matter.Events,
    Composite = Matter.Composite,
    Composites = Matter.Composites,
    Common = Matter.Common,
    MouseConstraint = Matter.MouseConstraint,
    Mouse = Matter.Mouse,
    Bodies = Matter.Bodies;

var engine = Engine.create();
      world = engine.world;

var render = Render.create({
  element: document.body,
  engine: engine,
  options: {
    width: 800,
    height: 800,
    wireframes: false,
    background: 'white',
  }
});


engine.world.gravity.scale = 0.003;
engine.world.gravity.y = 0;
engine.world.gravity.x = 0;

//Lager og styler blokkene som blir til E

//Lange til venstre

var rectA = Bodies.rectangle(360, 200, 20, 200, {                            render: {
         fillStyle: 'black',
         strokeStyle: 'black',
         lineWidth: 0,
         frictionAir: 0.001,
         inertia: Infinity,
    }
});

//Korte topp

var rectB = Bodies.rectangle(420, 110, 100, 20, {                            render: {
         fillStyle: 'black',
         strokeStyle: 'black',
         lineWidth: 0,
         frictionAir: 0.001,
         inertia: Infinity,
    }
});

//Korte midten

var rectC = Bodies.rectangle(415, 200, 90, 20, {                            render: {
         fillStyle: 'black',
         strokeStyle: 'black',
         lineWidth: 0,
         frictionAir: 0.001,
         inertia: Infinity,
    }
});

// Korte bunnen
var rectD = Bodies.rectangle(420, 290, 100, 20, {                            render: {
         fillStyle: 'black',
         strokeStyle: 'black',
         lineWidth: 0,
         frictionAir: 0.001,
         inertia: Infinity,
    }
});


// Legger til physics på blokkene som blir til E
//Lange til venstre
rectA.restitution = 1;
rectA.friction = 0.001;
rectA.frictionAir = 0;
rectA.force = {x:0.0010,y:-0.0010};


//Overste korte
rectB.restitution = 1;
rectB.friction = 0.001;
rectB.frictionAir = 0;
rectB.force = {x:-0.0001,y:0.0001};

// Midten korte
rectC.restitution = 1;
rectC.friction = 0.001;
rectC.frictionAir = 0;
rectC.force = {x:-0.0002,y:-0.0001};

// Nederst korte
rectD.restitution = 1;
rectD.friction = 0.001;
rectD.frictionAir = 0;
rectD.force = {x:-0.0001,y:0.0000};

// Legger de til
World.add(engine.world, [rectA, rectB, rectC, rectD]);

Engine.run(engine);
Render.run(render);

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


// Legger til vegger rundt
Composite.add(world, [
//topp
Bodies.rectangle(400, 50, 800, 10,
{isStatic: true, render:
{fillStyle: '#F2F2F2',
 strokeStyle: '#F2F2F2',
 lineWidth: 0,
}
}),
//bunnen
Bodies.rectangle(400, 350, 800, 10, {isStatic: true, render:
{fillStyle: '#F2F2F2',
 strokeStyle: '#F2F2F2',
 lineWidth: 0,
}
}),
//høyre
Bodies.rectangle(500, 300, 10, 600, {isStatic: true, render:
{fillStyle: '#F2F2F2',
 strokeStyle: '#F2F2F2',
 lineWidth: 0,
}
}),
//venstre
Bodies.rectangle(300, 300, 10, 600, {isStatic: true, render:
{fillStyle: '#F2F2F2',
 strokeStyle: '#F2F2F2',
 lineWidth: 0,
}
})
 ]);


Matter.Body.set(circle1, "position", {x: 100, y: 100})
              
            
!
999px

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