{"version":3,"file":"MakeBodies-Lkv1.CP5xLRUi.mjs","names":["n","t","i","e","o","r","a","s","l","c","p","u","f","Matter","Matter","i"],"sources":["https:/ga.jspm.io/npm:matter-js@0.19.0/build/matter.js","https:/framerusercontent.com/modules/KYVdEKqNHqMXAKLjSKCy/Ok6wam0uM9G4VUuXWgpR/MakeWalls.js","https:/framer.com/m/MakeWalls-36kf.js@Ok6wam0uM9G4VUuXWgpR","https:/framerusercontent.com/modules/6UgWtAa26OCy0CE59gub/LTuIQWugGJr30ZUS1CV9/MakeBodies.js","https:/framer.com/m/MakeBodies-Lkv1.js@LTuIQWugGJr30ZUS1CV9"],"sourcesContent":["var e=\"undefined\"!==typeof globalThis?globalThis:\"undefined\"!==typeof self?self:global;var t={};(function webpackUniversalModuleDefinition(e,n){t=n()})(0,(function(){return function(e){var t={};function __webpack_require__(n){if(t[n])return t[n].exports;var i=t[n]={i:n,l:false,exports:{}};e[n].call(i.exports,i,i.exports,__webpack_require__);i.l=true;return i.exports}__webpack_require__.m=e;__webpack_require__.c=t;__webpack_require__.d=function(e,t,n){__webpack_require__.o(e,t)||Object.defineProperty(e,t,{enumerable:true,get:n})};__webpack_require__.r=function(e){\"undefined\"!==typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:\"Module\"});Object.defineProperty(e,\"__esModule\",{value:true})};__webpack_require__.t=function(e,t){1&t&&(e=__webpack_require__(e));if(8&t)return e;if(4&t&&\"object\"===typeof e&&e&&e.__esModule)return e;var n=Object.create(null);__webpack_require__.r(n);Object.defineProperty(n,\"default\",{enumerable:true,value:e});if(2&t&&\"string\"!=typeof e)for(var i in e)__webpack_require__.d(n,i,function(t){return e[t]}.bind(null,i));return n};__webpack_require__.n=function(e){var t=e&&e.__esModule?function getDefault(){return e.default}:function getModuleExports(){return e};__webpack_require__.d(t,\"a\",t);return t};__webpack_require__.o=function(e,t){return Object.prototype.hasOwnProperty.call(e,t)};__webpack_require__.p=\"\";return __webpack_require__(__webpack_require__.s=20)}([function(t,n){var i={};t.exports=i;(function(){i._baseDelta=1e3/60;i._nextId=0;i._seed=0;i._nowStartTime=+new Date;i._warnedOnce={};i._decomp=null;\n/**\n         * Extends the object in the first argument using the object in the second argument.\n         * @method extend\n         * @param {} obj\n         * @param {boolean} deep\n         * @return {} obj extended\n         */i.extend=function(e,t){var n,o;if(\"boolean\"===typeof t){n=2;o=t}else{n=1;o=true}for(var r=n;r<arguments.length;r++){var a=arguments[r];if(a)for(var s in a)if(o&&a[s]&&a[s].constructor===Object)if(e[s]&&e[s].constructor!==Object)e[s]=a[s];else{e[s]=e[s]||{};i.extend(e[s],o,a[s])}else e[s]=a[s]}return e};\n/**\n         * Creates a new clone of the object, if deep is true references will also be cloned.\n         * @method clone\n         * @param {} obj\n         * @param {bool} deep\n         * @return {} obj cloned\n         */i.clone=function(e,t){return i.extend({},t,e)};\n/**\n         * Returns the list of keys for the given object.\n         * @method keys\n         * @param {} obj\n         * @return {string[]} keys\n         */i.keys=function(e){if(Object.keys)return Object.keys(e);var t=[];for(var n in e)t.push(n);return t};\n/**\n         * Returns the list of values for the given object.\n         * @method values\n         * @param {} obj\n         * @return {array} Array of the objects property values\n         */i.values=function(e){var t=[];if(Object.keys){var n=Object.keys(e);for(var i=0;i<n.length;i++)t.push(e[n[i]]);return t}for(var o in e)t.push(e[o]);return t};\n/**\n         * Gets a value from `base` relative to the `path` string.\n         * @method get\n         * @param {} obj The base object\n         * @param {string} path The path relative to `base`, e.g. 'Foo.Bar.baz'\n         * @param {number} [begin] Path slice begin\n         * @param {number} [end] Path slice end\n         * @return {} The object at the given path\n         */i.get=function(e,t,n,i){t=t.split(\".\").slice(n,i);for(var o=0;o<t.length;o+=1)e=e[t[o]];return e};\n/**\n         * Sets a value on `base` relative to the given `path` string.\n         * @method set\n         * @param {} obj The base object\n         * @param {string} path The path relative to `base`, e.g. 'Foo.Bar.baz'\n         * @param {} val The value to set\n         * @param {number} [begin] Path slice begin\n         * @param {number} [end] Path slice end\n         * @return {} Pass through `val` for chaining\n         */i.set=function(e,t,n,o,r){var a=t.split(\".\").slice(o,r);i.get(e,t,0,-1)[a[a.length-1]]=n;return n};\n/**\n         * Shuffles the given array in-place.\n         * The function uses a seeded random generator.\n         * @method shuffle\n         * @param {array} array\n         * @return {array} array shuffled randomly\n         */i.shuffle=function(e){for(var t=e.length-1;t>0;t--){var n=Math.floor(i.random()*(t+1));var o=e[t];e[t]=e[n];e[n]=o}return e};\n/**\n         * Randomly chooses a value from a list with equal probability.\n         * The function uses a seeded random generator.\n         * @method choose\n         * @param {array} choices\n         * @return {object} A random choice object from the array\n         */i.choose=function(e){return e[Math.floor(i.random()*e.length)]};\n/**\n         * Returns true if the object is a HTMLElement, otherwise false.\n         * @method isElement\n         * @param {object} obj\n         * @return {boolean} True if the object is a HTMLElement, otherwise false\n         */i.isElement=function(e){return\"undefined\"!==typeof HTMLElement?e instanceof HTMLElement:!!(e&&e.nodeType&&e.nodeName)};\n/**\n         * Returns true if the object is an array.\n         * @method isArray\n         * @param {object} obj\n         * @return {boolean} True if the object is an array, otherwise false\n         */i.isArray=function(e){return\"[object Array]\"===Object.prototype.toString.call(e)};\n/**\n         * Returns true if the object is a function.\n         * @method isFunction\n         * @param {object} obj\n         * @return {boolean} True if the object is a function, otherwise false\n         */i.isFunction=function(e){return\"function\"===typeof e};\n/**\n         * Returns true if the object is a plain object.\n         * @method isPlainObject\n         * @param {object} obj\n         * @return {boolean} True if the object is a plain object, otherwise false\n         */i.isPlainObject=function(e){return\"object\"===typeof e&&e.constructor===Object};\n/**\n         * Returns true if the object is a string.\n         * @method isString\n         * @param {object} obj\n         * @return {boolean} True if the object is a string, otherwise false\n         */i.isString=function(e){return\"[object String]\"===toString.call(e)};\n/**\n         * Returns the given value clamped between a minimum and maximum value.\n         * @method clamp\n         * @param {number} value\n         * @param {number} min\n         * @param {number} max\n         * @return {number} The value clamped between min and max inclusive\n         */i.clamp=function(e,t,n){return e<t?t:e>n?n:e};\n/**\n         * Returns the sign of the given value.\n         * @method sign\n         * @param {number} value\n         * @return {number} -1 if negative, +1 if 0 or positive\n         */i.sign=function(e){return e<0?-1:1};i.now=function(){if(\"undefined\"!==typeof window&&window.performance){if(window.performance.now)return window.performance.now();if(window.performance.webkitNow)return window.performance.webkitNow()}return Date.now?Date.now():new Date-i._nowStartTime};\n/**\n         * Returns a random value between a minimum and a maximum value inclusive.\n         * The function uses a seeded random generator.\n         * @method random\n         * @param {number} min\n         * @param {number} max\n         * @return {number} A random number between min and max inclusive\n         */i.random=function(e,t){e=\"undefined\"!==typeof e?e:0;t=\"undefined\"!==typeof t?t:1;return e+_seededRandom()*(t-e)};var _seededRandom=function(){i._seed=(9301*i._seed+49297)%233280;return i._seed/233280};\n/**\n         * Converts a CSS hex colour string into an integer.\n         * @method colorToNumber\n         * @param {string} colorString\n         * @return {number} An integer representing the CSS hex string\n         */i.colorToNumber=function(e){e=e.replace(\"#\",\"\");3==e.length&&(e=e.charAt(0)+e.charAt(0)+e.charAt(1)+e.charAt(1)+e.charAt(2)+e.charAt(2));return parseInt(e,16)};\n/**\n         * The console logging level to use, where each level includes all levels above and excludes the levels below.\n         * The default level is 'debug' which shows all console messages.  \n         *\n         * Possible level values are:\n         * - 0 = None\n         * - 1 = Debug\n         * - 2 = Info\n         * - 3 = Warn\n         * - 4 = Error\n         * @static\n         * @property logLevel\n         * @type {Number}\n         * @default 1\n         */i.logLevel=1;\n/**\n         * Shows a `console.log` message only if the current `Common.logLevel` allows it.\n         * The message will be prefixed with 'matter-js' to make it easily identifiable.\n         * @method log\n         * @param ...objs {} The objects to log.\n         */i.log=function(){console&&i.logLevel>0&&i.logLevel<=3&&console.log.apply(console,[\"matter-js:\"].concat(Array.prototype.slice.call(arguments)))};\n/**\n         * Shows a `console.info` message only if the current `Common.logLevel` allows it.\n         * The message will be prefixed with 'matter-js' to make it easily identifiable.\n         * @method info\n         * @param ...objs {} The objects to log.\n         */i.info=function(){console&&i.logLevel>0&&i.logLevel<=2&&console.info.apply(console,[\"matter-js:\"].concat(Array.prototype.slice.call(arguments)))};\n/**\n         * Shows a `console.warn` message only if the current `Common.logLevel` allows it.\n         * The message will be prefixed with 'matter-js' to make it easily identifiable.\n         * @method warn\n         * @param ...objs {} The objects to log.\n         */i.warn=function(){console&&i.logLevel>0&&i.logLevel<=3&&console.warn.apply(console,[\"matter-js:\"].concat(Array.prototype.slice.call(arguments)))};\n/**\n         * Uses `Common.warn` to log the given message one time only.\n         * @method warnOnce\n         * @param ...objs {} The objects to log.\n         */i.warnOnce=function(){var e=Array.prototype.slice.call(arguments).join(\" \");if(!i._warnedOnce[e]){i.warn(e);i._warnedOnce[e]=true}};\n/**\n         * Shows a deprecated console warning when the function on the given object is called.\n         * The target function will be replaced with a new function that first shows the warning\n         * and then calls the original function.\n         * @method deprecated\n         * @param {object} obj The object or module\n         * @param {string} name The property name of the function on obj\n         * @param {string} warning The one-time message to show if the function is called\n         */i.deprecated=function(e,t,n){e[t]=i.chain((function(){i.warnOnce(\"🔅 deprecated 🔅\",n)}),e[t])};i.nextId=function(){return i._nextId++};\n/**\n         * A cross browser compatible indexOf implementation.\n         * @method indexOf\n         * @param {array} haystack\n         * @param {object} needle\n         * @return {number} The position of needle in haystack, otherwise -1.\n         */i.indexOf=function(e,t){if(e.indexOf)return e.indexOf(t);for(var n=0;n<e.length;n++)if(e[n]===t)return n;return-1};\n/**\n         * A cross browser compatible array map implementation.\n         * @method map\n         * @param {array} list\n         * @param {function} func\n         * @return {array} Values from list transformed by func.\n         */i.map=function(e,t){if(e.map)return e.map(t);var n=[];for(var i=0;i<e.length;i+=1)n.push(t(e[i]));return n};\n/**\n         * Takes a directed graph and returns the partially ordered set of vertices in topological order.\n         * Circular dependencies are allowed.\n         * @method topologicalSort\n         * @param {object} graph\n         * @return {array} Partially ordered set of vertices in topological order.\n         */i.topologicalSort=function(e){var t=[],n=[],o=[];for(var r in e)n[r]||o[r]||i._topologicalSort(r,n,o,e,t);return t};i._topologicalSort=function(e,t,n,o,r){var a=o[e]||[];n[e]=true;for(var s=0;s<a.length;s+=1){var l=a[s];n[l]||(t[l]||i._topologicalSort(l,t,n,o,r))}n[e]=false;t[e]=true;r.push(e)};\n/**\n         * Takes _n_ functions as arguments and returns a new function that calls them in order.\n         * The arguments applied when calling the new function will also be applied to every function passed.\n         * The value of `this` refers to the last value returned in the chain that was not `undefined`.\n         * Therefore if a passed function does not return a value, the previously returned value is maintained.\n         * After all passed functions have been called the new function returns the last returned value (if any).\n         * If any of the passed functions are a chain, then the chain will be flattened.\n         * @method chain\n         * @param ...funcs {function} The functions to chain.\n         * @return {function} A new function that calls the passed functions in order.\n         */i.chain=function(){var e=[];for(var t=0;t<arguments.length;t+=1){var n=arguments[t];n._chained?e.push.apply(e,n._chained):e.push(n)}var chain=function(){var t,n=new Array(arguments.length);for(var i=0,o=arguments.length;i<o;i++)n[i]=arguments[i];for(i=0;i<e.length;i+=1){var r=e[i].apply(t,n);\"undefined\"!==typeof r&&(t=r)}return t};chain._chained=e;return chain};\n/**\n         * Chains a function to excute before the original function on the given `path` relative to `base`.\n         * See also docs for `Common.chain`.\n         * @method chainPathBefore\n         * @param {} base The base object\n         * @param {string} path The path relative to `base`\n         * @param {function} func The function to chain before the original\n         * @return {function} The chained function that replaced the original\n         */i.chainPathBefore=function(e,t,n){return i.set(e,t,i.chain(n,i.get(e,t)))};\n/**\n         * Chains a function to excute after the original function on the given `path` relative to `base`.\n         * See also docs for `Common.chain`.\n         * @method chainPathAfter\n         * @param {} base The base object\n         * @param {string} path The path relative to `base`\n         * @param {function} func The function to chain after the original\n         * @return {function} The chained function that replaced the original\n         */i.chainPathAfter=function(e,t,n){return i.set(e,t,i.chain(i.get(e,t),n))};\n/**\n         * Provide the [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module to enable\n         * concave vertex decomposition support when using `Bodies.fromVertices` e.g. `Common.setDecomp(require('poly-decomp'))`.\n         * @method setDecomp\n         * @param {} decomp The [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module.\n         */i.setDecomp=function(e){i._decomp=e};i.getDecomp=function(){var t=i._decomp;try{t||\"undefined\"===typeof window||(t=window.decomp);t||\"undefined\"===typeof e||(t=e.decomp)}catch(e){t=null}return t}})()},function(e,t){var n={};e.exports=n;(function(){\n/**\n         * Creates a new axis-aligned bounding box (AABB) for the given vertices.\n         * @method create\n         * @param {vertices} vertices\n         * @return {bounds} A new bounds object\n         */\nn.create=function(e){var t={min:{x:0,y:0},max:{x:0,y:0}};e&&n.update(t,e);return t};\n/**\n         * Updates bounds using the given vertices and extends the bounds given a velocity.\n         * @method update\n         * @param {bounds} bounds\n         * @param {vertices} vertices\n         * @param {vector} velocity\n         */n.update=function(e,t,n){e.min.x=Infinity;e.max.x=-Infinity;e.min.y=Infinity;e.max.y=-Infinity;for(var i=0;i<t.length;i++){var o=t[i];o.x>e.max.x&&(e.max.x=o.x);o.x<e.min.x&&(e.min.x=o.x);o.y>e.max.y&&(e.max.y=o.y);o.y<e.min.y&&(e.min.y=o.y)}if(n){n.x>0?e.max.x+=n.x:e.min.x+=n.x;n.y>0?e.max.y+=n.y:e.min.y+=n.y}};\n/**\n         * Returns true if the bounds contains the given point.\n         * @method contains\n         * @param {bounds} bounds\n         * @param {vector} point\n         * @return {boolean} True if the bounds contain the point, otherwise false\n         */n.contains=function(e,t){return t.x>=e.min.x&&t.x<=e.max.x&&t.y>=e.min.y&&t.y<=e.max.y};\n/**\n         * Returns true if the two bounds intersect.\n         * @method overlaps\n         * @param {bounds} boundsA\n         * @param {bounds} boundsB\n         * @return {boolean} True if the bounds overlap, otherwise false\n         */n.overlaps=function(e,t){return e.min.x<=t.max.x&&e.max.x>=t.min.x&&e.max.y>=t.min.y&&e.min.y<=t.max.y};\n/**\n         * Translates the bounds by the given vector.\n         * @method translate\n         * @param {bounds} bounds\n         * @param {vector} vector\n         */n.translate=function(e,t){e.min.x+=t.x;e.max.x+=t.x;e.min.y+=t.y;e.max.y+=t.y};\n/**\n         * Shifts the bounds to the given position.\n         * @method shift\n         * @param {bounds} bounds\n         * @param {vector} position\n         */n.shift=function(e,t){var n=e.max.x-e.min.x,i=e.max.y-e.min.y;e.min.x=t.x;e.max.x=t.x+n;e.min.y=t.y;e.max.y=t.y+i}})()},function(e,t){var n={};e.exports=n;(function(){\n/**\n         * Creates a new vector.\n         * @method create\n         * @param {number} x\n         * @param {number} y\n         * @return {vector} A new vector\n         */\nn.create=function(e,t){return{x:e||0,y:t||0}};\n/**\n         * Returns a new vector with `x` and `y` copied from the given `vector`.\n         * @method clone\n         * @param {vector} vector\n         * @return {vector} A new cloned vector\n         */n.clone=function(e){return{x:e.x,y:e.y}};\n/**\n         * Returns the magnitude (length) of a vector.\n         * @method magnitude\n         * @param {vector} vector\n         * @return {number} The magnitude of the vector\n         */n.magnitude=function(e){return Math.sqrt(e.x*e.x+e.y*e.y)};\n/**\n         * Returns the magnitude (length) of a vector (therefore saving a `sqrt` operation).\n         * @method magnitudeSquared\n         * @param {vector} vector\n         * @return {number} The squared magnitude of the vector\n         */n.magnitudeSquared=function(e){return e.x*e.x+e.y*e.y};\n/**\n         * Rotates the vector about (0, 0) by specified angle.\n         * @method rotate\n         * @param {vector} vector\n         * @param {number} angle\n         * @param {vector} [output]\n         * @return {vector} The vector rotated about (0, 0)\n         */n.rotate=function(e,t,n){var i=Math.cos(t),o=Math.sin(t);n||(n={});var r=e.x*i-e.y*o;n.y=e.x*o+e.y*i;n.x=r;return n};\n/**\n         * Rotates the vector about a specified point by specified angle.\n         * @method rotateAbout\n         * @param {vector} vector\n         * @param {number} angle\n         * @param {vector} point\n         * @param {vector} [output]\n         * @return {vector} A new vector rotated about the point\n         */n.rotateAbout=function(e,t,n,i){var o=Math.cos(t),r=Math.sin(t);i||(i={});var a=n.x+((e.x-n.x)*o-(e.y-n.y)*r);i.y=n.y+((e.x-n.x)*r+(e.y-n.y)*o);i.x=a;return i};\n/**\n         * Normalises a vector (such that its magnitude is `1`).\n         * @method normalise\n         * @param {vector} vector\n         * @return {vector} A new vector normalised\n         */n.normalise=function(e){var t=n.magnitude(e);return 0===t?{x:0,y:0}:{x:e.x/t,y:e.y/t}};\n/**\n         * Returns the dot-product of two vectors.\n         * @method dot\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @return {number} The dot product of the two vectors\n         */n.dot=function(e,t){return e.x*t.x+e.y*t.y};\n/**\n         * Returns the cross-product of two vectors.\n         * @method cross\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @return {number} The cross product of the two vectors\n         */n.cross=function(e,t){return e.x*t.y-e.y*t.x};\n/**\n         * Returns the cross-product of three vectors.\n         * @method cross3\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @param {vector} vectorC\n         * @return {number} The cross product of the three vectors\n         */n.cross3=function(e,t,n){return(t.x-e.x)*(n.y-e.y)-(t.y-e.y)*(n.x-e.x)};\n/**\n         * Adds the two vectors.\n         * @method add\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @param {vector} [output]\n         * @return {vector} A new vector of vectorA and vectorB added\n         */n.add=function(e,t,n){n||(n={});n.x=e.x+t.x;n.y=e.y+t.y;return n};\n/**\n         * Subtracts the two vectors.\n         * @method sub\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @param {vector} [output]\n         * @return {vector} A new vector of vectorA and vectorB subtracted\n         */n.sub=function(e,t,n){n||(n={});n.x=e.x-t.x;n.y=e.y-t.y;return n};\n/**\n         * Multiplies a vector and a scalar.\n         * @method mult\n         * @param {vector} vector\n         * @param {number} scalar\n         * @return {vector} A new vector multiplied by scalar\n         */n.mult=function(e,t){return{x:e.x*t,y:e.y*t}};\n/**\n         * Divides a vector and a scalar.\n         * @method div\n         * @param {vector} vector\n         * @param {number} scalar\n         * @return {vector} A new vector divided by scalar\n         */n.div=function(e,t){return{x:e.x/t,y:e.y/t}};\n/**\n         * Returns the perpendicular vector. Set `negate` to true for the perpendicular in the opposite direction.\n         * @method perp\n         * @param {vector} vector\n         * @param {bool} [negate=false]\n         * @return {vector} The perpendicular vector\n         */n.perp=function(e,t){t=true===t?-1:1;return{x:t*-e.y,y:t*e.x}};\n/**\n         * Negates both components of a vector such that it points in the opposite direction.\n         * @method neg\n         * @param {vector} vector\n         * @return {vector} The negated vector\n         */n.neg=function(e){return{x:-e.x,y:-e.y}};\n/**\n         * Returns the angle between the vector `vectorB - vectorA` and the x-axis in radians.\n         * @method angle\n         * @param {vector} vectorA\n         * @param {vector} vectorB\n         * @return {number} The angle in radians\n         */n.angle=function(e,t){return Math.atan2(t.y-e.y,t.x-e.x)};\n/**\n         * Temporary vector pool (not thread-safe).\n         * @property _temp\n         * @type {vector[]}\n         * @private\n         */n._temp=[n.create(),n.create(),n.create(),n.create(),n.create(),n.create()]})()},function(e,t,n){var i={};e.exports=i;var o=n(2);var r=n(0);(function(){\n/**\n         * Creates a new set of `Matter.Body` compatible vertices.\n         * The `points` argument accepts an array of `Matter.Vector` points orientated around the origin `(0, 0)`, for example:\n         *\n         *     [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]\n         *\n         * The `Vertices.create` method returns a new array of vertices, which are similar to Matter.Vector objects,\n         * but with some additional references required for efficient collision detection routines.\n         *\n         * Vertices must be specified in clockwise order.\n         *\n         * Note that the `body` argument is not optional, a `Matter.Body` reference must be provided.\n         *\n         * @method create\n         * @param {vector[]} points\n         * @param {body} body\n         */\ni.create=function(e,t){var n=[];for(var i=0;i<e.length;i++){var o=e[i],r={x:o.x,y:o.y,index:i,body:t,isInternal:false};n.push(r)}return n};\n/**\n         * Parses a string containing ordered x y pairs separated by spaces (and optionally commas), \n         * into a `Matter.Vertices` object for the given `Matter.Body`.\n         * For parsing SVG paths, see `Svg.pathToVertices`.\n         * @method fromPath\n         * @param {string} path\n         * @param {body} body\n         * @return {vertices} vertices\n         */i.fromPath=function(e,t){var n=/L?\\s*([-\\d.e]+)[\\s,]*([-\\d.e]+)*/gi,o=[];e.replace(n,(function(e,t,n){o.push({x:parseFloat(t),y:parseFloat(n)})}));return i.create(o,t)};\n/**\n         * Returns the centre (centroid) of the set of vertices.\n         * @method centre\n         * @param {vertices} vertices\n         * @return {vector} The centre point\n         */i.centre=function(e){var t,n,r,a=i.area(e,true),s={x:0,y:0};for(var l=0;l<e.length;l++){r=(l+1)%e.length;t=o.cross(e[l],e[r]);n=o.mult(o.add(e[l],e[r]),t);s=o.add(s,n)}return o.div(s,6*a)};\n/**\n         * Returns the average (mean) of the set of vertices.\n         * @method mean\n         * @param {vertices} vertices\n         * @return {vector} The average point\n         */i.mean=function(e){var t={x:0,y:0};for(var n=0;n<e.length;n++){t.x+=e[n].x;t.y+=e[n].y}return o.div(t,e.length)};\n/**\n         * Returns the area of the set of vertices.\n         * @method area\n         * @param {vertices} vertices\n         * @param {bool} signed\n         * @return {number} The area\n         */i.area=function(e,t){var n=0,i=e.length-1;for(var o=0;o<e.length;o++){n+=(e[i].x-e[o].x)*(e[i].y+e[o].y);i=o}return t?n/2:Math.abs(n)/2};\n/**\n         * Returns the moment of inertia (second moment of area) of the set of vertices given the total mass.\n         * @method inertia\n         * @param {vertices} vertices\n         * @param {number} mass\n         * @return {number} The polygon's moment of inertia\n         */i.inertia=function(e,t){var n,i,r=0,a=0,s=e;for(var l=0;l<s.length;l++){i=(l+1)%s.length;n=Math.abs(o.cross(s[i],s[l]));r+=n*(o.dot(s[i],s[i])+o.dot(s[i],s[l])+o.dot(s[l],s[l]));a+=n}return t/6*(r/a)};\n/**\n         * Translates the set of vertices in-place.\n         * @method translate\n         * @param {vertices} vertices\n         * @param {vector} vector\n         * @param {number} scalar\n         */i.translate=function(e,t,n){n=\"undefined\"!==typeof n?n:1;var i,o=e.length,r=t.x*n,a=t.y*n;for(i=0;i<o;i++){e[i].x+=r;e[i].y+=a}return e};\n/**\n         * Rotates the set of vertices in-place.\n         * @method rotate\n         * @param {vertices} vertices\n         * @param {number} angle\n         * @param {vector} point\n         */i.rotate=function(e,t,n){if(0!==t){var i,o,r,a,s=Math.cos(t),l=Math.sin(t),c=n.x,u=n.y,f=e.length;for(a=0;a<f;a++){i=e[a];o=i.x-c;r=i.y-u;i.x=c+(o*s-r*l);i.y=u+(o*l+r*s)}return e}};\n/**\n         * Returns `true` if the `point` is inside the set of `vertices`.\n         * @method contains\n         * @param {vertices} vertices\n         * @param {vector} point\n         * @return {boolean} True if the vertices contains point, otherwise false\n         */i.contains=function(e,t){var n,i=t.x,o=t.y,r=e.length,a=e[r-1];for(var s=0;s<r;s++){n=e[s];if((i-a.x)*(n.y-a.y)+(o-a.y)*(a.x-n.x)>0)return false;a=n}return true};\n/**\n         * Scales the vertices from a point (default is centre) in-place.\n         * @method scale\n         * @param {vertices} vertices\n         * @param {number} scaleX\n         * @param {number} scaleY\n         * @param {vector} point\n         */i.scale=function(e,t,n,r){if(1===t&&1===n)return e;r=r||i.centre(e);var a,s;for(var l=0;l<e.length;l++){a=e[l];s=o.sub(a,r);e[l].x=r.x+s.x*t;e[l].y=r.y+s.y*n}return e};\n/**\n         * Chamfers a set of vertices by giving them rounded corners, returns a new set of vertices.\n         * The radius parameter is a single number or an array to specify the radius for each vertex.\n         * @method chamfer\n         * @param {vertices} vertices\n         * @param {number[]} radius\n         * @param {number} quality\n         * @param {number} qualityMin\n         * @param {number} qualityMax\n         */i.chamfer=function(e,t,n,i,a){t=\"number\"===typeof t?[t]:t||[8];n=\"undefined\"!==typeof n?n:-1;i=i||2;a=a||14;var s=[];for(var l=0;l<e.length;l++){var c=e[l-1>=0?l-1:e.length-1],u=e[l],f=e[(l+1)%e.length],p=t[l<t.length?l:t.length-1];if(0!==p){var d=o.normalise({x:u.y-c.y,y:c.x-u.x});var v=o.normalise({x:f.y-u.y,y:u.x-f.x});var y=Math.sqrt(2*Math.pow(p,2)),g=o.mult(r.clone(d),p),m=o.normalise(o.mult(o.add(d,v),.5)),x=o.sub(u,o.mult(m,y));var h=n;-1===n&&(h=1.75*Math.pow(p,.32));h=r.clamp(h,i,a);h%2===1&&(h+=1);var b=Math.acos(o.dot(d,v)),S=b/h;for(var w=0;w<h;w++)s.push(o.add(o.rotate(g,S*w),x))}else s.push(u)}return s};\n/**\n         * Sorts the input vertices into clockwise order in place.\n         * @method clockwiseSort\n         * @param {vertices} vertices\n         * @return {vertices} vertices\n         */i.clockwiseSort=function(e){var t=i.mean(e);e.sort((function(e,n){return o.angle(t,e)-o.angle(t,n)}));return e};\n/**\n         * Returns true if the vertices form a convex shape (vertices must be in clockwise order).\n         * @method isConvex\n         * @param {vertices} vertices\n         * @return {bool} `true` if the `vertices` are convex, `false` if not (or `null` if not computable).\n         */i.isConvex=function(e){var t,n,i,o,r=0,a=e.length;if(a<3)return null;for(t=0;t<a;t++){n=(t+1)%a;i=(t+2)%a;o=(e[n].x-e[t].x)*(e[i].y-e[n].y);o-=(e[n].y-e[t].y)*(e[i].x-e[n].x);o<0?r|=1:o>0&&(r|=2);if(3===r)return false}return 0!==r||null};\n/**\n         * Returns the convex hull of the input vertices as a new array of points.\n         * @method hull\n         * @param {vertices} vertices\n         * @return [vertex] vertices\n         */i.hull=function(e){var t,n,i=[],r=[];e=e.slice(0);e.sort((function(e,t){var n=e.x-t.x;return 0!==n?n:e.y-t.y}));for(n=0;n<e.length;n+=1){t=e[n];while(r.length>=2&&o.cross3(r[r.length-2],r[r.length-1],t)<=0)r.pop();r.push(t)}for(n=e.length-1;n>=0;n-=1){t=e[n];while(i.length>=2&&o.cross3(i[i.length-2],i[i.length-1],t)<=0)i.pop();i.push(t)}i.pop();r.pop();return i.concat(r)}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(2);var a=n(7);var s=n(0);var l=n(1);var c=n(11);(function(){i._timeCorrection=true;i._inertiaScale=4;i._nextCollidingGroupId=1;i._nextNonCollidingGroupId=-1;i._nextCategory=1;i._baseDelta=1e3/60;\n/**\n         * Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * Vertices must be specified in clockwise order.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {} options\n         * @return {body} body\n         */i.create=function(e){var t={id:s.nextId(),type:\"body\",label:\"Body\",parts:[],plugin:{},angle:0,vertices:o.fromPath(\"L 0 0 L 40 0 L 40 40 L 0 40\"),position:{x:0,y:0},force:{x:0,y:0},torque:0,positionImpulse:{x:0,y:0},constraintImpulse:{x:0,y:0,angle:0},totalContacts:0,speed:0,angularSpeed:0,velocity:{x:0,y:0},angularVelocity:0,isSensor:false,isStatic:false,isSleeping:false,motion:0,sleepThreshold:60,density:.001,restitution:0,friction:.1,frictionStatic:.5,frictionAir:.01,collisionFilter:{category:1,mask:4294967295,group:0},slop:.05,timeScale:1,render:{visible:true,opacity:1,strokeStyle:null,fillStyle:null,lineWidth:null,sprite:{xScale:1,yScale:1,xOffset:0,yOffset:0}},events:null,bounds:null,chamfer:null,circleRadius:0,positionPrev:null,anglePrev:0,parent:null,axes:null,area:0,mass:0,inertia:0,deltaTime:1e3/60,_original:null};var n=s.extend(t,e);_initProperties(n,e);return n};\n/**\n         * Returns the next unique group index for which bodies will collide.\n         * If `isNonColliding` is `true`, returns the next unique group index for which bodies will _not_ collide.\n         * See `body.collisionFilter` for more information.\n         * @method nextGroup\n         * @param {bool} [isNonColliding=false]\n         * @return {Number} Unique group index\n         */i.nextGroup=function(e){return e?i._nextNonCollidingGroupId--:i._nextCollidingGroupId++};i.nextCategory=function(){i._nextCategory=i._nextCategory<<1;return i._nextCategory};\n/**\n         * Initialises body properties.\n         * @method _initProperties\n         * @private\n         * @param {body} body\n         * @param {} [options]\n         */var _initProperties=function(e,t){t=t||{};i.set(e,{bounds:e.bounds||l.create(e.vertices),positionPrev:e.positionPrev||r.clone(e.position),anglePrev:e.anglePrev||e.angle,vertices:e.vertices,parts:e.parts||[e],isStatic:e.isStatic,isSleeping:e.isSleeping,parent:e.parent||e});o.rotate(e.vertices,e.angle,e.position);c.rotate(e.axes,e.angle);l.update(e.bounds,e.vertices,e.velocity);i.set(e,{axes:t.axes||e.axes,area:t.area||e.area,mass:t.mass||e.mass,inertia:t.inertia||e.inertia});var n=e.isStatic?\"#14151f\":s.choose([\"#f19648\",\"#f5d259\",\"#f55a3c\",\"#063e7b\",\"#ececd1\"]),a=e.isStatic?\"#555\":\"#ccc\",u=e.isStatic&&null===e.render.fillStyle?1:0;e.render.fillStyle=e.render.fillStyle||n;e.render.strokeStyle=e.render.strokeStyle||a;e.render.lineWidth=e.render.lineWidth||u;e.render.sprite.xOffset+=-(e.bounds.min.x-e.position.x)/(e.bounds.max.x-e.bounds.min.x);e.render.sprite.yOffset+=-(e.bounds.min.y-e.position.y)/(e.bounds.max.y-e.bounds.min.y)};\n/**\n         * Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist.\n         * Prefer to use the actual setter functions in performance critical situations.\n         * @method set\n         * @param {body} body\n         * @param {} settings A property name (or map of properties and values) to set on the body.\n         * @param {} value The value to set if `settings` is a single property name.\n         */i.set=function(e,t,n){var o;if(\"string\"===typeof t){o=t;t={};t[o]=n}for(o in t)if(Object.prototype.hasOwnProperty.call(t,o)){n=t[o];switch(o){case\"isStatic\":i.setStatic(e,n);break;case\"isSleeping\":a.set(e,n);break;case\"mass\":i.setMass(e,n);break;case\"density\":i.setDensity(e,n);break;case\"inertia\":i.setInertia(e,n);break;case\"vertices\":i.setVertices(e,n);break;case\"position\":i.setPosition(e,n);break;case\"angle\":i.setAngle(e,n);break;case\"velocity\":i.setVelocity(e,n);break;case\"angularVelocity\":i.setAngularVelocity(e,n);break;case\"speed\":i.setSpeed(e,n);break;case\"angularSpeed\":i.setAngularSpeed(e,n);break;case\"parts\":i.setParts(e,n);break;case\"centre\":i.setCentre(e,n);break;default:e[o]=n}}};\n/**\n         * Sets the body as static, including isStatic flag and setting mass and inertia to Infinity.\n         * @method setStatic\n         * @param {body} body\n         * @param {bool} isStatic\n         */i.setStatic=function(e,t){for(var n=0;n<e.parts.length;n++){var i=e.parts[n];i.isStatic=t;if(t){i._original={restitution:i.restitution,friction:i.friction,mass:i.mass,inertia:i.inertia,density:i.density,inverseMass:i.inverseMass,inverseInertia:i.inverseInertia};i.restitution=0;i.friction=1;i.mass=i.inertia=i.density=Infinity;i.inverseMass=i.inverseInertia=0;i.positionPrev.x=i.position.x;i.positionPrev.y=i.position.y;i.anglePrev=i.angle;i.angularVelocity=0;i.speed=0;i.angularSpeed=0;i.motion=0}else if(i._original){i.restitution=i._original.restitution;i.friction=i._original.friction;i.mass=i._original.mass;i.inertia=i._original.inertia;i.density=i._original.density;i.inverseMass=i._original.inverseMass;i.inverseInertia=i._original.inverseInertia;i._original=null}}};\n/**\n         * Sets the mass of the body. Inverse mass, density and inertia are automatically updated to reflect the change.\n         * @method setMass\n         * @param {body} body\n         * @param {number} mass\n         */i.setMass=function(e,t){var n=e.inertia/(e.mass/6);e.inertia=n*(t/6);e.inverseInertia=1/e.inertia;e.mass=t;e.inverseMass=1/e.mass;e.density=e.mass/e.area};\n/**\n         * Sets the density of the body. Mass and inertia are automatically updated to reflect the change.\n         * @method setDensity\n         * @param {body} body\n         * @param {number} density\n         */i.setDensity=function(e,t){i.setMass(e,t*e.area);e.density=t};\n/**\n         * Sets the moment of inertia of the body. This is the second moment of area in two dimensions.\n         * Inverse inertia is automatically updated to reflect the change. Mass is not changed.\n         * @method setInertia\n         * @param {body} body\n         * @param {number} inertia\n         */i.setInertia=function(e,t){e.inertia=t;e.inverseInertia=1/e.inertia};\n/**\n         * Sets the body's vertices and updates body properties accordingly, including inertia, area and mass (with respect to `body.density`).\n         * Vertices will be automatically transformed to be orientated around their centre of mass as the origin.\n         * They are then automatically translated to world space based on `body.position`.\n         *\n         * The `vertices` argument should be passed as an array of `Matter.Vector` points (or a `Matter.Vertices` array).\n         * Vertices must form a convex hull. Concave vertices must be decomposed into convex parts.\n         * \n         * @method setVertices\n         * @param {body} body\n         * @param {vector[]} vertices\n         */i.setVertices=function(e,t){t[0].body===e?e.vertices=t:e.vertices=o.create(t,e);e.axes=c.fromVertices(e.vertices);e.area=o.area(e.vertices);i.setMass(e,e.density*e.area);var n=o.centre(e.vertices);o.translate(e.vertices,n,-1);i.setInertia(e,i._inertiaScale*o.inertia(e.vertices,e.mass));o.translate(e.vertices,e.position);l.update(e.bounds,e.vertices,e.velocity)};\n/**\n         * Sets the parts of the `body` and updates mass, inertia and centroid.\n         * Each part will have its parent set to `body`.\n         * By default the convex hull will be automatically computed and set on `body`, unless `autoHull` is set to `false.`\n         * Note that this method will ensure that the first part in `body.parts` will always be the `body`.\n         * @method setParts\n         * @param {body} body\n         * @param {body[]} parts\n         * @param {bool} [autoHull=true]\n         */i.setParts=function(e,t,n){var r;t=t.slice(0);e.parts.length=0;e.parts.push(e);e.parent=e;for(r=0;r<t.length;r++){var a=t[r];if(a!==e){a.parent=e;e.parts.push(a)}}if(1!==e.parts.length){n=\"undefined\"===typeof n||n;if(n){var s=[];for(r=0;r<t.length;r++)s=s.concat(t[r].vertices);o.clockwiseSort(s);var l=o.hull(s),c=o.centre(l);i.setVertices(e,l);o.translate(e.vertices,c)}var u=i._totalProperties(e);e.area=u.area;e.parent=e;e.position.x=u.centre.x;e.position.y=u.centre.y;e.positionPrev.x=u.centre.x;e.positionPrev.y=u.centre.y;i.setMass(e,u.mass);i.setInertia(e,u.inertia);i.setPosition(e,u.centre)}};\n/**\n         * Set the centre of mass of the body. \n         * The `centre` is a vector in world-space unless `relative` is set, in which case it is a translation.\n         * The centre of mass is the point the body rotates about and can be used to simulate non-uniform density.\n         * This is equal to moving `body.position` but not the `body.vertices`.\n         * Invalid if the `centre` falls outside the body's convex hull.\n         * @method setCentre\n         * @param {body} body\n         * @param {vector} centre\n         * @param {bool} relative\n         */i.setCentre=function(e,t,n){if(n){e.positionPrev.x+=t.x;e.positionPrev.y+=t.y;e.position.x+=t.x;e.position.y+=t.y}else{e.positionPrev.x=t.x-(e.position.x-e.positionPrev.x);e.positionPrev.y=t.y-(e.position.y-e.positionPrev.y);e.position.x=t.x;e.position.y=t.y}};\n/**\n         * Sets the position of the body. By default velocity is unchanged.\n         * If `updateVelocity` is `true` then velocity is inferred from the change in position.\n         * @method setPosition\n         * @param {body} body\n         * @param {vector} position\n         * @param {boolean} [updateVelocity=false]\n         */i.setPosition=function(e,t,n){var i=r.sub(t,e.position);if(n){e.positionPrev.x=e.position.x;e.positionPrev.y=e.position.y;e.velocity.x=i.x;e.velocity.y=i.y;e.speed=r.magnitude(i)}else{e.positionPrev.x+=i.x;e.positionPrev.y+=i.y}for(var a=0;a<e.parts.length;a++){var s=e.parts[a];s.position.x+=i.x;s.position.y+=i.y;o.translate(s.vertices,i);l.update(s.bounds,s.vertices,e.velocity)}};\n/**\n         * Sets the angle of the body. By default angular velocity is unchanged.\n         * If `updateVelocity` is `true` then angular velocity is inferred from the change in angle.\n         * @method setAngle\n         * @param {body} body\n         * @param {number} angle\n         * @param {boolean} [updateVelocity=false]\n         */i.setAngle=function(e,t,n){var i=t-e.angle;if(n){e.anglePrev=e.angle;e.angularVelocity=i;e.angularSpeed=Math.abs(i)}else e.anglePrev+=i;for(var a=0;a<e.parts.length;a++){var s=e.parts[a];s.angle+=i;o.rotate(s.vertices,i,e.position);c.rotate(s.axes,i);l.update(s.bounds,s.vertices,e.velocity);a>0&&r.rotateAbout(s.position,i,e.position,s.position)}};\n/**\n         * Sets the current linear velocity of the body.  \n         * Affects body speed.\n         * @method setVelocity\n         * @param {body} body\n         * @param {vector} velocity\n         */i.setVelocity=function(e,t){var n=e.deltaTime/i._baseDelta;e.positionPrev.x=e.position.x-t.x*n;e.positionPrev.y=e.position.y-t.y*n;e.velocity.x=(e.position.x-e.positionPrev.x)/n;e.velocity.y=(e.position.y-e.positionPrev.y)/n;e.speed=r.magnitude(e.velocity)};\n/**\n         * Gets the current linear velocity of the body.\n         * @method getVelocity\n         * @param {body} body\n         * @return {vector} velocity\n         */i.getVelocity=function(e){var t=i._baseDelta/e.deltaTime;return{x:(e.position.x-e.positionPrev.x)*t,y:(e.position.y-e.positionPrev.y)*t}};\n/**\n         * Gets the current linear speed of the body.  \n         * Equivalent to the magnitude of its velocity.\n         * @method getSpeed\n         * @param {body} body\n         * @return {number} speed\n         */i.getSpeed=function(e){return r.magnitude(i.getVelocity(e))};\n/**\n         * Sets the current linear speed of the body.  \n         * Direction is maintained. Affects body velocity.\n         * @method setSpeed\n         * @param {body} body\n         * @param {number} speed\n         */i.setSpeed=function(e,t){i.setVelocity(e,r.mult(r.normalise(i.getVelocity(e)),t))};\n/**\n         * Sets the current rotational velocity of the body.  \n         * Affects body angular speed.\n         * @method setAngularVelocity\n         * @param {body} body\n         * @param {number} velocity\n         */i.setAngularVelocity=function(e,t){var n=e.deltaTime/i._baseDelta;e.anglePrev=e.angle-t*n;e.angularVelocity=(e.angle-e.anglePrev)/n;e.angularSpeed=Math.abs(e.angularVelocity)};\n/**\n         * Gets the current rotational velocity of the body.\n         * @method getAngularVelocity\n         * @param {body} body\n         * @return {number} angular velocity\n         */i.getAngularVelocity=function(e){return(e.angle-e.anglePrev)*i._baseDelta/e.deltaTime};\n/**\n         * Gets the current rotational speed of the body.  \n         * Equivalent to the magnitude of its angular velocity.\n         * @method getAngularSpeed\n         * @param {body} body\n         * @return {number} angular speed\n         */i.getAngularSpeed=function(e){return Math.abs(i.getAngularVelocity(e))};\n/**\n         * Sets the current rotational speed of the body.  \n         * Direction is maintained. Affects body angular velocity.\n         * @method setAngularSpeed\n         * @param {body} body\n         * @param {number} speed\n         */i.setAngularSpeed=function(e,t){i.setAngularVelocity(e,s.sign(i.getAngularVelocity(e))*t)};\n/**\n         * Moves a body by a given vector relative to its current position. By default velocity is unchanged.\n         * If `updateVelocity` is `true` then velocity is inferred from the change in position.\n         * @method translate\n         * @param {body} body\n         * @param {vector} translation\n         * @param {boolean} [updateVelocity=false]\n         */i.translate=function(e,t,n){i.setPosition(e,r.add(e.position,t),n)};\n/**\n         * Rotates a body by a given angle relative to its current angle. By default angular velocity is unchanged.\n         * If `updateVelocity` is `true` then angular velocity is inferred from the change in angle.\n         * @method rotate\n         * @param {body} body\n         * @param {number} rotation\n         * @param {vector} [point]\n         * @param {boolean} [updateVelocity=false]\n         */i.rotate=function(e,t,n,o){if(n){var r=Math.cos(t),a=Math.sin(t),s=e.position.x-n.x,l=e.position.y-n.y;i.setPosition(e,{x:n.x+(s*r-l*a),y:n.y+(s*a+l*r)},o);i.setAngle(e,e.angle+t,o)}else i.setAngle(e,e.angle+t,o)};\n/**\n         * Scales the body, including updating physical properties (mass, area, axes, inertia), from a world-space point (default is body centre).\n         * @method scale\n         * @param {body} body\n         * @param {number} scaleX\n         * @param {number} scaleY\n         * @param {vector} [point]\n         */i.scale=function(e,t,n,r){var a=0,s=0;r=r||e.position;for(var u=0;u<e.parts.length;u++){var f=e.parts[u];o.scale(f.vertices,t,n,r);f.axes=c.fromVertices(f.vertices);f.area=o.area(f.vertices);i.setMass(f,e.density*f.area);o.translate(f.vertices,{x:-f.position.x,y:-f.position.y});i.setInertia(f,i._inertiaScale*o.inertia(f.vertices,f.mass));o.translate(f.vertices,{x:f.position.x,y:f.position.y});if(u>0){a+=f.area;s+=f.inertia}f.position.x=r.x+(f.position.x-r.x)*t;f.position.y=r.y+(f.position.y-r.y)*n;l.update(f.bounds,f.vertices,e.velocity)}if(e.parts.length>1){e.area=a;if(!e.isStatic){i.setMass(e,e.density*a);i.setInertia(e,s)}}e.circleRadius&&(t===n?e.circleRadius*=t:e.circleRadius=null)};\n/**\n         * Performs an update by integrating the equations of motion on the `body`.\n         * This is applied every update by `Matter.Engine` automatically.\n         * @method update\n         * @param {body} body\n         * @param {number} [deltaTime=16.666]\n         */i.update=function(e,t){t=(\"undefined\"!==typeof t?t:1e3/60)*e.timeScale;var n=t*t,a=i._timeCorrection?t/(e.deltaTime||t):1;var u=1-e.frictionAir*(t/s._baseDelta),f=(e.position.x-e.positionPrev.x)*a,p=(e.position.y-e.positionPrev.y)*a;e.velocity.x=f*u+e.force.x/e.mass*n;e.velocity.y=p*u+e.force.y/e.mass*n;e.positionPrev.x=e.position.x;e.positionPrev.y=e.position.y;e.position.x+=e.velocity.x;e.position.y+=e.velocity.y;e.deltaTime=t;e.angularVelocity=(e.angle-e.anglePrev)*u*a+e.torque/e.inertia*n;e.anglePrev=e.angle;e.angle+=e.angularVelocity;for(var d=0;d<e.parts.length;d++){var v=e.parts[d];o.translate(v.vertices,e.velocity);if(d>0){v.position.x+=e.velocity.x;v.position.y+=e.velocity.y}if(0!==e.angularVelocity){o.rotate(v.vertices,e.angularVelocity,e.position);c.rotate(v.axes,e.angularVelocity);d>0&&r.rotateAbout(v.position,e.angularVelocity,e.position,v.position)}l.update(v.bounds,v.vertices,e.velocity)}};\n/**\n         * Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed` which are normalised in relation to `Body._baseDelta`.\n         * @method updateVelocities\n         * @param {body} body\n         */i.updateVelocities=function(e){var t=i._baseDelta/e.deltaTime,n=e.velocity;n.x=(e.position.x-e.positionPrev.x)*t;n.y=(e.position.y-e.positionPrev.y)*t;e.speed=Math.sqrt(n.x*n.x+n.y*n.y);e.angularVelocity=(e.angle-e.anglePrev)*t;e.angularSpeed=Math.abs(e.angularVelocity)};\n/**\n         * Applies the `force` to the `body` from the force origin `position` in world-space, over a single timestep, including applying any resulting angular torque.\n         * \n         * Forces are useful for effects like gravity, wind or rocket thrust, but can be difficult in practice when precise control is needed. In these cases see `Body.setVelocity` and `Body.setPosition` as an alternative.\n         * \n         * The force from this function is only applied once for the duration of a single timestep, in other words the duration depends directly on the current engine update `delta` and the rate of calls to this function.\n         * \n         * Therefore to account for time, you should apply the force constantly over as many engine updates as equivalent to the intended duration.\n         * \n         * If all or part of the force duration is some fraction of a timestep, first multiply the force by `duration / timestep`.\n         * \n         * The force origin `position` in world-space must also be specified. Passing `body.position` will result in zero angular effect as the force origin would be at the centre of mass.\n         * \n         * The `body` will take time to accelerate under a force, the resulting effect depends on duration of the force, the body mass and other forces on the body including friction combined.\n         * @method applyForce\n         * @param {body} body\n         * @param {vector} position The force origin in world-space. Pass `body.position` to avoid angular torque.\n         * @param {vector} force\n         */i.applyForce=function(e,t,n){var i={x:t.x-e.position.x,y:t.y-e.position.y};e.force.x+=n.x;e.force.y+=n.y;e.torque+=i.x*n.y-i.y*n.x};\n/**\n         * Returns the sums of the properties of all compound parts of the parent body.\n         * @method _totalProperties\n         * @private\n         * @param {body} body\n         * @return {}\n         */i._totalProperties=function(e){var t={mass:0,area:0,inertia:0,centre:{x:0,y:0}};for(var n=1===e.parts.length?0:1;n<e.parts.length;n++){var i=e.parts[n],o=Infinity!==i.mass?i.mass:1;t.mass+=o;t.area+=i.area;t.inertia+=i.inertia;t.centre=r.add(t.centre,r.mult(i.position,o))}t.centre=r.div(t.centre,t.mass);return t};\n/**\n        * Fired when a body starts sleeping (where `this` is the body).\n        *\n        * @event sleepStart\n        * @this {body} The body that has started sleeping\n        * @param {} event An event object\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a body ends sleeping (where `this` is the body).\n        *\n        * @event sleepEnd\n        * @this {body} The body that has ended sleeping\n        * @param {} event An event object\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * An integer `Number` uniquely identifying number generated in `Body.create` by `Common.nextId`.\n         *\n         * @property id\n         * @type number\n         */\n/**\n         * _Read only_. Set by `Body.create`.\n         * \n         * A `String` denoting the type of object.\n         *\n         * @readOnly\n         * @property type\n         * @type string\n         * @default \"body\"\n         */\n/**\n         * An arbitrary `String` name to help the user identify and manage bodies.\n         *\n         * @property label\n         * @type string\n         * @default \"Body\"\n         */\n/**\n         * _Read only_. Use `Body.setParts` to set. \n         * \n         * An array of bodies that make up this body. \n         * The first body in the array must always be a self reference to the current body instance.\n         * All bodies in the `parts` array together form a single rigid compound body.\n         * Parts are allowed to overlap, have gaps or holes or even form concave bodies.\n         * Parts themselves should never be added to a `World`, only the parent body should be.\n         * Use `Body.setParts` when setting parts to ensure correct updates of all properties.\n         *\n         * @readOnly\n         * @property parts\n         * @type body[]\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */\n/**\n         * _Read only_. Updated by `Body.setParts`.\n         * \n         * A reference to the body that this is a part of. See `body.parts`.\n         * This is a self reference if the body is not a part of another body.\n         *\n         * @readOnly\n         * @property parent\n         * @type body\n         */\n/**\n         * A `Number` specifying the angle of the body, in radians.\n         *\n         * @property angle\n         * @type number\n         * @default 0\n         */\n/**\n         * _Read only_. Use `Body.setVertices` or `Body.setParts` to set. See also `Bodies.fromVertices`.\n         * \n         * An array of `Vector` objects that specify the convex hull of the rigid body.\n         * These should be provided about the origin `(0, 0)`. E.g.\n         *\n         * `[{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]`\n         * \n         * Vertices must always be convex, in clockwise order and must not contain any duplicate points.\n         * \n         * Concave vertices should be decomposed into convex `parts`, see `Bodies.fromVertices` and `Body.setParts`.\n         *\n         * When set the vertices are translated such that `body.position` is at the centre of mass.\n         * Many other body properties are automatically calculated from these vertices when set including `density`, `area` and `inertia`.\n         * \n         * The module `Matter.Vertices` contains useful methods for working with vertices.\n         *\n         * @readOnly\n         * @property vertices\n         * @type vector[]\n         */\n/**\n         * _Read only_. Use `Body.setPosition` to set. \n         * \n         * A `Vector` that specifies the current world-space position of the body.\n         * \n         * @readOnly\n         * @property position\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Vector` that accumulates the total force applied to the body for a single update.\n         * Force is zeroed after every `Engine.update`, so constant forces should be applied for every update they are needed. See also `Body.applyForce`.\n         * \n         * @property force\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Number` that accumulates the total torque (turning force) applied to the body for a single update. See also `Body.applyForce`.\n         * Torque is zeroed after every `Engine.update`, so constant torques should be applied for every update they are needed.\n         *\n         * Torques result in angular acceleration on every update, which depends on body inertia and the engine update delta.\n         * \n         * @property torque\n         * @type number\n         * @default 0\n         */\n/**\n         * _Read only_. Use `Body.setSpeed` to set. \n         * \n         * See `Body.getSpeed` for details.\n         * \n         * Equivalent to the magnitude of `body.velocity` (always positive).\n         * \n         * @readOnly\n         * @property speed\n         * @type number\n         * @default 0\n         */\n/**\n         * _Read only_. Use `Body.setVelocity` to set. \n         * \n         * See `Body.getVelocity` for details.\n         * \n         * Equivalent to the magnitude of `body.angularVelocity` (always positive).\n         * \n         * @readOnly\n         * @property velocity\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * _Read only_. Use `Body.setAngularSpeed` to set. \n         * \n         * See `Body.getAngularSpeed` for details.\n         * \n         * \n         * @readOnly\n         * @property angularSpeed\n         * @type number\n         * @default 0\n         */\n/**\n         * _Read only_. Use `Body.setAngularVelocity` to set. \n         * \n         * See `Body.getAngularVelocity` for details.\n         * \n         *\n         * @readOnly\n         * @property angularVelocity\n         * @type number\n         * @default 0\n         */\n/**\n         * _Read only_. Use `Body.setStatic` to set. \n         * \n         * A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.\n         *\n         * @readOnly\n         * @property isStatic\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.\n         *\n         * @property isSensor\n         * @type boolean\n         * @default false\n         */\n/**\n         * _Read only_. Use `Sleeping.set` to set. \n         * \n         * A flag that indicates whether the body is considered sleeping. A sleeping body acts similar to a static body, except it is only temporary and can be awoken.\n         *\n         * @readOnly\n         * @property isSleeping\n         * @type boolean\n         * @default false\n         */\n/**\n         * _Read only_. Calculated during engine update only when sleeping is enabled.\n         * \n         * A `Number` that loosely measures the amount of movement a body currently has.\n         *\n         * Derived from `body.speed^2 + body.angularSpeed^2`. See `Sleeping.update`.\n         * \n         * @readOnly\n         * @property motion\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that defines the length of time during which this body must have near-zero velocity before it is set as sleeping by the `Matter.Sleeping` module (if sleeping is enabled by the engine).\n         * \n         * @property sleepThreshold\n         * @type number\n         * @default 60\n         */\n/**\n         * _Read only_. Use `Body.setDensity` to set. \n         * \n         * A `Number` that defines the density of the body (mass per unit area).\n         * \n         * Mass will also be updated when set.\n         *\n         * @readOnly\n         * @property density\n         * @type number\n         * @default 0.001\n         */\n/**\n         * _Read only_. Use `Body.setMass` to set. \n         * \n         * A `Number` that defines the mass of the body.\n         * \n         * Density will also be updated when set.\n         * \n         * @readOnly\n         * @property mass\n         * @type number\n         */\n/**\n         * _Read only_. Use `Body.setMass` to set. \n         * \n         * A `Number` that defines the inverse mass of the body (`1 / mass`).\n         *\n         * @readOnly\n         * @property inverseMass\n         * @type number\n         */\n/**\n         * _Read only_. Automatically calculated when vertices, mass or density are set or set through `Body.setInertia`.\n         * \n         * A `Number` that defines the moment of inertia of the body. This is the second moment of area in two dimensions.\n         * \n         * Can be manually set to `Infinity` to prevent rotation of the body. See `Body.setInertia`.\n         * \n         * @readOnly\n         * @property inertia\n         * @type number\n         */\n/**\n         * _Read only_. Automatically calculated when vertices, mass or density are set or calculated by `Body.setInertia`.\n         * \n         * A `Number` that defines the inverse moment of inertia of the body (`1 / inertia`).\n         * \n         * @readOnly\n         * @property inverseInertia\n         * @type number\n         */\n/**\n         * A `Number` that defines the restitution (elasticity) of the body. The value is always positive and is in the range `(0, 1)`.\n         * A value of `0` means collisions may be perfectly inelastic and no bouncing may occur. \n         * A value of `0.8` means the body may bounce back with approximately 80% of its kinetic energy.\n         * Note that collision response is based on _pairs_ of bodies, and that `restitution` values are _combined_ with the following formula:\n         *\n         * `Math.max(bodyA.restitution, bodyB.restitution)`\n         *\n         * @property restitution\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that defines the friction of the body. The value is always positive and is in the range `(0, 1)`.\n         * A value of `0` means that the body may slide indefinitely.\n         * A value of `1` means the body may come to a stop almost instantly after a force is applied.\n         *\n         * The effects of the value may be non-linear. \n         * High values may be unstable depending on the body.\n         * The engine uses a Coulomb friction model including static and kinetic friction.\n         * Note that collision response is based on _pairs_ of bodies, and that `friction` values are _combined_ with the following formula:\n         *\n         * `Math.min(bodyA.friction, bodyB.friction)`\n         *\n         * @property friction\n         * @type number\n         * @default 0.1\n         */\n/**\n         * A `Number` that defines the static friction of the body (in the Coulomb friction model). \n         * A value of `0` means the body will never 'stick' when it is nearly stationary and only dynamic `friction` is used.\n         * The higher the value (e.g. `10`), the more force it will take to initially get the body moving when nearly stationary.\n         * This value is multiplied with the `friction` property to make it easier to change `friction` and maintain an appropriate amount of static friction.\n         *\n         * @property frictionStatic\n         * @type number\n         * @default 0.5\n         */\n/**\n         * A `Number` that defines the air friction of the body (air resistance). \n         * A value of `0` means the body will never slow as it moves through space.\n         * The higher the value, the faster a body slows when moving through space.\n         * The effects of the value are non-linear. \n         *\n         * @property frictionAir\n         * @type number\n         * @default 0.01\n         */\n/**\n         * An `Object` that specifies the collision filtering properties of this body.\n         *\n         * Collisions between two bodies will obey the following rules:\n         * - If the two bodies have the same non-zero value of `collisionFilter.group`,\n         *   they will always collide if the value is positive, and they will never collide\n         *   if the value is negative.\n         * - If the two bodies have different values of `collisionFilter.group` or if one\n         *   (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:\n         *\n         * Each body belongs to a collision category, given by `collisionFilter.category`. This\n         * value is used as a bit field and the category should have only one bit set, meaning that\n         * the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32\n         * different collision categories available.\n         *\n         * Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies\n         * the categories it collides with (the value is the bitwise AND value of all these categories).\n         *\n         * Using the category/mask rules, two bodies `A` and `B` collide if each includes the other's\n         * category in its mask, i.e. `(categoryA & maskB) !== 0` and `(categoryB & maskA) !== 0`\n         * are both true.\n         *\n         * @property collisionFilter\n         * @type object\n         */\n/**\n         * An Integer `Number`, that specifies the collision group this body belongs to.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter.group\n         * @type object\n         * @default 0\n         */\n/**\n         * A bit field that specifies the collision category this body belongs to.\n         * The category value should have only one bit set, for example `0x0001`.\n         * This means there are up to 32 unique collision categories available.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter.category\n         * @type object\n         * @default 1\n         */\n/**\n         * A bit mask that specifies the collision categories this body may collide with.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter.mask\n         * @type object\n         * @default -1\n         */\n/**\n         * A `Number` that specifies a thin boundary around the body where it is allowed to slightly sink into other bodies.\n         * \n         * This is required for proper collision response, including friction and restitution effects.\n         * \n         * The default should generally suffice in most cases. You may need to decrease this value for very small bodies that are nearing the default value in scale.\n         *\n         * @property slop\n         * @type number\n         * @default 0.05\n         */\n/**\n         * A `Number` that specifies per-body time scaling.\n         *\n         * @property timeScale\n         * @type number\n         * @default 1\n         */\n/**\n         * _Read only_. Updated during engine update.\n         * \n         * A `Number` that records the last delta time value used to update this body.\n         * Used to calculate speed and velocity.\n         *\n         * @readOnly\n         * @property deltaTime\n         * @type number\n         * @default 1000 / 60\n         */\n/**\n         * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.\n         *\n         * @property render\n         * @type object\n         */\n/**\n         * A flag that indicates if the body should be rendered.\n         *\n         * @property render.visible\n         * @type boolean\n         * @default true\n         */\n/**\n         * Sets the opacity to use when rendering.\n         *\n         * @property render.opacity\n         * @type number\n         * @default 1\n        */\n/**\n         * An `Object` that defines the sprite properties to use when rendering, if any.\n         *\n         * @property render.sprite\n         * @type object\n         */\n/**\n         * An `String` that defines the path to the image to use as the sprite texture, if any.\n         *\n         * @property render.sprite.texture\n         * @type string\n         */\n/**\n         * A `Number` that defines the scaling in the x-axis for the sprite, if any.\n         *\n         * @property render.sprite.xScale\n         * @type number\n         * @default 1\n         */\n/**\n         * A `Number` that defines the scaling in the y-axis for the sprite, if any.\n         *\n         * @property render.sprite.yScale\n         * @type number\n         * @default 1\n         */\n/**\n          * A `Number` that defines the offset in the x-axis for the sprite (normalised by texture width).\n          *\n          * @property render.sprite.xOffset\n          * @type number\n          * @default 0\n          */\n/**\n          * A `Number` that defines the offset in the y-axis for the sprite (normalised by texture height).\n          *\n          * @property render.sprite.yOffset\n          * @type number\n          * @default 0\n          */\n/**\n         * A `Number` that defines the line width to use when rendering the body outline (if a sprite is not defined).\n         * A value of `0` means no outline will be rendered.\n         *\n         * @property render.lineWidth\n         * @type number\n         * @default 0\n         */\n/**\n         * A `String` that defines the fill style to use when rendering the body (if a sprite is not defined).\n         * It is the same as when using a canvas, so it accepts CSS style property values.\n         *\n         * @property render.fillStyle\n         * @type string\n         * @default a random colour\n         */\n/**\n         * A `String` that defines the stroke style to use when rendering the body outline (if a sprite is not defined).\n         * It is the same as when using a canvas, so it accepts CSS style property values.\n         *\n         * @property render.strokeStyle\n         * @type string\n         * @default a random colour\n         */\n/**\n         * _Read only_. Calculated automatically when vertices are set.\n         * \n         * An array of unique axis vectors (edge normals) used for collision detection.\n         * These are automatically calculated when vertices are set.\n         * They are constantly updated by `Body.update` during the simulation.\n         *\n         * @readOnly\n         * @property axes\n         * @type vector[]\n         */\n/**\n         * _Read only_. Calculated automatically when vertices are set.\n         * \n         * A `Number` that measures the area of the body's convex hull.\n         * \n         * @readOnly\n         * @property area\n         * @type string\n         * @default \n         */\n/**\n         * A `Bounds` object that defines the AABB region for the body.\n         * It is automatically calculated when vertices are set and constantly updated by `Body.update` during simulation.\n         * \n         * @property bounds\n         * @type bounds\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(0);(function(){\n/**\n         * Subscribes a callback function to the given object's `eventName`.\n         * @method on\n         * @param {} object\n         * @param {string} eventNames\n         * @param {function} callback\n         */\ni.on=function(e,t,n){var i,o=t.split(\" \");for(var r=0;r<o.length;r++){i=o[r];e.events=e.events||{};e.events[i]=e.events[i]||[];e.events[i].push(n)}return n};\n/**\n         * Removes the given event callback. If no callback, clears all callbacks in `eventNames`. If no `eventNames`, clears all events.\n         * @method off\n         * @param {} object\n         * @param {string} eventNames\n         * @param {function} callback\n         */i.off=function(e,t,n){if(t){if(\"function\"===typeof t){n=t;t=o.keys(e.events).join(\" \")}var i=t.split(\" \");for(var r=0;r<i.length;r++){var a=e.events[i[r]],s=[];if(n&&a)for(var l=0;l<a.length;l++)a[l]!==n&&s.push(a[l]);e.events[i[r]]=s}}else e.events={}};\n/**\n         * Fires all the callbacks subscribed to the given object's `eventName`, in the order they subscribed, if any.\n         * @method trigger\n         * @param {} object\n         * @param {string} eventNames\n         * @param {} event\n         */i.trigger=function(e,t,n){var i,r,a,s;var l=e.events;if(l&&o.keys(l).length>0){n||(n={});i=t.split(\" \");for(var c=0;c<i.length;c++){r=i[c];a=l[r];if(a){s=o.clone(n,false);s.name=r;s.source=e;for(var u=0;u<a.length;u++)a[u].apply(e,[s])}}}}})()},function(e,t,n){var i={};e.exports=i;var o=n(5);var r=n(0);var a=n(1);var s=n(4);(function(){\n/**\n         * Creates a new composite. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properites section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {} [options]\n         * @return {composite} A new composite\n         */\ni.create=function(e){return r.extend({id:r.nextId(),type:\"composite\",parent:null,isModified:false,bodies:[],constraints:[],composites:[],label:\"Composite\",plugin:{},cache:{allBodies:null,allConstraints:null,allComposites:null}},e)};\n/**\n         * Sets the composite's `isModified` flag. \n         * If `updateParents` is true, all parents will be set (default: false).\n         * If `updateChildren` is true, all children will be set (default: false).\n         * @private\n         * @method setModified\n         * @param {composite} composite\n         * @param {boolean} isModified\n         * @param {boolean} [updateParents=false]\n         * @param {boolean} [updateChildren=false]\n         */i.setModified=function(e,t,n,o){e.isModified=t;if(t&&e.cache){e.cache.allBodies=null;e.cache.allConstraints=null;e.cache.allComposites=null}n&&e.parent&&i.setModified(e.parent,t,n,o);if(o)for(var r=0;r<e.composites.length;r++){var a=e.composites[r];i.setModified(a,t,n,o)}};\n/**\n         * Generic single or multi-add function. Adds a single or an array of body(s), constraint(s) or composite(s) to the given composite.\n         * Triggers `beforeAdd` and `afterAdd` events on the `composite`.\n         * @method add\n         * @param {composite} composite\n         * @param {object|array} object A single or an array of body(s), constraint(s) or composite(s)\n         * @return {composite} The original composite with the objects added\n         */i.add=function(e,t){var n=[].concat(t);o.trigger(e,\"beforeAdd\",{object:t});for(var a=0;a<n.length;a++){var s=n[a];switch(s.type){case\"body\":if(s.parent!==s){r.warn(\"Composite.add: skipped adding a compound body part (you must add its parent instead)\");break}i.addBody(e,s);break;case\"constraint\":i.addConstraint(e,s);break;case\"composite\":i.addComposite(e,s);break;case\"mouseConstraint\":i.addConstraint(e,s.constraint);break}}o.trigger(e,\"afterAdd\",{object:t});return e};\n/**\n         * Generic remove function. Removes one or many body(s), constraint(s) or a composite(s) to the given composite.\n         * Optionally searching its children recursively.\n         * Triggers `beforeRemove` and `afterRemove` events on the `composite`.\n         * @method remove\n         * @param {composite} composite\n         * @param {object|array} object\n         * @param {boolean} [deep=false]\n         * @return {composite} The original composite with the objects removed\n         */i.remove=function(e,t,n){var r=[].concat(t);o.trigger(e,\"beforeRemove\",{object:t});for(var a=0;a<r.length;a++){var s=r[a];switch(s.type){case\"body\":i.removeBody(e,s,n);break;case\"constraint\":i.removeConstraint(e,s,n);break;case\"composite\":i.removeComposite(e,s,n);break;case\"mouseConstraint\":i.removeConstraint(e,s.constraint);break}}o.trigger(e,\"afterRemove\",{object:t});return e};\n/**\n         * Adds a composite to the given composite.\n         * @private\n         * @method addComposite\n         * @param {composite} compositeA\n         * @param {composite} compositeB\n         * @return {composite} The original compositeA with the objects from compositeB added\n         */i.addComposite=function(e,t){e.composites.push(t);t.parent=e;i.setModified(e,true,true,false);return e};\n/**\n         * Removes a composite from the given composite, and optionally searching its children recursively.\n         * @private\n         * @method removeComposite\n         * @param {composite} compositeA\n         * @param {composite} compositeB\n         * @param {boolean} [deep=false]\n         * @return {composite} The original compositeA with the composite removed\n         */i.removeComposite=function(e,t,n){var o=r.indexOf(e.composites,t);-1!==o&&i.removeCompositeAt(e,o);if(n)for(var a=0;a<e.composites.length;a++)i.removeComposite(e.composites[a],t,true);return e};\n/**\n         * Removes a composite from the given composite.\n         * @private\n         * @method removeCompositeAt\n         * @param {composite} composite\n         * @param {number} position\n         * @return {composite} The original composite with the composite removed\n         */i.removeCompositeAt=function(e,t){e.composites.splice(t,1);i.setModified(e,true,true,false);return e};\n/**\n         * Adds a body to the given composite.\n         * @private\n         * @method addBody\n         * @param {composite} composite\n         * @param {body} body\n         * @return {composite} The original composite with the body added\n         */i.addBody=function(e,t){e.bodies.push(t);i.setModified(e,true,true,false);return e};\n/**\n         * Removes a body from the given composite, and optionally searching its children recursively.\n         * @private\n         * @method removeBody\n         * @param {composite} composite\n         * @param {body} body\n         * @param {boolean} [deep=false]\n         * @return {composite} The original composite with the body removed\n         */i.removeBody=function(e,t,n){var o=r.indexOf(e.bodies,t);-1!==o&&i.removeBodyAt(e,o);if(n)for(var a=0;a<e.composites.length;a++)i.removeBody(e.composites[a],t,true);return e};\n/**\n         * Removes a body from the given composite.\n         * @private\n         * @method removeBodyAt\n         * @param {composite} composite\n         * @param {number} position\n         * @return {composite} The original composite with the body removed\n         */i.removeBodyAt=function(e,t){e.bodies.splice(t,1);i.setModified(e,true,true,false);return e};\n/**\n         * Adds a constraint to the given composite.\n         * @private\n         * @method addConstraint\n         * @param {composite} composite\n         * @param {constraint} constraint\n         * @return {composite} The original composite with the constraint added\n         */i.addConstraint=function(e,t){e.constraints.push(t);i.setModified(e,true,true,false);return e};\n/**\n         * Removes a constraint from the given composite, and optionally searching its children recursively.\n         * @private\n         * @method removeConstraint\n         * @param {composite} composite\n         * @param {constraint} constraint\n         * @param {boolean} [deep=false]\n         * @return {composite} The original composite with the constraint removed\n         */i.removeConstraint=function(e,t,n){var o=r.indexOf(e.constraints,t);-1!==o&&i.removeConstraintAt(e,o);if(n)for(var a=0;a<e.composites.length;a++)i.removeConstraint(e.composites[a],t,true);return e};\n/**\n         * Removes a body from the given composite.\n         * @private\n         * @method removeConstraintAt\n         * @param {composite} composite\n         * @param {number} position\n         * @return {composite} The original composite with the constraint removed\n         */i.removeConstraintAt=function(e,t){e.constraints.splice(t,1);i.setModified(e,true,true,false);return e};\n/**\n         * Removes all bodies, constraints and composites from the given composite.\n         * Optionally clearing its children recursively.\n         * @method clear\n         * @param {composite} composite\n         * @param {boolean} keepStatic\n         * @param {boolean} [deep=false]\n         */i.clear=function(e,t,n){if(n)for(var o=0;o<e.composites.length;o++)i.clear(e.composites[o],t,true);t?e.bodies=e.bodies.filter((function(e){return e.isStatic})):e.bodies.length=0;e.constraints.length=0;e.composites.length=0;i.setModified(e,true,true,false);return e};\n/**\n         * Returns all bodies in the given composite, including all bodies in its children, recursively.\n         * @method allBodies\n         * @param {composite} composite\n         * @return {body[]} All the bodies\n         */i.allBodies=function(e){if(e.cache&&e.cache.allBodies)return e.cache.allBodies;var t=[].concat(e.bodies);for(var n=0;n<e.composites.length;n++)t=t.concat(i.allBodies(e.composites[n]));e.cache&&(e.cache.allBodies=t);return t};\n/**\n         * Returns all constraints in the given composite, including all constraints in its children, recursively.\n         * @method allConstraints\n         * @param {composite} composite\n         * @return {constraint[]} All the constraints\n         */i.allConstraints=function(e){if(e.cache&&e.cache.allConstraints)return e.cache.allConstraints;var t=[].concat(e.constraints);for(var n=0;n<e.composites.length;n++)t=t.concat(i.allConstraints(e.composites[n]));e.cache&&(e.cache.allConstraints=t);return t};\n/**\n         * Returns all composites in the given composite, including all composites in its children, recursively.\n         * @method allComposites\n         * @param {composite} composite\n         * @return {composite[]} All the composites\n         */i.allComposites=function(e){if(e.cache&&e.cache.allComposites)return e.cache.allComposites;var t=[].concat(e.composites);for(var n=0;n<e.composites.length;n++)t=t.concat(i.allComposites(e.composites[n]));e.cache&&(e.cache.allComposites=t);return t};\n/**\n         * Searches the composite recursively for an object matching the type and id supplied, null if not found.\n         * @method get\n         * @param {composite} composite\n         * @param {number} id\n         * @param {string} type\n         * @return {object} The requested object, if found\n         */i.get=function(e,t,n){var o,r;switch(n){case\"body\":o=i.allBodies(e);break;case\"constraint\":o=i.allConstraints(e);break;case\"composite\":o=i.allComposites(e).concat(e);break}if(!o)return null;r=o.filter((function(e){return e.id.toString()===t.toString()}));return 0===r.length?null:r[0]};\n/**\n         * Moves the given object(s) from compositeA to compositeB (equal to a remove followed by an add).\n         * @method move\n         * @param {compositeA} compositeA\n         * @param {object[]} objects\n         * @param {compositeB} compositeB\n         * @return {composite} Returns compositeA\n         */i.move=function(e,t,n){i.remove(e,t);i.add(n,t);return e};\n/**\n         * Assigns new ids for all objects in the composite, recursively.\n         * @method rebase\n         * @param {composite} composite\n         * @return {composite} Returns composite\n         */i.rebase=function(e){var t=i.allBodies(e).concat(i.allConstraints(e)).concat(i.allComposites(e));for(var n=0;n<t.length;n++)t[n].id=r.nextId();return e};\n/**\n         * Translates all children in the composite by a given vector relative to their current positions, \n         * without imparting any velocity.\n         * @method translate\n         * @param {composite} composite\n         * @param {vector} translation\n         * @param {bool} [recursive=true]\n         */i.translate=function(e,t,n){var o=n?i.allBodies(e):e.bodies;for(var r=0;r<o.length;r++)s.translate(o[r],t);return e};\n/**\n         * Rotates all children in the composite by a given angle about the given point, without imparting any angular velocity.\n         * @method rotate\n         * @param {composite} composite\n         * @param {number} rotation\n         * @param {vector} point\n         * @param {bool} [recursive=true]\n         */i.rotate=function(e,t,n,o){var r=Math.cos(t),a=Math.sin(t),l=o?i.allBodies(e):e.bodies;for(var c=0;c<l.length;c++){var u=l[c],f=u.position.x-n.x,p=u.position.y-n.y;s.setPosition(u,{x:n.x+(f*r-p*a),y:n.y+(f*a+p*r)});s.rotate(u,t)}return e};\n/**\n         * Scales all children in the composite, including updating physical properties (mass, area, axes, inertia), from a world-space point.\n         * @method scale\n         * @param {composite} composite\n         * @param {number} scaleX\n         * @param {number} scaleY\n         * @param {vector} point\n         * @param {bool} [recursive=true]\n         */i.scale=function(e,t,n,o,r){var a=r?i.allBodies(e):e.bodies;for(var l=0;l<a.length;l++){var c=a[l],u=c.position.x-o.x,f=c.position.y-o.y;s.setPosition(c,{x:o.x+u*t,y:o.y+f*n});s.scale(c,t,n)}return e};\n/**\n         * Returns the union of the bounds of all of the composite's bodies.\n         * @method bounds\n         * @param {composite} composite The composite.\n         * @returns {bounds} The composite bounds.\n         */i.bounds=function(e){var t=i.allBodies(e),n=[];for(var o=0;o<t.length;o+=1){var r=t[o];n.push(r.bounds.min,r.bounds.max)}return a.create(n)};\n/**\n        * Fired when a call to `Composite.add` is made, before objects have been added.\n        *\n        * @event beforeAdd\n        * @param {} event An event object\n        * @param {} event.object The object(s) to be added (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a call to `Composite.add` is made, after objects have been added.\n        *\n        * @event afterAdd\n        * @param {} event An event object\n        * @param {} event.object The object(s) that have been added (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a call to `Composite.remove` is made, before objects have been removed.\n        *\n        * @event beforeRemove\n        * @param {} event An event object\n        * @param {} event.object The object(s) to be removed (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when a call to `Composite.remove` is made, after objects have been removed.\n        *\n        * @event afterRemove\n        * @param {} event An event object\n        * @param {} event.object The object(s) that have been removed (may be a single body, constraint, composite or a mixed array of these)\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.\n         *\n         * @property id\n         * @type number\n         */\n/**\n         * A `String` denoting the type of object.\n         *\n         * @property type\n         * @type string\n         * @default \"composite\"\n         * @readOnly\n         */\n/**\n         * An arbitrary `String` name to help the user identify and manage composites.\n         *\n         * @property label\n         * @type string\n         * @default \"Composite\"\n         */\n/**\n         * A flag that specifies whether the composite has been modified during the current step.\n         * This is automatically managed when bodies, constraints or composites are added or removed.\n         *\n         * @property isModified\n         * @type boolean\n         * @default false\n         */\n/**\n         * The `Composite` that is the parent of this composite. It is automatically managed by the `Matter.Composite` methods.\n         *\n         * @property parent\n         * @type composite\n         * @default null\n         */\n/**\n         * An array of `Body` that are _direct_ children of this composite.\n         * To add or remove bodies you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.\n         * If you wish to recursively find all descendants, you should use the `Composite.allBodies` method.\n         *\n         * @property bodies\n         * @type body[]\n         * @default []\n         */\n/**\n         * An array of `Constraint` that are _direct_ children of this composite.\n         * To add or remove constraints you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.\n         * If you wish to recursively find all descendants, you should use the `Composite.allConstraints` method.\n         *\n         * @property constraints\n         * @type constraint[]\n         * @default []\n         */\n/**\n         * An array of `Composite` that are _direct_ children of this composite.\n         * To add or remove composites you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.\n         * If you wish to recursively find all descendants, you should use the `Composite.allComposites` method.\n         *\n         * @property composites\n         * @type composite[]\n         * @default []\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */\n/**\n         * An object used for storing cached results for performance reasons.\n         * This is used internally only and is automatically managed.\n         *\n         * @private\n         * @property cache\n         * @type {}\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(4);var r=n(5);var a=n(0);(function(){i._motionWakeThreshold=.18;i._motionSleepThreshold=.08;i._minBias=.9;\n/**\n         * Puts bodies to sleep or wakes them up depending on their motion.\n         * @method update\n         * @param {body[]} bodies\n         * @param {number} delta\n         */i.update=function(e,t){var n=t/a._baseDelta,r=i._motionSleepThreshold;for(var s=0;s<e.length;s++){var l=e[s],c=o.getSpeed(l),u=o.getAngularSpeed(l),f=c*c+u*u;if(0===l.force.x&&0===l.force.y){var p=Math.min(l.motion,f),d=Math.max(l.motion,f);l.motion=i._minBias*p+(1-i._minBias)*d;if(l.sleepThreshold>0&&l.motion<r){l.sleepCounter+=1;l.sleepCounter>=l.sleepThreshold/n&&i.set(l,true)}else l.sleepCounter>0&&(l.sleepCounter-=1)}else i.set(l,false)}};\n/**\n         * Given a set of colliding pairs, wakes the sleeping bodies involved.\n         * @method afterCollisions\n         * @param {pair[]} pairs\n         */i.afterCollisions=function(e){var t=i._motionSleepThreshold;for(var n=0;n<e.length;n++){var o=e[n];if(o.isActive){var r=o.collision,a=r.bodyA.parent,s=r.bodyB.parent;if(!(a.isSleeping&&s.isSleeping||a.isStatic||s.isStatic)&&(a.isSleeping||s.isSleeping)){var l=a.isSleeping&&!a.isStatic?a:s,c=l===a?s:a;!l.isStatic&&c.motion>t&&i.set(l,false)}}}};\n/**\n         * Set a body as sleeping or awake.\n         * @method set\n         * @param {body} body\n         * @param {boolean} isSleeping\n         */i.set=function(e,t){var n=e.isSleeping;if(t){e.isSleeping=true;e.sleepCounter=e.sleepThreshold;e.positionImpulse.x=0;e.positionImpulse.y=0;e.positionPrev.x=e.position.x;e.positionPrev.y=e.position.y;e.anglePrev=e.angle;e.speed=0;e.angularSpeed=0;e.motion=0;n||r.trigger(e,\"sleepStart\")}else{e.isSleeping=false;e.sleepCounter=0;n&&r.trigger(e,\"sleepEnd\")}}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(9);(function(){var e=[];var t={overlap:0,axis:null};var n={overlap:0,axis:null};\n/**\n         * Creates a new collision record.\n         * @method create\n         * @param {body} bodyA The first body part represented by the collision record\n         * @param {body} bodyB The second body part represented by the collision record\n         * @return {collision} A new collision record\n         */i.create=function(e,t){return{pair:null,collided:false,bodyA:e,bodyB:t,parentA:e.parent,parentB:t.parent,depth:0,normal:{x:0,y:0},tangent:{x:0,y:0},penetration:{x:0,y:0},supports:[]}};\n/**\n         * Detect collision between two bodies.\n         * @method collides\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @param {pairs} [pairs] Optionally reuse collision records from existing pairs.\n         * @return {collision|null} A collision record if detected, otherwise null\n         */i.collides=function(e,a,s){i._overlapAxes(t,e.vertices,a.vertices,e.axes);if(t.overlap<=0)return null;i._overlapAxes(n,a.vertices,e.vertices,a.axes);if(n.overlap<=0)return null;var l,c=s&&s.table[r.id(e,a)];if(c)l=c.collision;else{l=i.create(e,a);l.collided=true;l.bodyA=e.id<a.id?e:a;l.bodyB=e.id<a.id?a:e;l.parentA=l.bodyA.parent;l.parentB=l.bodyB.parent}e=l.bodyA;a=l.bodyB;var u;u=t.overlap<n.overlap?t:n;var f=l.normal,p=l.supports,d=u.axis,v=d.x,y=d.y;if(v*(a.position.x-e.position.x)+y*(a.position.y-e.position.y)<0){f.x=v;f.y=y}else{f.x=-v;f.y=-y}l.tangent.x=-f.y;l.tangent.y=f.x;l.depth=u.overlap;l.penetration.x=f.x*l.depth;l.penetration.y=f.y*l.depth;var g=i._findSupports(e,a,f,1),m=0;o.contains(e.vertices,g[0])&&(p[m++]=g[0]);o.contains(e.vertices,g[1])&&(p[m++]=g[1]);if(m<2){var x=i._findSupports(a,e,f,-1);o.contains(a.vertices,x[0])&&(p[m++]=x[0]);m<2&&o.contains(a.vertices,x[1])&&(p[m++]=x[1])}0===m&&(p[m++]=g[0]);p.length=m;return l};\n/**\n         * Find the overlap between two sets of vertices.\n         * @method _overlapAxes\n         * @private\n         * @param {object} result\n         * @param {vertices} verticesA\n         * @param {vertices} verticesB\n         * @param {axes} axes\n         */i._overlapAxes=function(e,t,n,i){var o,r,a,s,l,c,u=t.length,f=n.length,p=t[0].x,d=t[0].y,v=n[0].x,y=n[0].y,g=i.length,m=Number.MAX_VALUE,x=0;for(l=0;l<g;l++){var h=i[l],b=h.x,S=h.y,w=p*b+d*S,_=v*b+y*S,A=w,P=_;for(c=1;c<u;c+=1){s=t[c].x*b+t[c].y*S;s>A?A=s:s<w&&(w=s)}for(c=1;c<f;c+=1){s=n[c].x*b+n[c].y*S;s>P?P=s:s<_&&(_=s)}r=A-_;a=P-w;o=r<a?r:a;if(o<m){m=o;x=l;if(o<=0)break}}e.axis=i[x];e.overlap=m};\n/**\n         * Projects vertices on an axis and returns an interval.\n         * @method _projectToAxis\n         * @private\n         * @param {} projection\n         * @param {} vertices\n         * @param {} axis\n         */i._projectToAxis=function(e,t,n){var i=t[0].x*n.x+t[0].y*n.y,o=i;for(var r=1;r<t.length;r+=1){var a=t[r].x*n.x+t[r].y*n.y;a>o?o=a:a<i&&(i=a)}e.min=i;e.max=o};\n/**\n         * Finds supporting vertices given two bodies along a given direction using hill-climbing.\n         * @method _findSupports\n         * @private\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @param {vector} normal\n         * @param {number} direction\n         * @return [vector]\n         */i._findSupports=function(t,n,i,o){var r,a,s,l,c,u=n.vertices,f=u.length,p=t.position.x,d=t.position.y,v=i.x*o,y=i.y*o,g=Number.MAX_VALUE;for(c=0;c<f;c+=1){a=u[c];l=v*(p-a.x)+y*(d-a.y);if(l<g){g=l;r=a}}s=u[(f+r.index-1)%f];g=v*(p-s.x)+y*(d-s.y);a=u[(r.index+1)%f];if(v*(p-a.x)+y*(d-a.y)<g){e[0]=r;e[1]=a;return e}e[0]=r;e[1]=s;return e};\n/**\n         * A reference to the pair using this collision record, if there is one.\n         *\n         * @property pair\n         * @type {pair|null}\n         * @default null\n         */\n/**\n         * A flag that indicates if the bodies were colliding when the collision was last updated.\n         * \n         * @property collided\n         * @type boolean\n         * @default false\n         */\n/**\n         * The first body part represented by the collision (see also `collision.parentA`).\n         * \n         * @property bodyA\n         * @type body\n         */\n/**\n         * The second body part represented by the collision (see also `collision.parentB`).\n         * \n         * @property bodyB\n         * @type body\n         */\n/**\n         * The first body represented by the collision (i.e. `collision.bodyA.parent`).\n         * \n         * @property parentA\n         * @type body\n         */\n/**\n         * The second body represented by the collision (i.e. `collision.bodyB.parent`).\n         * \n         * @property parentB\n         * @type body\n         */\n/**\n         * A `Number` that represents the minimum separating distance between the bodies along the collision normal.\n         *\n         * @readOnly\n         * @property depth\n         * @type number\n         * @default 0\n         */\n/**\n         * A normalised `Vector` that represents the direction between the bodies that provides the minimum separating distance.\n         *\n         * @property normal\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A normalised `Vector` that is the tangent direction to the collision normal.\n         *\n         * @property tangent\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Vector` that represents the direction and depth of the collision.\n         *\n         * @property penetration\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * An array of body vertices that represent the support points in the collision.\n         * These are the deepest vertices (along the collision normal) of each body that are contained by the other body's vertices.\n         *\n         * @property supports\n         * @type vector[]\n         * @default []\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(16);(function(){\n/**\n         * Creates a pair.\n         * @method create\n         * @param {collision} collision\n         * @param {number} timestamp\n         * @return {pair} A new pair\n         */\ni.create=function(e,t){var n=e.bodyA,o=e.bodyB;var r={id:i.id(n,o),bodyA:n,bodyB:o,collision:e,contacts:[],activeContacts:[],separation:0,isActive:true,confirmedActive:true,isSensor:n.isSensor||o.isSensor,timeCreated:t,timeUpdated:t,inverseMass:0,friction:0,frictionStatic:0,restitution:0,slop:0};i.update(r,e,t);return r};\n/**\n         * Updates a pair given a collision.\n         * @method update\n         * @param {pair} pair\n         * @param {collision} collision\n         * @param {number} timestamp\n         */i.update=function(e,t,n){var i=e.contacts,r=t.supports,a=e.activeContacts,s=t.parentA,l=t.parentB,c=s.vertices.length;e.isActive=true;e.timeUpdated=n;e.collision=t;e.separation=t.depth;e.inverseMass=s.inverseMass+l.inverseMass;e.friction=s.friction<l.friction?s.friction:l.friction;e.frictionStatic=s.frictionStatic>l.frictionStatic?s.frictionStatic:l.frictionStatic;e.restitution=s.restitution>l.restitution?s.restitution:l.restitution;e.slop=s.slop>l.slop?s.slop:l.slop;t.pair=e;a.length=0;for(var u=0;u<r.length;u++){var f=r[u],p=f.body===s?f.index:c+f.index,d=i[p];d?a.push(d):a.push(i[p]=o.create(f))}};\n/**\n         * Set a pair as active or inactive.\n         * @method setActive\n         * @param {pair} pair\n         * @param {bool} isActive\n         * @param {number} timestamp\n         */i.setActive=function(e,t,n){if(t){e.isActive=true;e.timeUpdated=n}else{e.isActive=false;e.activeContacts.length=0}};\n/**\n         * Get the id for the given pair.\n         * @method id\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @return {string} Unique pairId\n         */i.id=function(e,t){return e.id<t.id?\"A\"+e.id+\"B\"+t.id:\"A\"+t.id+\"B\"+e.id}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(2);var a=n(7);var s=n(1);var l=n(11);var c=n(0);(function(){i._warming=.4;i._torqueDampen=1;i._minLength=1e-6;\n/**\n         * Creates a new constraint.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` value (e.g. `0.7` or above).\n         * If the constraint is unstable, try lowering the `stiffness` value and / or increasing `engine.constraintIterations`.\n         * For compound bodies, constraints must be applied to the parent body (not one of its parts).\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {} options\n         * @return {constraint} constraint\n         */i.create=function(e){var t=e;t.bodyA&&!t.pointA&&(t.pointA={x:0,y:0});t.bodyB&&!t.pointB&&(t.pointB={x:0,y:0});var n=t.bodyA?r.add(t.bodyA.position,t.pointA):t.pointA,i=t.bodyB?r.add(t.bodyB.position,t.pointB):t.pointB,o=r.magnitude(r.sub(n,i));t.length=\"undefined\"!==typeof t.length?t.length:o;t.id=t.id||c.nextId();t.label=t.label||\"Constraint\";t.type=\"constraint\";t.stiffness=t.stiffness||(t.length>0?1:.7);t.damping=t.damping||0;t.angularStiffness=t.angularStiffness||0;t.angleA=t.bodyA?t.bodyA.angle:t.angleA;t.angleB=t.bodyB?t.bodyB.angle:t.angleB;t.plugin={};var a={visible:true,lineWidth:2,strokeStyle:\"#ffffff\",type:\"line\",anchors:true};if(0===t.length&&t.stiffness>.1){a.type=\"pin\";a.anchors=false}else t.stiffness<.9&&(a.type=\"spring\");t.render=c.extend(a,t.render);return t};\n/**\n         * Prepares for solving by constraint warming.\n         * @private\n         * @method preSolveAll\n         * @param {body[]} bodies\n         */i.preSolveAll=function(e){for(var t=0;t<e.length;t+=1){var n=e[t],i=n.constraintImpulse;if(!(n.isStatic||0===i.x&&0===i.y&&0===i.angle)){n.position.x+=i.x;n.position.y+=i.y;n.angle+=i.angle}}};\n/**\n         * Solves all constraints in a list of collisions.\n         * @private\n         * @method solveAll\n         * @param {constraint[]} constraints\n         * @param {number} delta\n         */i.solveAll=function(e,t){var n=c.clamp(t/c._baseDelta,0,1);for(var o=0;o<e.length;o+=1){var r=e[o],a=!r.bodyA||r.bodyA&&r.bodyA.isStatic,s=!r.bodyB||r.bodyB&&r.bodyB.isStatic;(a||s)&&i.solve(e[o],n)}for(o=0;o<e.length;o+=1){r=e[o];a=!r.bodyA||r.bodyA&&r.bodyA.isStatic;s=!r.bodyB||r.bodyB&&r.bodyB.isStatic;a||s||i.solve(e[o],n)}};\n/**\n         * Solves a distance constraint with Gauss-Siedel method.\n         * @private\n         * @method solve\n         * @param {constraint} constraint\n         * @param {number} timeScale\n         */i.solve=function(e,t){var n=e.bodyA,o=e.bodyB,a=e.pointA,s=e.pointB;if(n||o){if(n&&!n.isStatic){r.rotate(a,n.angle-e.angleA,a);e.angleA=n.angle}if(o&&!o.isStatic){r.rotate(s,o.angle-e.angleB,s);e.angleB=o.angle}var l=a,c=s;n&&(l=r.add(n.position,a));o&&(c=r.add(o.position,s));if(l&&c){var u=r.sub(l,c),f=r.magnitude(u);f<i._minLength&&(f=i._minLength);var p,d,v,y,g,m=(f-e.length)/f,x=e.stiffness>=1||0===e.length,h=x?e.stiffness*t:e.stiffness*t*t,b=e.damping*t,S=r.mult(u,m*h),w=(n?n.inverseMass:0)+(o?o.inverseMass:0),_=(n?n.inverseInertia:0)+(o?o.inverseInertia:0),A=w+_;if(b>0){var P=r.create();v=r.div(u,f);g=r.sub(o&&r.sub(o.position,o.positionPrev)||P,n&&r.sub(n.position,n.positionPrev)||P);y=r.dot(v,g)}if(n&&!n.isStatic){d=n.inverseMass/w;n.constraintImpulse.x-=S.x*d;n.constraintImpulse.y-=S.y*d;n.position.x-=S.x*d;n.position.y-=S.y*d;if(b>0){n.positionPrev.x-=b*v.x*y*d;n.positionPrev.y-=b*v.y*y*d}p=r.cross(a,S)/A*i._torqueDampen*n.inverseInertia*(1-e.angularStiffness);n.constraintImpulse.angle-=p;n.angle-=p}if(o&&!o.isStatic){d=o.inverseMass/w;o.constraintImpulse.x+=S.x*d;o.constraintImpulse.y+=S.y*d;o.position.x+=S.x*d;o.position.y+=S.y*d;if(b>0){o.positionPrev.x+=b*v.x*y*d;o.positionPrev.y+=b*v.y*y*d}p=r.cross(s,S)/A*i._torqueDampen*o.inverseInertia*(1-e.angularStiffness);o.constraintImpulse.angle+=p;o.angle+=p}}}};\n/**\n         * Performs body updates required after solving constraints.\n         * @private\n         * @method postSolveAll\n         * @param {body[]} bodies\n         */i.postSolveAll=function(e){for(var t=0;t<e.length;t++){var n=e[t],c=n.constraintImpulse;if(!(n.isStatic||0===c.x&&0===c.y&&0===c.angle)){a.set(n,false);for(var u=0;u<n.parts.length;u++){var f=n.parts[u];o.translate(f.vertices,c);if(u>0){f.position.x+=c.x;f.position.y+=c.y}if(0!==c.angle){o.rotate(f.vertices,c.angle,n.position);l.rotate(f.axes,c.angle);u>0&&r.rotateAbout(f.position,c.angle,n.position,f.position)}s.update(f.bounds,f.vertices,n.velocity)}c.angle*=i._warming;c.x*=i._warming;c.y*=i._warming}}};\n/**\n         * Returns the world-space position of `constraint.pointA`, accounting for `constraint.bodyA`.\n         * @method pointAWorld\n         * @param {constraint} constraint\n         * @returns {vector} the world-space position\n         */i.pointAWorld=function(e){return{x:(e.bodyA?e.bodyA.position.x:0)+(e.pointA?e.pointA.x:0),y:(e.bodyA?e.bodyA.position.y:0)+(e.pointA?e.pointA.y:0)}};\n/**\n         * Returns the world-space position of `constraint.pointB`, accounting for `constraint.bodyB`.\n         * @method pointBWorld\n         * @param {constraint} constraint\n         * @returns {vector} the world-space position\n         */i.pointBWorld=function(e){return{x:(e.bodyB?e.bodyB.position.x:0)+(e.pointB?e.pointB.x:0),y:(e.bodyB?e.bodyB.position.y:0)+(e.pointB?e.pointB.y:0)}};\n/**\n         * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.\n         *\n         * @property id\n         * @type number\n         */\n/**\n         * A `String` denoting the type of object.\n         *\n         * @property type\n         * @type string\n         * @default \"constraint\"\n         * @readOnly\n         */\n/**\n         * An arbitrary `String` name to help the user identify and manage bodies.\n         *\n         * @property label\n         * @type string\n         * @default \"Constraint\"\n         */\n/**\n         * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.\n         *\n         * @property render\n         * @type object\n         */\n/**\n         * A flag that indicates if the constraint should be rendered.\n         *\n         * @property render.visible\n         * @type boolean\n         * @default true\n         */\n/**\n         * A `Number` that defines the line width to use when rendering the constraint outline.\n         * A value of `0` means no outline will be rendered.\n         *\n         * @property render.lineWidth\n         * @type number\n         * @default 2\n         */\n/**\n         * A `String` that defines the stroke style to use when rendering the constraint outline.\n         * It is the same as when using a canvas, so it accepts CSS style property values.\n         *\n         * @property render.strokeStyle\n         * @type string\n         * @default a random colour\n         */\n/**\n         * A `String` that defines the constraint rendering type. \n         * The possible values are 'line', 'pin', 'spring'.\n         * An appropriate render type will be automatically chosen unless one is given in options.\n         *\n         * @property render.type\n         * @type string\n         * @default 'line'\n         */\n/**\n         * A `Boolean` that defines if the constraint's anchor points should be rendered.\n         *\n         * @property render.anchors\n         * @type boolean\n         * @default true\n         */\n/**\n         * The first possible `Body` that this constraint is attached to.\n         *\n         * @property bodyA\n         * @type body\n         * @default null\n         */\n/**\n         * The second possible `Body` that this constraint is attached to.\n         *\n         * @property bodyB\n         * @type body\n         * @default null\n         */\n/**\n         * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyA` if defined, otherwise a world-space position.\n         *\n         * @property pointA\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyB` if defined, otherwise a world-space position.\n         *\n         * @property pointB\n         * @type vector\n         * @default { x: 0, y: 0 }\n         */\n/**\n         * A `Number` that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting `constraint.length`.\n         * A value of `1` means the constraint should be very stiff.\n         * A value of `0.2` means the constraint acts like a soft spring.\n         *\n         * @property stiffness\n         * @type number\n         * @default 1\n         */\n/**\n         * A `Number` that specifies the damping of the constraint, \n         * i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation.\n         * Damping will only be apparent when the constraint also has a very low `stiffness`.\n         * A value of `0.1` means the constraint will apply heavy damping, resulting in little to no oscillation.\n         * A value of `0` means the constraint will apply no damping.\n         *\n         * @property damping\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that specifies the target resting length of the constraint. \n         * It is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.\n         *\n         * @property length\n         * @type number\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(2);var r=n(0);(function(){\n/**\n         * Creates a new set of axes from the given vertices.\n         * @method fromVertices\n         * @param {vertices} vertices\n         * @return {axes} A new axes from the given vertices\n         */\ni.fromVertices=function(e){var t={};for(var n=0;n<e.length;n++){var i=(n+1)%e.length,a=o.normalise({x:e[i].y-e[n].y,y:e[n].x-e[i].x}),s=0===a.y?Infinity:a.x/a.y;s=s.toFixed(3).toString();t[s]=a}return r.values(t)};\n/**\n         * Rotates a set of axes by the given angle.\n         * @method rotate\n         * @param {axes} axes\n         * @param {number} angle\n         */i.rotate=function(e,t){if(0!==t){var n=Math.cos(t),i=Math.sin(t);for(var o=0;o<e.length;o++){var r,a=e[o];r=a.x*n-a.y*i;a.y=a.x*i+a.y*n;a.x=r}}}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(0);var a=n(4);var s=n(1);var l=n(2);(function(){\n/**\n         * Creates a new rigid body model with a rectangle hull. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method rectangle\n         * @param {number} x\n         * @param {number} y\n         * @param {number} width\n         * @param {number} height\n         * @param {object} [options]\n         * @return {body} A new rectangle body\n         */\ni.rectangle=function(e,t,n,i,s){s=s||{};var l={label:\"Rectangle Body\",position:{x:e,y:t},vertices:o.fromPath(\"L 0 0 L \"+n+\" 0 L \"+n+\" \"+i+\" L 0 \"+i)};if(s.chamfer){var c=s.chamfer;l.vertices=o.chamfer(l.vertices,c.radius,c.quality,c.qualityMin,c.qualityMax);delete s.chamfer}return a.create(r.extend({},l,s))};\n/**\n         * Creates a new rigid body model with a trapezoid hull. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method trapezoid\n         * @param {number} x\n         * @param {number} y\n         * @param {number} width\n         * @param {number} height\n         * @param {number} slope\n         * @param {object} [options]\n         * @return {body} A new trapezoid body\n         */i.trapezoid=function(e,t,n,i,s,l){l=l||{};s*=.5;var c=(1-2*s)*n;var u,f=n*s,p=f+c,d=p+f;u=s<.5?\"L 0 0 L \"+f+\" \"+-i+\" L \"+p+\" \"+-i+\" L \"+d+\" 0\":\"L 0 0 L \"+p+\" \"+-i+\" L \"+d+\" 0\";var v={label:\"Trapezoid Body\",position:{x:e,y:t},vertices:o.fromPath(u)};if(l.chamfer){var y=l.chamfer;v.vertices=o.chamfer(v.vertices,y.radius,y.quality,y.qualityMin,y.qualityMax);delete l.chamfer}return a.create(r.extend({},v,l))};\n/**\n         * Creates a new rigid body model with a circle hull. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method circle\n         * @param {number} x\n         * @param {number} y\n         * @param {number} radius\n         * @param {object} [options]\n         * @param {number} [maxSides]\n         * @return {body} A new circle body\n         */i.circle=function(e,t,n,o,a){o=o||{};var s={label:\"Circle Body\",circleRadius:n};a=a||25;var l=Math.ceil(Math.max(10,Math.min(a,n)));l%2===1&&(l+=1);return i.polygon(e,t,l,n,r.extend({},s,o))};\n/**\n         * Creates a new rigid body model with a regular polygon hull with the given number of sides. \n         * The options parameter is an object that specifies any properties you wish to override the defaults.\n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method polygon\n         * @param {number} x\n         * @param {number} y\n         * @param {number} sides\n         * @param {number} radius\n         * @param {object} [options]\n         * @return {body} A new regular polygon body\n         */i.polygon=function(e,t,n,s,l){l=l||{};if(n<3)return i.circle(e,t,s,l);var c=2*Math.PI/n,u=\"\",f=.5*c;for(var p=0;p<n;p+=1){var d=f+p*c,v=Math.cos(d)*s,y=Math.sin(d)*s;u+=\"L \"+v.toFixed(3)+\" \"+y.toFixed(3)+\" \"}var g={label:\"Polygon Body\",position:{x:e,y:t},vertices:o.fromPath(u)};if(l.chamfer){var m=l.chamfer;g.vertices=o.chamfer(g.vertices,m.radius,m.quality,m.qualityMin,m.qualityMax);delete l.chamfer}return a.create(r.extend({},g,l))};\n/**\n         * Utility to create a compound body based on set(s) of vertices.\n         * \n         * _Note:_ To optionally enable automatic concave vertices decomposition the [poly-decomp](https://github.com/schteppe/poly-decomp.js) \n         * package must be first installed and provided see `Common.setDecomp`, otherwise the convex hull of each vertex set will be used.\n         * \n         * The resulting vertices are reorientated about their centre of mass,\n         * and offset such that `body.position` corresponds to this point.\n         * \n         * The resulting offset may be found if needed by subtracting `body.bounds` from the original input bounds.\n         * To later move the centre of mass see `Body.setCentre`.\n         * \n         * Note that automatic conconcave decomposition results are not always optimal. \n         * For best results, simplify the input vertices as much as possible first.\n         * By default this function applies some addtional simplification to help.\n         * \n         * Some outputs may also require further manual processing afterwards to be robust.\n         * In particular some parts may need to be overlapped to avoid collision gaps.\n         * Thin parts and sharp points should be avoided or removed where possible.\n         *\n         * The options parameter object specifies any `Matter.Body` properties you wish to override the defaults.\n         * \n         * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.\n         * @method fromVertices\n         * @param {number} x\n         * @param {number} y\n         * @param {array} vertexSets One or more arrays of vertex points e.g. `[[{ x: 0, y: 0 }...], ...]`.\n         * @param {object} [options] The body options.\n         * @param {bool} [flagInternal=false] Optionally marks internal edges with `isInternal`.\n         * @param {number} [removeCollinear=0.01] Threshold when simplifying vertices along the same edge.\n         * @param {number} [minimumArea=10] Threshold when removing small parts.\n         * @param {number} [removeDuplicatePoints=0.01] Threshold when simplifying nearby vertices.\n         * @return {body}\n         */i.fromVertices=function(e,t,n,i,c,u,f,p){var d,v,y,g,m,x,h,b,S,w,_,A=r.getDecomp();d=Boolean(A&&A.quickDecomp);i=i||{};y=[];c=\"undefined\"!==typeof c&&c;u=\"undefined\"!==typeof u?u:.01;f=\"undefined\"!==typeof f?f:10;p=\"undefined\"!==typeof p?p:.01;r.isArray(n[0])||(n=[n]);for(w=0;w<n.length;w+=1){x=n[w];g=o.isConvex(x);m=!g;m&&!d&&r.warnOnce(\"Bodies.fromVertices: Install the 'poly-decomp' library and use Common.setDecomp or provide 'decomp' as a global to decompose concave vertices.\");if(g||!d){x=g?o.clockwiseSort(x):o.hull(x);y.push({position:{x:e,y:t},vertices:x})}else{var P=x.map((function(e){return[e.x,e.y]}));A.makeCCW(P);false!==u&&A.removeCollinearPoints(P,u);false!==p&&A.removeDuplicatePoints&&A.removeDuplicatePoints(P,p);var C=A.quickDecomp(P);for(h=0;h<C.length;h++){var k=C[h];var M=k.map((function(e){return{x:e[0],y:e[1]}}));f>0&&o.area(M)<f||y.push({position:o.centre(M),vertices:M})}}}for(h=0;h<y.length;h++)y[h]=a.create(r.extend(y[h],i));if(c){var B=5;for(h=0;h<y.length;h++){var I=y[h];for(b=h+1;b<y.length;b++){var T=y[b];if(s.overlaps(I.bounds,T.bounds)){var R=I.vertices,V=T.vertices;for(S=0;S<I.vertices.length;S++)for(_=0;_<T.vertices.length;_++){var E=l.magnitudeSquared(l.sub(R[(S+1)%R.length],V[_])),D=l.magnitudeSquared(l.sub(R[S],V[(_+1)%V.length]));if(E<B&&D<B){R[S].isInternal=true;V[_].isInternal=true}}}}}}if(y.length>1){v=a.create(r.extend({parts:y.slice(0)},i));a.setPosition(v,{x:e,y:t});return v}return y[0]}})()},function(e,t,n){var i={};e.exports=i;var o=n(0);var r=n(8);(function(){\n/**\n         * Creates a new collision detector.\n         * @method create\n         * @param {} options\n         * @return {detector} A new collision detector\n         */\ni.create=function(e){var t={bodies:[],pairs:null};return o.extend(t,e)};\n/**\n         * Sets the list of bodies in the detector.\n         * @method setBodies\n         * @param {detector} detector\n         * @param {body[]} bodies\n         */i.setBodies=function(e,t){e.bodies=t.slice(0)};\n/**\n         * Clears the detector including its list of bodies.\n         * @method clear\n         * @param {detector} detector\n         */i.clear=function(e){e.bodies=[]};\n/**\n         * Efficiently finds all collisions among all the bodies in `detector.bodies` using a broadphase algorithm.\n         * \n         * _Note:_ The specific ordering of collisions returned is not guaranteed between releases and may change for performance reasons.\n         * If a specific ordering is required then apply a sort to the resulting array.\n         * @method collisions\n         * @param {detector} detector\n         * @return {collision[]} collisions\n         */i.collisions=function(e){var t,n,o=[],a=e.pairs,s=e.bodies,l=s.length,c=i.canCollide,u=r.collides;s.sort(i._compareBoundsX);for(t=0;t<l;t++){var f=s[t],p=f.bounds,d=f.bounds.max.x,v=f.bounds.max.y,y=f.bounds.min.y,g=f.isStatic||f.isSleeping,m=f.parts.length,x=1===m;for(n=t+1;n<l;n++){var h=s[n],b=h.bounds;if(b.min.x>d)break;if(!(v<b.min.y||y>b.max.y)&&((!g||!h.isStatic&&!h.isSleeping)&&c(f.collisionFilter,h.collisionFilter))){var S=h.parts.length;if(x&&1===S){var w=u(f,h,a);w&&o.push(w)}else{var _=m>1?1:0,A=S>1?1:0;for(var P=_;P<m;P++){var C=f.parts[P];p=C.bounds;for(var k=A;k<S;k++){var M=h.parts[k];b=M.bounds;if(!(p.min.x>b.max.x||p.max.x<b.min.x||p.max.y<b.min.y||p.min.y>b.max.y)){w=u(C,M,a);w&&o.push(w)}}}}}}}return o};\n/**\n         * Returns `true` if both supplied collision filters will allow a collision to occur.\n         * See `body.collisionFilter` for more information.\n         * @method canCollide\n         * @param {} filterA\n         * @param {} filterB\n         * @return {bool} `true` if collision can occur\n         */i.canCollide=function(e,t){return e.group===t.group&&0!==e.group?e.group>0:0!==(e.mask&t.category)&&0!==(t.mask&e.category)};\n/**\n         * The comparison function used in the broadphase algorithm.\n         * Returns the signed delta of the bodies bounds on the x-axis.\n         * @private\n         * @method _sortCompare\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @return {number} The signed delta used for sorting\n         */i._compareBoundsX=function(e,t){return e.bounds.min.x-t.bounds.min.x};\n/**\n         * The array of `Matter.Body` between which the detector finds collisions.\n         * \n         * _Note:_ The order of bodies in this array _is not fixed_ and will be continually managed by the detector.\n         * @property bodies\n         * @type body[]\n         * @default []\n         */\n/**\n         * Optional. A `Matter.Pairs` object from which previous collision objects may be reused. Intended for internal `Matter.Engine` usage.\n         * @property pairs\n         * @type {pairs|null}\n         * @default null\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(0);(function(){\n/**\n         * Creates a mouse input.\n         * @method create\n         * @param {HTMLElement} element\n         * @return {mouse} A new mouse\n         */\ni.create=function(e){var t={};e||o.log(\"Mouse.create: element was undefined, defaulting to document.body\",\"warn\");t.element=e||document.body;t.absolute={x:0,y:0};t.position={x:0,y:0};t.mousedownPosition={x:0,y:0};t.mouseupPosition={x:0,y:0};t.offset={x:0,y:0};t.scale={x:1,y:1};t.wheelDelta=0;t.button=-1;t.pixelRatio=parseInt(t.element.getAttribute(\"data-pixel-ratio\"),10)||1;t.sourceEvents={mousemove:null,mousedown:null,mouseup:null,mousewheel:null};t.mousemove=function(e){var n=i._getRelativeMousePosition(e,t.element,t.pixelRatio),o=e.changedTouches;if(o){t.button=0;e.preventDefault()}t.absolute.x=n.x;t.absolute.y=n.y;t.position.x=t.absolute.x*t.scale.x+t.offset.x;t.position.y=t.absolute.y*t.scale.y+t.offset.y;t.sourceEvents.mousemove=e};t.mousedown=function(e){var n=i._getRelativeMousePosition(e,t.element,t.pixelRatio),o=e.changedTouches;if(o){t.button=0;e.preventDefault()}else t.button=e.button;t.absolute.x=n.x;t.absolute.y=n.y;t.position.x=t.absolute.x*t.scale.x+t.offset.x;t.position.y=t.absolute.y*t.scale.y+t.offset.y;t.mousedownPosition.x=t.position.x;t.mousedownPosition.y=t.position.y;t.sourceEvents.mousedown=e};t.mouseup=function(e){var n=i._getRelativeMousePosition(e,t.element,t.pixelRatio),o=e.changedTouches;o&&e.preventDefault();t.button=-1;t.absolute.x=n.x;t.absolute.y=n.y;t.position.x=t.absolute.x*t.scale.x+t.offset.x;t.position.y=t.absolute.y*t.scale.y+t.offset.y;t.mouseupPosition.x=t.position.x;t.mouseupPosition.y=t.position.y;t.sourceEvents.mouseup=e};t.mousewheel=function(e){t.wheelDelta=Math.max(-1,Math.min(1,e.wheelDelta||-e.detail));e.preventDefault()};i.setElement(t,t.element);return t};\n/**\n         * Sets the element the mouse is bound to (and relative to).\n         * @method setElement\n         * @param {mouse} mouse\n         * @param {HTMLElement} element\n         */i.setElement=function(e,t){e.element=t;t.addEventListener(\"mousemove\",e.mousemove);t.addEventListener(\"mousedown\",e.mousedown);t.addEventListener(\"mouseup\",e.mouseup);t.addEventListener(\"mousewheel\",e.mousewheel);t.addEventListener(\"DOMMouseScroll\",e.mousewheel);t.addEventListener(\"touchmove\",e.mousemove);t.addEventListener(\"touchstart\",e.mousedown);t.addEventListener(\"touchend\",e.mouseup)};\n/**\n         * Clears all captured source events.\n         * @method clearSourceEvents\n         * @param {mouse} mouse\n         */i.clearSourceEvents=function(e){e.sourceEvents.mousemove=null;e.sourceEvents.mousedown=null;e.sourceEvents.mouseup=null;e.sourceEvents.mousewheel=null;e.wheelDelta=0};\n/**\n         * Sets the mouse position offset.\n         * @method setOffset\n         * @param {mouse} mouse\n         * @param {vector} offset\n         */i.setOffset=function(e,t){e.offset.x=t.x;e.offset.y=t.y;e.position.x=e.absolute.x*e.scale.x+e.offset.x;e.position.y=e.absolute.y*e.scale.y+e.offset.y};\n/**\n         * Sets the mouse position scale.\n         * @method setScale\n         * @param {mouse} mouse\n         * @param {vector} scale\n         */i.setScale=function(e,t){e.scale.x=t.x;e.scale.y=t.y;e.position.x=e.absolute.x*e.scale.x+e.offset.x;e.position.y=e.absolute.y*e.scale.y+e.offset.y};\n/**\n         * Gets the mouse position relative to an element given a screen pixel ratio.\n         * @method _getRelativeMousePosition\n         * @private\n         * @param {} event\n         * @param {} element\n         * @param {number} pixelRatio\n         * @return {}\n         */i._getRelativeMousePosition=function(e,t,n){var i,o,r=t.getBoundingClientRect(),a=document.documentElement||document.body.parentNode||document.body,s=void 0!==window.pageXOffset?window.pageXOffset:a.scrollLeft,l=void 0!==window.pageYOffset?window.pageYOffset:a.scrollTop,c=e.changedTouches;if(c){i=c[0].pageX-r.left-s;o=c[0].pageY-r.top-l}else{i=e.pageX-r.left-s;o=e.pageY-r.top-l}return{x:i/(t.clientWidth/(t.width||t.clientWidth)*n),y:o/(t.clientHeight/(t.height||t.clientHeight)*n)}}})()},function(e,t,n){var i={};e.exports=i;var o=n(0);(function(){i._registry={};\n/**\n         * Registers a plugin object so it can be resolved later by name.\n         * @method register\n         * @param plugin {} The plugin to register.\n         * @return {object} The plugin.\n         */i.register=function(e){i.isPlugin(e)||o.warn(\"Plugin.register:\",i.toString(e),\"does not implement all required fields.\");if(e.name in i._registry){var t=i._registry[e.name],n=i.versionParse(e.version).number,r=i.versionParse(t.version).number;if(n>r){o.warn(\"Plugin.register:\",i.toString(t),\"was upgraded to\",i.toString(e));i._registry[e.name]=e}else n<r?o.warn(\"Plugin.register:\",i.toString(t),\"can not be downgraded to\",i.toString(e)):e!==t&&o.warn(\"Plugin.register:\",i.toString(e),\"is already registered to different plugin object\")}else i._registry[e.name]=e;return e};\n/**\n         * Resolves a dependency to a plugin object from the registry if it exists. \n         * The `dependency` may contain a version, but only the name matters when resolving.\n         * @method resolve\n         * @param dependency {string} The dependency.\n         * @return {object} The plugin if resolved, otherwise `undefined`.\n         */i.resolve=function(e){return i._registry[i.dependencyParse(e).name]};\n/**\n         * Returns a pretty printed plugin name and version.\n         * @method toString\n         * @param plugin {} The plugin.\n         * @return {string} Pretty printed plugin name and version.\n         */i.toString=function(e){return\"string\"===typeof e?e:(e.name||\"anonymous\")+\"@\"+(e.version||e.range||\"0.0.0\")};\n/**\n         * Returns `true` if the object meets the minimum standard to be considered a plugin.\n         * This means it must define the following properties:\n         * - `name`\n         * - `version`\n         * - `install`\n         * @method isPlugin\n         * @param obj {} The obj to test.\n         * @return {boolean} `true` if the object can be considered a plugin otherwise `false`.\n         */i.isPlugin=function(e){return e&&e.name&&e.version&&e.install};\n/**\n         * Returns `true` if a plugin with the given `name` been installed on `module`.\n         * @method isUsed\n         * @param module {} The module.\n         * @param name {string} The plugin name.\n         * @return {boolean} `true` if a plugin with the given `name` been installed on `module`, otherwise `false`.\n         */i.isUsed=function(e,t){return e.used.indexOf(t)>-1};\n/**\n         * Returns `true` if `plugin.for` is applicable to `module` by comparing against `module.name` and `module.version`.\n         * If `plugin.for` is not specified then it is assumed to be applicable.\n         * The value of `plugin.for` is a string of the format `'module-name'` or `'module-name@version'`.\n         * @method isFor\n         * @param plugin {} The plugin.\n         * @param module {} The module.\n         * @return {boolean} `true` if `plugin.for` is applicable to `module`, otherwise `false`.\n         */i.isFor=function(e,t){var n=e.for&&i.dependencyParse(e.for);return!e.for||t.name===n.name&&i.versionSatisfies(t.version,n.range)};\n/**\n         * Installs the plugins by calling `plugin.install` on each plugin specified in `plugins` if passed, otherwise `module.uses`.\n         * For installing plugins on `Matter` see the convenience function `Matter.use`.\n         * Plugins may be specified either by their name or a reference to the plugin object.\n         * Plugins themselves may specify further dependencies, but each plugin is installed only once.\n         * Order is important, a topological sort is performed to find the best resulting order of installation.\n         * This sorting attempts to satisfy every dependency's requested ordering, but may not be exact in all cases.\n         * This function logs the resulting status of each dependency in the console, along with any warnings.\n         * - A green tick ✅ indicates a dependency was resolved and installed.\n         * - An orange diamond 🔶 indicates a dependency was resolved but a warning was thrown for it or one if its dependencies.\n         * - A red cross ❌ indicates a dependency could not be resolved.\n         * Avoid calling this function multiple times on the same module unless you intend to manually control installation order.\n         * @method use\n         * @param module {} The module install plugins on.\n         * @param [plugins=module.uses] {} The plugins to install on module (optional, defaults to `module.uses`).\n         */i.use=function(e,t){e.uses=(e.uses||[]).concat(t||[]);if(0!==e.uses.length){var n=i.dependencies(e),r=o.topologicalSort(n),a=[];for(var s=0;s<r.length;s+=1)if(r[s]!==e.name){var l=i.resolve(r[s]);if(l){if(!i.isUsed(e,l.name)){if(!i.isFor(l,e)){o.warn(\"Plugin.use:\",i.toString(l),\"is for\",l.for,\"but installed on\",i.toString(e)+\".\");l._warned=true}if(l.install)l.install(e);else{o.warn(\"Plugin.use:\",i.toString(l),\"does not specify an install function.\");l._warned=true}if(l._warned){a.push(\"🔶 \"+i.toString(l));delete l._warned}else a.push(\"✅ \"+i.toString(l));e.used.push(l.name)}}else a.push(\"❌ \"+r[s])}a.length>0&&o.info(a.join(\"  \"))}else o.warn(\"Plugin.use:\",i.toString(e),\"does not specify any dependencies to install.\")};\n/**\n         * Recursively finds all of a module's dependencies and returns a flat dependency graph.\n         * @method dependencies\n         * @param module {} The module.\n         * @return {object} A dependency graph.\n         */i.dependencies=function(e,t){var n=i.dependencyParse(e),r=n.name;t=t||{};if(!(r in t)){e=i.resolve(e)||e;t[r]=o.map(e.uses||[],(function(t){i.isPlugin(t)&&i.register(t);var r=i.dependencyParse(t),a=i.resolve(t);if(a&&!i.versionSatisfies(a.version,r.range)){o.warn(\"Plugin.dependencies:\",i.toString(a),\"does not satisfy\",i.toString(r),\"used by\",i.toString(n)+\".\");a._warned=true;e._warned=true}else if(!a){o.warn(\"Plugin.dependencies:\",i.toString(t),\"used by\",i.toString(n),\"could not be resolved.\");e._warned=true}return r.name}));for(var a=0;a<t[r].length;a+=1)i.dependencies(t[r][a],t);return t}};\n/**\n         * Parses a dependency string into its components.\n         * The `dependency` is a string of the format `'module-name'` or `'module-name@version'`.\n         * See documentation for `Plugin.versionParse` for a description of the format.\n         * This function can also handle dependencies that are already resolved (e.g. a module object).\n         * @method dependencyParse\n         * @param dependency {string} The dependency of the format `'module-name'` or `'module-name@version'`.\n         * @return {object} The dependency parsed into its components.\n         */i.dependencyParse=function(e){if(o.isString(e)){var t=/^[\\w-]+(@(\\*|[\\^~]?\\d+\\.\\d+\\.\\d+(-[0-9A-Za-z-+]+)?))?$/;t.test(e)||o.warn(\"Plugin.dependencyParse:\",e,\"is not a valid dependency string.\");return{name:e.split(\"@\")[0],range:e.split(\"@\")[1]||\"*\"}}return{name:e.name,range:e.range||e.version}};\n/**\n         * Parses a version string into its components.  \n         * Versions are strictly of the format `x.y.z` (as in [semver](http://semver.org/)).\n         * Versions may optionally have a prerelease tag in the format `x.y.z-alpha`.\n         * Ranges are a strict subset of [npm ranges](https://docs.npmjs.com/misc/semver#advanced-range-syntax).\n         * Only the following range types are supported:\n         * - Tilde ranges e.g. `~1.2.3`\n         * - Caret ranges e.g. `^1.2.3`\n         * - Greater than ranges e.g. `>1.2.3`\n         * - Greater than or equal ranges e.g. `>=1.2.3`\n         * - Exact version e.g. `1.2.3`\n         * - Any version `*`\n         * @method versionParse\n         * @param range {string} The version string.\n         * @return {object} The version range parsed into its components.\n         */i.versionParse=function(e){var t=/^(\\*)|(\\^|~|>=|>)?\\s*((\\d+)\\.(\\d+)\\.(\\d+))(-[0-9A-Za-z-+]+)?$/;t.test(e)||o.warn(\"Plugin.versionParse:\",e,\"is not a valid version or range.\");var n=t.exec(e);var i=Number(n[4]);var r=Number(n[5]);var a=Number(n[6]);return{isRange:Boolean(n[1]||n[2]),version:n[3],range:e,operator:n[1]||n[2]||\"\",major:i,minor:r,patch:a,parts:[i,r,a],prerelease:n[7],number:1e8*i+1e4*r+a}};\n/**\n         * Returns `true` if `version` satisfies the given `range`.\n         * See documentation for `Plugin.versionParse` for a description of the format.\n         * If a version or range is not specified, then any version (`*`) is assumed to satisfy.\n         * @method versionSatisfies\n         * @param version {string} The version string.\n         * @param range {string} The range string.\n         * @return {boolean} `true` if `version` satisfies `range`, otherwise `false`.\n         */i.versionSatisfies=function(e,t){t=t||\"*\";var n=i.versionParse(t),o=i.versionParse(e);if(n.isRange){if(\"*\"===n.operator||\"*\"===e)return true;if(\">\"===n.operator)return o.number>n.number;if(\">=\"===n.operator)return o.number>=n.number;if(\"~\"===n.operator)return o.major===n.major&&o.minor===n.minor&&o.patch>=n.patch;if(\"^\"===n.operator)return n.major>0?o.major===n.major&&o.number>=n.number:n.minor>0?o.minor===n.minor&&o.patch>=n.patch:o.patch===n.patch}return e===t||\"*\"===e}})()},function(e,t){var n={};e.exports=n;(function(){\n/**\n         * Creates a new contact.\n         * @method create\n         * @param {vertex} vertex\n         * @return {contact} A new contact\n         */\nn.create=function(e){return{vertex:e,normalImpulse:0,tangentImpulse:0}}})()},function(e,t,n){var i={};e.exports=i;var o=n(7);var r=n(18);var a=n(13);var s=n(19);var l=n(5);var c=n(6);var u=n(10);var f=n(0);var p=n(4);(function(){\n/**\n         * Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {object} [options]\n         * @return {engine} engine\n         */\ni.create=function(e){e=e||{};var t={positionIterations:6,velocityIterations:4,constraintIterations:2,enableSleeping:false,events:[],plugin:{},gravity:{x:0,y:1,scale:.001},timing:{timestamp:0,timeScale:1,lastDelta:0,lastElapsed:0}};var n=f.extend(t,e);n.world=e.world||c.create({label:\"World\"});n.pairs=e.pairs||s.create();n.detector=e.detector||a.create();n.grid={buckets:[]};n.world.gravity=n.gravity;n.broadphase=n.grid;n.metrics={};return n};\n/**\n         * Moves the simulation forward in time by `delta` milliseconds.\n         * Triggers `beforeUpdate` and `afterUpdate` events.\n         * Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.\n         * @method update\n         * @param {engine} engine\n         * @param {number} [delta=16.666]\n         */i.update=function(e,t){var n=f.now();var p,d=e.world,v=e.detector,y=e.pairs,g=e.timing,m=g.timestamp;t=\"undefined\"!==typeof t?t:f._baseDelta;t*=g.timeScale;g.timestamp+=t;g.lastDelta=t;var x={timestamp:g.timestamp,delta:t};l.trigger(e,\"beforeUpdate\",x);var h=c.allBodies(d),b=c.allConstraints(d);if(d.isModified){a.setBodies(v,h);c.setModified(d,false,false,true)}e.enableSleeping&&o.update(h,t);i._bodiesApplyGravity(h,e.gravity);t>0&&i._bodiesUpdate(h,t);u.preSolveAll(h);for(p=0;p<e.constraintIterations;p++)u.solveAll(b,t);u.postSolveAll(h);v.pairs=e.pairs;var S=a.collisions(v);s.update(y,S,m);e.enableSleeping&&o.afterCollisions(y.list);y.collisionStart.length>0&&l.trigger(e,\"collisionStart\",{pairs:y.collisionStart});var w=f.clamp(20/e.positionIterations,0,1);r.preSolvePosition(y.list);for(p=0;p<e.positionIterations;p++)r.solvePosition(y.list,t,w);r.postSolvePosition(h);u.preSolveAll(h);for(p=0;p<e.constraintIterations;p++)u.solveAll(b,t);u.postSolveAll(h);r.preSolveVelocity(y.list);for(p=0;p<e.velocityIterations;p++)r.solveVelocity(y.list,t);i._bodiesUpdateVelocities(h);y.collisionActive.length>0&&l.trigger(e,\"collisionActive\",{pairs:y.collisionActive});y.collisionEnd.length>0&&l.trigger(e,\"collisionEnd\",{pairs:y.collisionEnd});i._bodiesClearForces(h);l.trigger(e,\"afterUpdate\",x);e.timing.lastElapsed=f.now()-n;return e};\n/**\n         * Merges two engines by keeping the configuration of `engineA` but replacing the world with the one from `engineB`.\n         * @method merge\n         * @param {engine} engineA\n         * @param {engine} engineB\n         */i.merge=function(e,t){f.extend(e,t);if(t.world){e.world=t.world;i.clear(e);var n=c.allBodies(e.world);for(var r=0;r<n.length;r++){var a=n[r];o.set(a,false);a.id=f.nextId()}}};\n/**\n         * Clears the engine pairs and detector.\n         * @method clear\n         * @param {engine} engine\n         */i.clear=function(e){s.clear(e.pairs);a.clear(e.detector)};\n/**\n         * Zeroes the `body.force` and `body.torque` force buffers.\n         * @method _bodiesClearForces\n         * @private\n         * @param {body[]} bodies\n         */i._bodiesClearForces=function(e){var t=e.length;for(var n=0;n<t;n++){var i=e[n];i.force.x=0;i.force.y=0;i.torque=0}};\n/**\n         * Applies gravitational acceleration to all `bodies`.\n         * This models a [uniform gravitational field](https://en.wikipedia.org/wiki/Gravity_of_Earth), similar to near the surface of a planet.\n         * \n         * @method _bodiesApplyGravity\n         * @private\n         * @param {body[]} bodies\n         * @param {vector} gravity\n         */i._bodiesApplyGravity=function(e,t){var n=\"undefined\"!==typeof t.scale?t.scale:.001,i=e.length;if((0!==t.x||0!==t.y)&&0!==n)for(var o=0;o<i;o++){var r=e[o];if(!r.isStatic&&!r.isSleeping){r.force.y+=r.mass*t.y*n;r.force.x+=r.mass*t.x*n}}};\n/**\n         * Applies `Body.update` to all given `bodies`.\n         * @method _bodiesUpdate\n         * @private\n         * @param {body[]} bodies\n         * @param {number} delta The amount of time elapsed between updates\n         */i._bodiesUpdate=function(e,t){var n=e.length;for(var i=0;i<n;i++){var o=e[i];o.isStatic||o.isSleeping||p.update(o,t)}};\n/**\n         * Applies `Body.updateVelocities` to all given `bodies`.\n         * @method _bodiesUpdateVelocities\n         * @private\n         * @param {body[]} bodies\n         */i._bodiesUpdateVelocities=function(e){var t=e.length;for(var n=0;n<t;n++)p.updateVelocities(e[n])};\n/**\n         * A deprecated alias for `Runner.run`, use `Matter.Runner.run(engine)` instead and see `Matter.Runner` for more information.\n         * @deprecated use Matter.Runner.run(engine) instead\n         * @method run\n         * @param {engine} engine\n         */\n/**\n        * Fired just before an update\n        *\n        * @event beforeUpdate\n        * @param {object} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {number} event.delta The delta time in milliseconds value used in the update\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update and all collision events\n        *\n        * @event afterUpdate\n        * @param {object} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {number} event.delta The delta time in milliseconds value used in the update\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update, provides a list of all pairs that have started to collide in the current tick (if any)\n        *\n        * @event collisionStart\n        * @param {object} event An event object\n        * @param {pair[]} event.pairs List of affected pairs\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {number} event.delta The delta time in milliseconds value used in the update\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update, provides a list of all pairs that are colliding in the current tick (if any)\n        *\n        * @event collisionActive\n        * @param {object} event An event object\n        * @param {pair[]} event.pairs List of affected pairs\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {number} event.delta The delta time in milliseconds value used in the update\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n        * Fired after engine update, provides a list of all pairs that have ended collision in the current tick (if any)\n        *\n        * @event collisionEnd\n        * @param {object} event An event object\n        * @param {pair[]} event.pairs List of affected pairs\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {number} event.delta The delta time in milliseconds value used in the update\n        * @param {engine} event.source The source object of the event\n        * @param {string} event.name The name of the event\n        */\n/**\n         * An integer `Number` that specifies the number of position iterations to perform each update.\n         * The higher the value, the higher quality the simulation will be at the expense of performance.\n         *\n         * @property positionIterations\n         * @type number\n         * @default 6\n         */\n/**\n         * An integer `Number` that specifies the number of velocity iterations to perform each update.\n         * The higher the value, the higher quality the simulation will be at the expense of performance.\n         *\n         * @property velocityIterations\n         * @type number\n         * @default 4\n         */\n/**\n         * An integer `Number` that specifies the number of constraint iterations to perform each update.\n         * The higher the value, the higher quality the simulation will be at the expense of performance.\n         * The default value of `2` is usually very adequate.\n         *\n         * @property constraintIterations\n         * @type number\n         * @default 2\n         */\n/**\n         * A flag that specifies whether the engine should allow sleeping via the `Matter.Sleeping` module.\n         * Sleeping can improve stability and performance, but often at the expense of accuracy.\n         *\n         * @property enableSleeping\n         * @type boolean\n         * @default false\n         */\n/**\n         * An `Object` containing properties regarding the timing systems of the engine. \n         *\n         * @property timing\n         * @type object\n         */\n/**\n         * A `Number` that specifies the global scaling factor of time for all bodies.\n         * A value of `0` freezes the simulation.\n         * A value of `0.1` gives a slow-motion effect.\n         * A value of `1.2` gives a speed-up effect.\n         *\n         * @property timing.timeScale\n         * @type number\n         * @default 1\n         */\n/**\n         * A `Number` that specifies the current simulation-time in milliseconds starting from `0`. \n         * It is incremented on every `Engine.update` by the given `delta` argument. \n         * \n         * @property timing.timestamp\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that represents the total execution time elapsed during the last `Engine.update` in milliseconds.\n         * It is updated by timing from the start of the last `Engine.update` call until it ends.\n         *\n         * This value will also include the total execution time of all event handlers directly or indirectly triggered by the engine update.\n         * \n         * @property timing.lastElapsed\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Number` that represents the `delta` value used in the last engine update.\n         * \n         * @property timing.lastDelta\n         * @type number\n         * @default 0\n         */\n/**\n         * A `Matter.Detector` instance.\n         *\n         * @property detector\n         * @type detector\n         * @default a Matter.Detector instance\n         */\n/**\n         * A `Matter.Grid` instance.\n         *\n         * @deprecated replaced by `engine.detector`\n         * @property grid\n         * @type grid\n         * @default a Matter.Grid instance\n         */\n/**\n         * Replaced by and now alias for `engine.grid`.\n         *\n         * @deprecated replaced by `engine.detector`\n         * @property broadphase\n         * @type grid\n         * @default a Matter.Grid instance\n         */\n/**\n         * The root `Matter.Composite` instance that will contain all bodies, constraints and other composites to be simulated by this engine.\n         *\n         * @property world\n         * @type composite\n         * @default a Matter.Composite instance\n         */\n/**\n         * An object reserved for storing plugin-specific properties.\n         *\n         * @property plugin\n         * @type {}\n         */\n/**\n         * An optional gravitational acceleration applied to all bodies in `engine.world` on every update.\n         * \n         * This models a [uniform gravitational field](https://en.wikipedia.org/wiki/Gravity_of_Earth), similar to near the surface of a planet. For gravity in other contexts, disable this and apply forces as needed.\n         * \n         * To disable set the `scale` component to `0`.\n         * \n         * This is split into three components for ease of use:  \n         * a normalised direction (`x` and `y`) and magnitude (`scale`).\n         *\n         * @property gravity\n         * @type object\n         */\n/**\n         * The gravitational direction normal `x` component, to be multiplied by `gravity.scale`.\n         * \n         * @property gravity.x\n         * @type object\n         * @default 0\n         */\n/**\n         * The gravitational direction normal `y` component, to be multiplied by `gravity.scale`.\n         *\n         * @property gravity.y\n         * @type object\n         * @default 1\n         */\n/**\n         * The magnitude of the gravitational acceleration.\n         * \n         * @property gravity.scale\n         * @type object\n         * @default 0.001\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(0);var a=n(1);(function(){i._restingThresh=2;i._restingThreshTangent=Math.sqrt(6);i._positionDampen=.9;i._positionWarming=.8;i._frictionNormalMultiplier=5;i._frictionMaxStatic=Number.MAX_VALUE;\n/**\n         * Prepare pairs for position solving.\n         * @method preSolvePosition\n         * @param {pair[]} pairs\n         */i.preSolvePosition=function(e){var t,n,i,o=e.length;for(t=0;t<o;t++){n=e[t];if(n.isActive){i=n.activeContacts.length;n.collision.parentA.totalContacts+=i;n.collision.parentB.totalContacts+=i}}};\n/**\n         * Find a solution for pair positions.\n         * @method solvePosition\n         * @param {pair[]} pairs\n         * @param {number} delta\n         * @param {number} [damping=1]\n         */i.solvePosition=function(e,t,n){var o,a,s,l,c,u,f,p,d=i._positionDampen*(n||1),v=r.clamp(t/r._baseDelta,0,1),y=e.length;for(o=0;o<y;o++){a=e[o];if(a.isActive&&!a.isSensor){s=a.collision;l=s.parentA;c=s.parentB;u=s.normal;a.separation=u.x*(c.positionImpulse.x+s.penetration.x-l.positionImpulse.x)+u.y*(c.positionImpulse.y+s.penetration.y-l.positionImpulse.y)}}for(o=0;o<y;o++){a=e[o];if(a.isActive&&!a.isSensor){s=a.collision;l=s.parentA;c=s.parentB;u=s.normal;p=a.separation-a.slop*v;(l.isStatic||c.isStatic)&&(p*=2);if(!(l.isStatic||l.isSleeping)){f=d/l.totalContacts;l.positionImpulse.x+=u.x*p*f;l.positionImpulse.y+=u.y*p*f}if(!(c.isStatic||c.isSleeping)){f=d/c.totalContacts;c.positionImpulse.x-=u.x*p*f;c.positionImpulse.y-=u.y*p*f}}}};\n/**\n         * Apply position resolution.\n         * @method postSolvePosition\n         * @param {body[]} bodies\n         */i.postSolvePosition=function(e){var t=i._positionWarming,n=e.length,r=o.translate,s=a.update;for(var l=0;l<n;l++){var c=e[l],u=c.positionImpulse,f=u.x,p=u.y,d=c.velocity;c.totalContacts=0;if(0!==f||0!==p){for(var v=0;v<c.parts.length;v++){var y=c.parts[v];r(y.vertices,u);s(y.bounds,y.vertices,d);y.position.x+=f;y.position.y+=p}c.positionPrev.x+=f;c.positionPrev.y+=p;if(f*d.x+p*d.y<0){u.x=0;u.y=0}else{u.x*=t;u.y*=t}}}};\n/**\n         * Prepare pairs for velocity solving.\n         * @method preSolveVelocity\n         * @param {pair[]} pairs\n         */i.preSolveVelocity=function(e){var t,n,i=e.length;for(t=0;t<i;t++){var o=e[t];if(o.isActive&&!o.isSensor){var r=o.activeContacts,a=r.length,s=o.collision,l=s.parentA,c=s.parentB,u=s.normal,f=s.tangent;for(n=0;n<a;n++){var p=r[n],d=p.vertex,v=p.normalImpulse,y=p.tangentImpulse;if(0!==v||0!==y){var g=u.x*v+f.x*y,m=u.y*v+f.y*y;if(!(l.isStatic||l.isSleeping)){l.positionPrev.x+=g*l.inverseMass;l.positionPrev.y+=m*l.inverseMass;l.anglePrev+=l.inverseInertia*((d.x-l.position.x)*m-(d.y-l.position.y)*g)}if(!(c.isStatic||c.isSleeping)){c.positionPrev.x-=g*c.inverseMass;c.positionPrev.y-=m*c.inverseMass;c.anglePrev-=c.inverseInertia*((d.x-c.position.x)*m-(d.y-c.position.y)*g)}}}}}};\n/**\n         * Find a solution for pair velocities.\n         * @method solveVelocity\n         * @param {pair[]} pairs\n         * @param {number} delta\n         */i.solveVelocity=function(e,t){var n,o,a,s,l=t/r._baseDelta,c=l*l,u=c*l,f=-i._restingThresh*l,p=i._restingThreshTangent,d=i._frictionNormalMultiplier*l,v=i._frictionMaxStatic,y=e.length;for(a=0;a<y;a++){var g=e[a];if(g.isActive&&!g.isSensor){var m=g.collision,x=m.parentA,h=m.parentB,b=x.velocity,S=h.velocity,w=m.normal.x,_=m.normal.y,A=m.tangent.x,P=m.tangent.y,C=g.activeContacts,k=C.length,M=1/k,B=x.inverseMass+h.inverseMass,I=g.friction*g.frictionStatic*d;b.x=x.position.x-x.positionPrev.x;b.y=x.position.y-x.positionPrev.y;S.x=h.position.x-h.positionPrev.x;S.y=h.position.y-h.positionPrev.y;x.angularVelocity=x.angle-x.anglePrev;h.angularVelocity=h.angle-h.anglePrev;for(s=0;s<k;s++){var T=C[s],R=T.vertex;var V=R.x-x.position.x,E=R.y-x.position.y,D=R.x-h.position.x,L=R.y-h.position.y;var q=b.x-E*x.angularVelocity,O=b.y+V*x.angularVelocity,F=S.x-L*h.angularVelocity,H=S.y+D*h.angularVelocity;var j=q-F,W=O-H;var G=w*j+_*W,U=A*j+P*W;var N=g.separation+G;var z=Math.min(N,1);z=N<0?0:z;var X=z*I;if(U<-X||U>X){o=U>0?U:-U;n=g.friction*(U>0?1:-1)*u;n<-o?n=-o:n>o&&(n=o)}else{n=U;o=v}var Q=V*_-E*w,Y=D*_-L*w,Z=M/(B+x.inverseInertia*Q*Q+h.inverseInertia*Y*Y);var $=(1+g.restitution)*G*Z;n*=Z;if(G<f)T.normalImpulse=0;else{var J=T.normalImpulse;T.normalImpulse+=$;T.normalImpulse>0&&(T.normalImpulse=0);$=T.normalImpulse-J}if(U<-p||U>p)T.tangentImpulse=0;else{var K=T.tangentImpulse;T.tangentImpulse+=n;T.tangentImpulse<-o&&(T.tangentImpulse=-o);T.tangentImpulse>o&&(T.tangentImpulse=o);n=T.tangentImpulse-K}var ee=w*$+A*n,te=_*$+P*n;if(!(x.isStatic||x.isSleeping)){x.positionPrev.x+=ee*x.inverseMass;x.positionPrev.y+=te*x.inverseMass;x.anglePrev+=(V*te-E*ee)*x.inverseInertia}if(!(h.isStatic||h.isSleeping)){h.positionPrev.x-=ee*h.inverseMass;h.positionPrev.y-=te*h.inverseMass;h.anglePrev-=(D*te-L*ee)*h.inverseInertia}}}}}})()},function(e,t,n){var i={};e.exports=i;var o=n(9);var r=n(0);(function(){\n/**\n         * Creates a new pairs structure.\n         * @method create\n         * @param {object} options\n         * @return {pairs} A new pairs structure\n         */\ni.create=function(e){return r.extend({table:{},list:[],collisionStart:[],collisionActive:[],collisionEnd:[]},e)};\n/**\n         * Updates pairs given a list of collisions.\n         * @method update\n         * @param {object} pairs\n         * @param {collision[]} collisions\n         * @param {number} timestamp\n         */i.update=function(e,t,n){var i,r,a,s,l=e.list,c=l.length,u=e.table,f=t.length,p=e.collisionStart,d=e.collisionEnd,v=e.collisionActive;p.length=0;d.length=0;v.length=0;for(s=0;s<c;s++)l[s].confirmedActive=false;for(s=0;s<f;s++){i=t[s];a=i.pair;if(a){a.isActive?v.push(a):p.push(a);o.update(a,i,n);a.confirmedActive=true}else{a=o.create(i,n);u[a.id]=a;p.push(a);l.push(a)}}var y=[];c=l.length;for(s=0;s<c;s++){a=l[s];if(!a.confirmedActive){o.setActive(a,false,n);d.push(a);a.collision.bodyA.isSleeping||a.collision.bodyB.isSleeping||y.push(s)}}for(s=0;s<y.length;s++){r=y[s]-s;a=l[r];l.splice(r,1);delete u[a.id]}};\n/**\n         * Clears the given pairs structure.\n         * @method clear\n         * @param {pairs} pairs\n         * @return {pairs} pairs\n         */i.clear=function(e){e.table={};e.list.length=0;e.collisionStart.length=0;e.collisionActive.length=0;e.collisionEnd.length=0;return e}})()},function(e,t,n){var i=e.exports=n(21);i.Axes=n(11);i.Bodies=n(12);i.Body=n(4);i.Bounds=n(1);i.Collision=n(8);i.Common=n(0);i.Composite=n(6);i.Composites=n(22);i.Constraint=n(10);i.Contact=n(16);i.Detector=n(13);i.Engine=n(17);i.Events=n(5);i.Grid=n(23);i.Mouse=n(14);i.MouseConstraint=n(24);i.Pair=n(9);i.Pairs=n(19);i.Plugin=n(15);i.Query=n(25);i.Render=n(26);i.Resolver=n(18);i.Runner=n(27);i.SAT=n(28);i.Sleeping=n(7);i.Svg=n(29);i.Vector=n(2);i.Vertices=n(3);i.World=n(30);i.Engine.run=i.Runner.run;i.Common.deprecated(i.Engine,\"run\",\"Engine.run ➤ use Matter.Runner.run(engine) instead\")},function(e,t,n){var i={};e.exports=i;var o=n(15);var r=n(0);(function(){\n/**\n         * The library name.\n         * @property name\n         * @readOnly\n         * @type {String}\n         */\ni.name=\"matter-js\";\n/**\n         * The library version.\n         * @property version\n         * @readOnly\n         * @type {String}\n         */i.version=\"0.19.0\";\n/**\n         * A list of plugin dependencies to be installed. These are normally set and installed through `Matter.use`.\n         * Alternatively you may set `Matter.uses` manually and install them by calling `Plugin.use(Matter)`.\n         * @property uses\n         * @type {Array}\n         */i.uses=[];\n/**\n         * The plugins that have been installed through `Matter.Plugin.install`. Read only.\n         * @property used\n         * @readOnly\n         * @type {Array}\n         */i.used=[];\n/**\n         * Installs the given plugins on the `Matter` namespace.\n         * This is a short-hand for `Plugin.use`, see it for more information.\n         * Call this function once at the start of your code, with all of the plugins you wish to install as arguments.\n         * Avoid calling this function multiple times unless you intend to manually control installation order.\n         * @method use\n         * @param ...plugin {Function} The plugin(s) to install on `base` (multi-argument).\n         */i.use=function(){o.use(i,Array.prototype.slice.call(arguments))};\n/**\n         * Chains a function to excute before the original function on the given `path` relative to `Matter`.\n         * See also docs for `Common.chain`.\n         * @method before\n         * @param {string} path The path relative to `Matter`\n         * @param {function} func The function to chain before the original\n         * @return {function} The chained function that replaced the original\n         */i.before=function(e,t){e=e.replace(/^Matter./,\"\");return r.chainPathBefore(i,e,t)};\n/**\n         * Chains a function to excute after the original function on the given `path` relative to `Matter`.\n         * See also docs for `Common.chain`.\n         * @method after\n         * @param {string} path The path relative to `Matter`\n         * @param {function} func The function to chain after the original\n         * @return {function} The chained function that replaced the original\n         */i.after=function(e,t){e=e.replace(/^Matter./,\"\");return r.chainPathAfter(i,e,t)}})()},function(e,t,n){var i={};e.exports=i;var o=n(6);var r=n(10);var a=n(0);var s=n(4);var l=n(12);var c=a.deprecated;(function(){\n/**\n         * Create a new composite containing bodies created in the callback in a grid arrangement.\n         * This function uses the body's bounds to prevent overlaps.\n         * @method stack\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} columns\n         * @param {number} rows\n         * @param {number} columnGap\n         * @param {number} rowGap\n         * @param {function} callback\n         * @return {composite} A new composite containing objects created in the callback\n         */\ni.stack=function(e,t,n,i,r,a,l){var c,u=o.create({label:\"Stack\"}),f=e,p=t,d=0;for(var v=0;v<i;v++){var y=0;for(var g=0;g<n;g++){var m=l(f,p,g,v,c,d);if(m){var x=m.bounds.max.y-m.bounds.min.y,h=m.bounds.max.x-m.bounds.min.x;x>y&&(y=x);s.translate(m,{x:.5*h,y:.5*x});f=m.bounds.max.x+r;o.addBody(u,m);c=m;d+=1}else f+=r}p+=y+a;f=e}return u};\n/**\n         * Chains all bodies in the given composite together using constraints.\n         * @method chain\n         * @param {composite} composite\n         * @param {number} xOffsetA\n         * @param {number} yOffsetA\n         * @param {number} xOffsetB\n         * @param {number} yOffsetB\n         * @param {object} options\n         * @return {composite} A new composite containing objects chained together with constraints\n         */i.chain=function(e,t,n,i,s,l){var c=e.bodies;for(var u=1;u<c.length;u++){var f=c[u-1],p=c[u],d=f.bounds.max.y-f.bounds.min.y,v=f.bounds.max.x-f.bounds.min.x,y=p.bounds.max.y-p.bounds.min.y,g=p.bounds.max.x-p.bounds.min.x;var m={bodyA:f,pointA:{x:v*t,y:d*n},bodyB:p,pointB:{x:g*i,y:y*s}};var x=a.extend(m,l);o.addConstraint(e,r.create(x))}e.label+=\" Chain\";return e};\n/**\n         * Connects bodies in the composite with constraints in a grid pattern, with optional cross braces.\n         * @method mesh\n         * @param {composite} composite\n         * @param {number} columns\n         * @param {number} rows\n         * @param {boolean} crossBrace\n         * @param {object} options\n         * @return {composite} The composite containing objects meshed together with constraints\n         */i.mesh=function(e,t,n,i,s){var l,c,u,f,p,d=e.bodies;for(l=0;l<n;l++){for(c=1;c<t;c++){u=d[c-1+l*t];f=d[c+l*t];o.addConstraint(e,r.create(a.extend({bodyA:u,bodyB:f},s)))}if(l>0)for(c=0;c<t;c++){u=d[c+(l-1)*t];f=d[c+l*t];o.addConstraint(e,r.create(a.extend({bodyA:u,bodyB:f},s)));if(i&&c>0){p=d[c-1+(l-1)*t];o.addConstraint(e,r.create(a.extend({bodyA:p,bodyB:f},s)))}if(i&&c<t-1){p=d[c+1+(l-1)*t];o.addConstraint(e,r.create(a.extend({bodyA:p,bodyB:f},s)))}}}e.label+=\" Mesh\";return e};\n/**\n         * Create a new composite containing bodies created in the callback in a pyramid arrangement.\n         * This function uses the body's bounds to prevent overlaps.\n         * @method pyramid\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} columns\n         * @param {number} rows\n         * @param {number} columnGap\n         * @param {number} rowGap\n         * @param {function} callback\n         * @return {composite} A new composite containing objects created in the callback\n         */i.pyramid=function(e,t,n,o,r,a,l){return i.stack(e,t,n,o,r,a,(function(t,i,a,c,u,f){var p=Math.min(o,Math.ceil(n/2)),d=u?u.bounds.max.x-u.bounds.min.x:0;if(!(c>p)){c=p-c;var v=c,y=n-1-c;if(!(a<v||a>y)){1===f&&s.translate(u,{x:(a+(n%2===1?1:-1))*d,y:0});var g=u?a*d:0;return l(e+g+a*r,i,a,c,u,f)}}}))};\n/**\n         * This has now moved to the [newtonsCradle example](https://github.com/liabru/matter-js/blob/master/examples/newtonsCradle.js), follow that instead as this function is deprecated here.\n         * @deprecated moved to newtonsCradle example\n         * @method newtonsCradle\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} number\n         * @param {number} size\n         * @param {number} length\n         * @return {composite} A new composite newtonsCradle body\n         */i.newtonsCradle=function(e,t,n,i,a){var s=o.create({label:\"Newtons Cradle\"});for(var c=0;c<n;c++){var u=1.9,f=l.circle(e+c*(i*u),t+a,i,{inertia:Infinity,restitution:1,friction:0,frictionAir:1e-4,slop:1}),p=r.create({pointA:{x:e+c*(i*u),y:t},bodyB:f});o.addBody(s,f);o.addConstraint(s,p)}return s};c(i,\"newtonsCradle\",\"Composites.newtonsCradle ➤ moved to newtonsCradle example\");\n/**\n         * This has now moved to the [car example](https://github.com/liabru/matter-js/blob/master/examples/car.js), follow that instead as this function is deprecated here.\n         * @deprecated moved to car example\n         * @method car\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} width\n         * @param {number} height\n         * @param {number} wheelSize\n         * @return {composite} A new composite car body\n         */i.car=function(e,t,n,i,a){var c=s.nextGroup(true),u=20,f=.5*-n+u,p=.5*n-u,d=0;var v=o.create({label:\"Car\"}),y=l.rectangle(e,t,n,i,{collisionFilter:{group:c},chamfer:{radius:.5*i},density:2e-4});var g=l.circle(e+f,t+d,a,{collisionFilter:{group:c},friction:.8});var m=l.circle(e+p,t+d,a,{collisionFilter:{group:c},friction:.8});var x=r.create({bodyB:y,pointB:{x:f,y:d},bodyA:g,stiffness:1,length:0});var h=r.create({bodyB:y,pointB:{x:p,y:d},bodyA:m,stiffness:1,length:0});o.addBody(v,y);o.addBody(v,g);o.addBody(v,m);o.addConstraint(v,x);o.addConstraint(v,h);return v};c(i,\"car\",\"Composites.car ➤ moved to car example\");\n/**\n         * This has now moved to the [softBody example](https://github.com/liabru/matter-js/blob/master/examples/softBody.js)\n         * and the [cloth example](https://github.com/liabru/matter-js/blob/master/examples/cloth.js), follow those instead as this function is deprecated here.\n         * @deprecated moved to softBody and cloth examples\n         * @method softBody\n         * @param {number} xx\n         * @param {number} yy\n         * @param {number} columns\n         * @param {number} rows\n         * @param {number} columnGap\n         * @param {number} rowGap\n         * @param {boolean} crossBrace\n         * @param {number} particleRadius\n         * @param {} particleOptions\n         * @param {} constraintOptions\n         * @return {composite} A new composite softBody\n         */i.softBody=function(e,t,n,o,r,s,c,u,f,p){f=a.extend({inertia:Infinity},f);p=a.extend({stiffness:.2,render:{type:\"line\",anchors:false}},p);var d=i.stack(e,t,n,o,r,s,(function(e,t){return l.circle(e,t,u,f)}));i.mesh(d,n,o,c,p);d.label=\"Soft Body\";return d};c(i,\"softBody\",\"Composites.softBody ➤ moved to softBody and cloth examples\")})()},function(e,t,n){\n/**\n      * This module has now been replaced by `Matter.Detector`.\n      *\n      * All usage should be migrated to `Matter.Detector` or another alternative.\n      * For back-compatibility purposes this module will remain for a short term and then later removed in a future release.\n      *\n      * The `Matter.Grid` module contains methods for creating and manipulating collision broadphase grid structures.\n      *\n      * @class Grid\n      * @deprecated\n      */\nvar i={};e.exports=i;var o=n(9);var r=n(0);var a=r.deprecated;(function(){\n/**\n         * Creates a new grid.\n         * @deprecated replaced by Matter.Detector\n         * @method create\n         * @param {} options\n         * @return {grid} A new grid\n         */\ni.create=function(e){var t={buckets:{},pairs:{},pairsList:[],bucketWidth:48,bucketHeight:48};return r.extend(t,e)};\n/**\n         * The width of a single grid bucket.\n         *\n         * @property bucketWidth\n         * @type number\n         * @default 48\n         */\n/**\n         * The height of a single grid bucket.\n         *\n         * @property bucketHeight\n         * @type number\n         * @default 48\n         */\n/**\n         * Updates the grid.\n         * @deprecated replaced by Matter.Detector\n         * @method update\n         * @param {grid} grid\n         * @param {body[]} bodies\n         * @param {engine} engine\n         * @param {boolean} forceUpdate\n         */i.update=function(e,t,n,o){var r,a,s,l,c,u=n.world,f=e.buckets,p=false;for(r=0;r<t.length;r++){var d=t[r];if((!d.isSleeping||o)&&(!u.bounds||!(d.bounds.max.x<u.bounds.min.x||d.bounds.min.x>u.bounds.max.x||d.bounds.max.y<u.bounds.min.y||d.bounds.min.y>u.bounds.max.y))){var v=i._getRegion(e,d);if(!d.region||v.id!==d.region.id||o){d.region&&!o||(d.region=v);var y=i._regionUnion(v,d.region);for(a=y.startCol;a<=y.endCol;a++)for(s=y.startRow;s<=y.endRow;s++){c=i._getBucketId(a,s);l=f[c];var g=a>=v.startCol&&a<=v.endCol&&s>=v.startRow&&s<=v.endRow;var m=a>=d.region.startCol&&a<=d.region.endCol&&s>=d.region.startRow&&s<=d.region.endRow;!g&&m&&m&&l&&i._bucketRemoveBody(e,l,d);if(d.region===v||g&&!m||o){l||(l=i._createBucket(f,c));i._bucketAddBody(e,l,d)}}d.region=v;p=true}}}p&&(e.pairsList=i._createActivePairsList(e))};a(i,\"update\",\"Grid.update ➤ replaced by Matter.Detector\");\n/**\n         * Clears the grid.\n         * @deprecated replaced by Matter.Detector\n         * @method clear\n         * @param {grid} grid\n         */i.clear=function(e){e.buckets={};e.pairs={};e.pairsList=[]};a(i,\"clear\",\"Grid.clear ➤ replaced by Matter.Detector\");\n/**\n         * Finds the union of two regions.\n         * @method _regionUnion\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} regionA\n         * @param {} regionB\n         * @return {} region\n         */i._regionUnion=function(e,t){var n=Math.min(e.startCol,t.startCol),o=Math.max(e.endCol,t.endCol),r=Math.min(e.startRow,t.startRow),a=Math.max(e.endRow,t.endRow);return i._createRegion(n,o,r,a)};\n/**\n         * Gets the region a given body falls in for a given grid.\n         * @method _getRegion\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @param {} body\n         * @return {} region\n         */i._getRegion=function(e,t){var n=t.bounds,o=Math.floor(n.min.x/e.bucketWidth),r=Math.floor(n.max.x/e.bucketWidth),a=Math.floor(n.min.y/e.bucketHeight),s=Math.floor(n.max.y/e.bucketHeight);return i._createRegion(o,r,a,s)};\n/**\n         * Creates a region.\n         * @method _createRegion\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} startCol\n         * @param {} endCol\n         * @param {} startRow\n         * @param {} endRow\n         * @return {} region\n         */i._createRegion=function(e,t,n,i){return{id:e+\",\"+t+\",\"+n+\",\"+i,startCol:e,endCol:t,startRow:n,endRow:i}};\n/**\n         * Gets the bucket id at the given position.\n         * @method _getBucketId\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} column\n         * @param {} row\n         * @return {string} bucket id\n         */i._getBucketId=function(e,t){return\"C\"+e+\"R\"+t};\n/**\n         * Creates a bucket.\n         * @method _createBucket\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} buckets\n         * @param {} bucketId\n         * @return {} bucket\n         */i._createBucket=function(e,t){var n=e[t]=[];return n};\n/**\n         * Adds a body to a bucket.\n         * @method _bucketAddBody\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @param {} bucket\n         * @param {} body\n         */i._bucketAddBody=function(e,t,n){var i,r=e.pairs,a=o.id,s=t.length;for(i=0;i<s;i++){var l=t[i];if(!(n.id===l.id||n.isStatic&&l.isStatic)){var c=a(n,l),u=r[c];u?u[2]+=1:r[c]=[n,l,1]}}t.push(n)};\n/**\n         * Removes a body from a bucket.\n         * @method _bucketRemoveBody\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @param {} bucket\n         * @param {} body\n         */i._bucketRemoveBody=function(e,t,n){var i,a=e.pairs,s=o.id;t.splice(r.indexOf(t,n),1);var l=t.length;for(i=0;i<l;i++){var c=a[s(n,t[i])];c&&(c[2]-=1)}};\n/**\n         * Generates a list of the active pairs in the grid.\n         * @method _createActivePairsList\n         * @deprecated replaced by Matter.Detector\n         * @private\n         * @param {} grid\n         * @return [] pairs\n         */i._createActivePairsList=function(e){var t,n,i=e.pairs,o=r.keys(i),a=o.length,s=[];for(n=0;n<a;n++){t=i[o[n]];t[2]>0?s.push(t):delete i[o[n]]}return s}})()},function(e,t,n){var i={};e.exports=i;var o=n(3);var r=n(7);var a=n(14);var s=n(5);var l=n(13);var c=n(10);var u=n(6);var f=n(0);var p=n(1);(function(){\n/**\n         * Creates a new mouse constraint.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {engine} engine\n         * @param {} options\n         * @return {MouseConstraint} A new MouseConstraint\n         */\ni.create=function(e,t){var n=(e?e.mouse:null)||(t?t.mouse:null);if(!n)if(e&&e.render&&e.render.canvas)n=a.create(e.render.canvas);else if(t&&t.element)n=a.create(t.element);else{n=a.create();f.warn(\"MouseConstraint.create: options.mouse was undefined, options.element was undefined, may not function as expected\")}var o=c.create({label:\"Mouse Constraint\",pointA:n.position,pointB:{x:0,y:0},length:.01,stiffness:.1,angularStiffness:1,render:{strokeStyle:\"#90EE90\",lineWidth:3}});var r={type:\"mouseConstraint\",mouse:n,element:null,body:null,constraint:o,collisionFilter:{category:1,mask:4294967295,group:0}};var l=f.extend(r,t);s.on(e,\"beforeUpdate\",(function(){var t=u.allBodies(e.world);i.update(l,t);i._triggerEvents(l)}));return l};\n/**\n         * Updates the given mouse constraint.\n         * @private\n         * @method update\n         * @param {MouseConstraint} mouseConstraint\n         * @param {body[]} bodies\n         */i.update=function(e,t){var n=e.mouse,i=e.constraint,a=e.body;if(0===n.button)if(i.bodyB){r.set(i.bodyB,false);i.pointA=n.position}else for(var c=0;c<t.length;c++){a=t[c];if(p.contains(a.bounds,n.position)&&l.canCollide(a.collisionFilter,e.collisionFilter))for(var u=a.parts.length>1?1:0;u<a.parts.length;u++){var f=a.parts[u];if(o.contains(f.vertices,n.position)){i.pointA=n.position;i.bodyB=e.body=a;i.pointB={x:n.position.x-a.position.x,y:n.position.y-a.position.y};i.angleB=a.angle;r.set(a,false);s.trigger(e,\"startdrag\",{mouse:n,body:a});break}}}else{i.bodyB=e.body=null;i.pointB=null;a&&s.trigger(e,\"enddrag\",{mouse:n,body:a})}};\n/**\n         * Triggers mouse constraint events.\n         * @method _triggerEvents\n         * @private\n         * @param {mouse} mouseConstraint\n         */i._triggerEvents=function(e){var t=e.mouse,n=t.sourceEvents;n.mousemove&&s.trigger(e,\"mousemove\",{mouse:t});n.mousedown&&s.trigger(e,\"mousedown\",{mouse:t});n.mouseup&&s.trigger(e,\"mouseup\",{mouse:t});a.clearSourceEvents(t)};\n/**\n        * Fired when the mouse has moved (or a touch moves) during the last step\n        *\n        * @event mousemove\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the mouse is down (or a touch has started) during the last step\n        *\n        * @event mousedown\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the mouse is up (or a touch has ended) during the last step\n        *\n        * @event mouseup\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the user starts dragging a body\n        *\n        * @event startdrag\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {body} event.body The body being dragged\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired when the user ends dragging a body\n        *\n        * @event enddrag\n        * @param {} event An event object\n        * @param {mouse} event.mouse The engine's mouse instance\n        * @param {body} event.body The body that has stopped being dragged\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * A `String` denoting the type of object.\n         *\n         * @property type\n         * @type string\n         * @default \"constraint\"\n         * @readOnly\n         */\n/**\n         * The `Mouse` instance in use. If not supplied in `MouseConstraint.create`, one will be created.\n         *\n         * @property mouse\n         * @type mouse\n         * @default mouse\n         */\n/**\n         * The `Body` that is currently being moved by the user, or `null` if no body.\n         *\n         * @property body\n         * @type body\n         * @default null\n         */\n/**\n         * The `Constraint` object that is used to move the body during interaction.\n         *\n         * @property constraint\n         * @type constraint\n         */\n/**\n         * An `Object` that specifies the collision filter properties.\n         * The collision filter allows the user to define which types of body this mouse constraint can interact with.\n         * See `body.collisionFilter` for more information.\n         *\n         * @property collisionFilter\n         * @type object\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(2);var r=n(8);var a=n(1);var s=n(12);var l=n(3);(function(){\n/**\n         * Returns a list of collisions between `body` and `bodies`.\n         * @method collides\n         * @param {body} body\n         * @param {body[]} bodies\n         * @return {collision[]} Collisions\n         */\ni.collides=function(e,t){var n=[],i=t.length,o=e.bounds,s=r.collides,l=a.overlaps;for(var c=0;c<i;c++){var u=t[c],f=u.parts.length,p=1===f?0:1;if(l(u.bounds,o))for(var d=p;d<f;d++){var v=u.parts[d];if(l(v.bounds,o)){var y=s(v,e);if(y){n.push(y);break}}}}return n};\n/**\n         * Casts a ray segment against a set of bodies and returns all collisions, ray width is optional. Intersection points are not provided.\n         * @method ray\n         * @param {body[]} bodies\n         * @param {vector} startPoint\n         * @param {vector} endPoint\n         * @param {number} [rayWidth]\n         * @return {collision[]} Collisions\n         */i.ray=function(e,t,n,r){r=r||1e-100;var a=o.angle(t,n),l=o.magnitude(o.sub(t,n)),c=.5*(n.x+t.x),u=.5*(n.y+t.y),f=s.rectangle(c,u,l,r,{angle:a}),p=i.collides(f,e);for(var d=0;d<p.length;d+=1){var v=p[d];v.body=v.bodyB=v.bodyA}return p};\n/**\n         * Returns all bodies whose bounds are inside (or outside if set) the given set of bounds, from the given set of bodies.\n         * @method region\n         * @param {body[]} bodies\n         * @param {bounds} bounds\n         * @param {bool} [outside=false]\n         * @return {body[]} The bodies matching the query\n         */i.region=function(e,t,n){var i=[];for(var o=0;o<e.length;o++){var r=e[o],s=a.overlaps(r.bounds,t);(s&&!n||!s&&n)&&i.push(r)}return i};\n/**\n         * Returns all bodies whose vertices contain the given point, from the given set of bodies.\n         * @method point\n         * @param {body[]} bodies\n         * @param {vector} point\n         * @return {body[]} The bodies matching the query\n         */i.point=function(e,t){var n=[];for(var i=0;i<e.length;i++){var o=e[i];if(a.contains(o.bounds,t))for(var r=1===o.parts.length?0:1;r<o.parts.length;r++){var s=o.parts[r];if(a.contains(s.bounds,t)&&l.contains(s.vertices,t)){n.push(o);break}}}return n}})()},function(e,t,n){var i={};e.exports=i;var o=n(4);var r=n(0);var a=n(6);var s=n(1);var l=n(5);var c=n(2);var u=n(14);(function(){var e,t;if(\"undefined\"!==typeof window){e=window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.msRequestAnimationFrame||function(e){window.setTimeout((function(){e(r.now())}),1e3/60)};t=window.cancelAnimationFrame||window.mozCancelAnimationFrame||window.webkitCancelAnimationFrame||window.msCancelAnimationFrame}i._goodFps=30;i._goodDelta=1e3/60;\n/**\n         * Creates a new renderer. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * All properties have default values, and many are pre-calculated automatically based on other properties.\n         * See the properties section below for detailed information on what you can pass via the `options` object.\n         * @method create\n         * @param {object} [options]\n         * @return {render} A new renderer\n         */i.create=function(e){var t={engine:null,element:null,canvas:null,mouse:null,frameRequestId:null,timing:{historySize:60,delta:0,deltaHistory:[],lastTime:0,lastTimestamp:0,lastElapsed:0,timestampElapsed:0,timestampElapsedHistory:[],engineDeltaHistory:[],engineElapsedHistory:[],elapsedHistory:[]},options:{width:800,height:600,pixelRatio:1,background:\"#14151f\",wireframeBackground:\"#14151f\",hasBounds:!!e.bounds,enabled:true,wireframes:true,showSleeping:true,showDebug:false,showStats:false,showPerformance:false,showBounds:false,showVelocity:false,showCollisions:false,showSeparations:false,showAxes:false,showPositions:false,showAngleIndicator:false,showIds:false,showVertexNumbers:false,showConvexHulls:false,showInternalEdges:false,showMousePosition:false}};var n=r.extend(t,e);if(n.canvas){n.canvas.width=n.options.width||n.canvas.width;n.canvas.height=n.options.height||n.canvas.height}n.mouse=e.mouse;n.engine=e.engine;n.canvas=n.canvas||_createCanvas(n.options.width,n.options.height);n.context=n.canvas.getContext(\"2d\");n.textures={};n.bounds=n.bounds||{min:{x:0,y:0},max:{x:n.canvas.width,y:n.canvas.height}};n.controller=i;n.options.showBroadphase=false;1!==n.options.pixelRatio&&i.setPixelRatio(n,n.options.pixelRatio);r.isElement(n.element)&&n.element.appendChild(n.canvas);return n};\n/**\n         * Continuously updates the render canvas on the `requestAnimationFrame` event.\n         * @method run\n         * @param {render} render\n         */i.run=function(t){(function loop(n){t.frameRequestId=e(loop);_updateTiming(t,n);i.world(t,n);(t.options.showStats||t.options.showDebug)&&i.stats(t,t.context,n);(t.options.showPerformance||t.options.showDebug)&&i.performance(t,t.context,n)})()};\n/**\n         * Ends execution of `Render.run` on the given `render`, by canceling the animation frame request event loop.\n         * @method stop\n         * @param {render} render\n         */i.stop=function(e){t(e.frameRequestId)};\n/**\n         * Sets the pixel ratio of the renderer and updates the canvas.\n         * To automatically detect the correct ratio, pass the string `'auto'` for `pixelRatio`.\n         * @method setPixelRatio\n         * @param {render} render\n         * @param {number} pixelRatio\n         */i.setPixelRatio=function(e,t){var n=e.options,i=e.canvas;\"auto\"===t&&(t=_getPixelRatio(i));n.pixelRatio=t;i.setAttribute(\"data-pixel-ratio\",t);i.width=n.width*t;i.height=n.height*t;i.style.width=n.width+\"px\";i.style.height=n.height+\"px\"};\n/**\n         * Positions and sizes the viewport around the given object bounds.\n         * Objects must have at least one of the following properties:\n         * - `object.bounds`\n         * - `object.position`\n         * - `object.min` and `object.max`\n         * - `object.x` and `object.y`\n         * @method lookAt\n         * @param {render} render\n         * @param {object[]} objects\n         * @param {vector} [padding]\n         * @param {bool} [center=true]\n         */i.lookAt=function(e,t,n,i){i=\"undefined\"===typeof i||i;t=r.isArray(t)?t:[t];n=n||{x:0,y:0};var o={min:{x:Infinity,y:Infinity},max:{x:-Infinity,y:-Infinity}};for(var a=0;a<t.length;a+=1){var s=t[a],l=s.bounds?s.bounds.min:s.min||s.position||s,c=s.bounds?s.bounds.max:s.max||s.position||s;if(l&&c){l.x<o.min.x&&(o.min.x=l.x);c.x>o.max.x&&(o.max.x=c.x);l.y<o.min.y&&(o.min.y=l.y);c.y>o.max.y&&(o.max.y=c.y)}}var f=o.max.x-o.min.x+2*n.x,p=o.max.y-o.min.y+2*n.y,d=e.canvas.height,v=e.canvas.width,y=v/d,g=f/p,m=1,x=1;g>y?x=g/y:m=y/g;e.options.hasBounds=true;e.bounds.min.x=o.min.x;e.bounds.max.x=o.min.x+f*m;e.bounds.min.y=o.min.y;e.bounds.max.y=o.min.y+p*x;if(i){e.bounds.min.x+=.5*f-f*m*.5;e.bounds.max.x+=.5*f-f*m*.5;e.bounds.min.y+=.5*p-p*x*.5;e.bounds.max.y+=.5*p-p*x*.5}e.bounds.min.x-=n.x;e.bounds.max.x-=n.x;e.bounds.min.y-=n.y;e.bounds.max.y-=n.y;if(e.mouse){u.setScale(e.mouse,{x:(e.bounds.max.x-e.bounds.min.x)/e.canvas.width,y:(e.bounds.max.y-e.bounds.min.y)/e.canvas.height});u.setOffset(e.mouse,e.bounds.min)}};\n/**\n         * Applies viewport transforms based on `render.bounds` to a render context.\n         * @method startViewTransform\n         * @param {render} render\n         */i.startViewTransform=function(e){var t=e.bounds.max.x-e.bounds.min.x,n=e.bounds.max.y-e.bounds.min.y,i=t/e.options.width,o=n/e.options.height;e.context.setTransform(e.options.pixelRatio/i,0,0,e.options.pixelRatio/o,0,0);e.context.translate(-e.bounds.min.x,-e.bounds.min.y)};\n/**\n         * Resets all transforms on the render context.\n         * @method endViewTransform\n         * @param {render} render\n         */i.endViewTransform=function(e){e.context.setTransform(e.options.pixelRatio,0,0,e.options.pixelRatio,0,0)};\n/**\n         * Renders the given `engine`'s `Matter.World` object.\n         * This is the entry point for all rendering and should be called every time the scene changes.\n         * @method world\n         * @param {render} render\n         */i.world=function(e,t){var n=r.now(),o=e.engine,f=o.world,p=e.canvas,d=e.context,v=e.options,y=e.timing;var g,m=a.allBodies(f),x=a.allConstraints(f),h=v.wireframes?v.wireframeBackground:v.background,b=[],S=[];var w={timestamp:o.timing.timestamp};l.trigger(e,\"beforeRender\",w);e.currentBackground!==h&&_applyBackground(e,h);d.globalCompositeOperation=\"source-in\";d.fillStyle=\"transparent\";d.fillRect(0,0,p.width,p.height);d.globalCompositeOperation=\"source-over\";if(v.hasBounds){for(g=0;g<m.length;g++){var _=m[g];s.overlaps(_.bounds,e.bounds)&&b.push(_)}for(g=0;g<x.length;g++){var A=x[g],P=A.bodyA,C=A.bodyB,k=A.pointA,M=A.pointB;P&&(k=c.add(P.position,A.pointA));C&&(M=c.add(C.position,A.pointB));k&&M&&((s.contains(e.bounds,k)||s.contains(e.bounds,M))&&S.push(A))}i.startViewTransform(e);if(e.mouse){u.setScale(e.mouse,{x:(e.bounds.max.x-e.bounds.min.x)/e.options.width,y:(e.bounds.max.y-e.bounds.min.y)/e.options.height});u.setOffset(e.mouse,e.bounds.min)}}else{S=x;b=m;1!==e.options.pixelRatio&&e.context.setTransform(e.options.pixelRatio,0,0,e.options.pixelRatio,0,0)}if(!v.wireframes||o.enableSleeping&&v.showSleeping)i.bodies(e,b,d);else{v.showConvexHulls&&i.bodyConvexHulls(e,b,d);i.bodyWireframes(e,b,d)}v.showBounds&&i.bodyBounds(e,b,d);(v.showAxes||v.showAngleIndicator)&&i.bodyAxes(e,b,d);v.showPositions&&i.bodyPositions(e,b,d);v.showVelocity&&i.bodyVelocity(e,b,d);v.showIds&&i.bodyIds(e,b,d);v.showSeparations&&i.separations(e,o.pairs.list,d);v.showCollisions&&i.collisions(e,o.pairs.list,d);v.showVertexNumbers&&i.vertexNumbers(e,b,d);v.showMousePosition&&i.mousePosition(e,e.mouse,d);i.constraints(S,d);v.hasBounds&&i.endViewTransform(e);l.trigger(e,\"afterRender\",w);y.lastElapsed=r.now()-n};\n/**\n         * Renders statistics about the engine and world useful for debugging.\n         * @private\n         * @method stats\n         * @param {render} render\n         * @param {RenderingContext} context\n         * @param {Number} time\n         */i.stats=function(e,t,n){var i=e.engine,o=i.world,r=a.allBodies(o),s=0,l=55,c=44,u=0,f=0;for(var p=0;p<r.length;p+=1)s+=r[p].parts.length;var d={Part:s,Body:r.length,Cons:a.allConstraints(o).length,Comp:a.allComposites(o).length,Pair:i.pairs.list.length};t.fillStyle=\"#0e0f19\";t.fillRect(u,f,5.5*l,c);t.font=\"12px Arial\";t.textBaseline=\"top\";t.textAlign=\"right\";for(var v in d){var y=d[v];t.fillStyle=\"#aaa\";t.fillText(v,u+l,f+8);t.fillStyle=\"#eee\";t.fillText(y,u+l,f+26);u+=l}};\n/**\n         * Renders engine and render performance information.\n         * @private\n         * @method performance\n         * @param {render} render\n         * @param {RenderingContext} context\n         */i.performance=function(e,t){var n=e.engine,o=e.timing,r=o.deltaHistory,a=o.elapsedHistory,s=o.timestampElapsedHistory,l=o.engineDeltaHistory,c=o.engineElapsedHistory,u=n.timing.lastDelta;var f=_mean(r),p=_mean(a),d=_mean(l),v=_mean(c),y=_mean(s),g=y/f||0,m=1e3/f||0;var x=4,h=12,b=60,S=34,w=10,_=69;t.fillStyle=\"#0e0f19\";t.fillRect(0,50,4*h+5*b+22,S);i.status(t,w,_,b,x,r.length,Math.round(m)+\" fps\",m/i._goodFps,(function(e){return r[e]/f-1}));i.status(t,w+h+b,_,b,x,l.length,u.toFixed(2)+\" dt\",i._goodDelta/u,(function(e){return l[e]/d-1}));i.status(t,w+2*(h+b),_,b,x,c.length,v.toFixed(2)+\" ut\",1-v/i._goodFps,(function(e){return c[e]/v-1}));i.status(t,w+3*(h+b),_,b,x,a.length,p.toFixed(2)+\" rt\",1-p/i._goodFps,(function(e){return a[e]/p-1}));i.status(t,w+4*(h+b),_,b,x,s.length,g.toFixed(2)+\" x\",g*g*g,(function(e){return(s[e]/r[e]/g||0)-1}))};\n/**\n         * Renders a label, indicator and a chart.\n         * @private\n         * @method status\n         * @param {RenderingContext} context\n         * @param {number} x\n         * @param {number} y\n         * @param {number} width\n         * @param {number} height\n         * @param {number} count\n         * @param {string} label\n         * @param {string} indicator\n         * @param {function} plotY\n         */i.status=function(e,t,n,i,o,a,s,l,c){e.strokeStyle=\"#888\";e.fillStyle=\"#444\";e.lineWidth=1;e.fillRect(t,n+7,i,1);e.beginPath();e.moveTo(t,n+7-o*r.clamp(.4*c(0),-2,2));for(var u=0;u<i;u+=1)e.lineTo(t+u,n+7-(u<a?o*r.clamp(.4*c(u),-2,2):0));e.stroke();e.fillStyle=\"hsl(\"+r.clamp(25+95*l,0,120)+\",100%,60%)\";e.fillRect(t,n-7,4,4);e.font=\"12px Arial\";e.textBaseline=\"middle\";e.textAlign=\"right\";e.fillStyle=\"#eee\";e.fillText(s,t+i,n-5)};\n/**\n         * Description\n         * @private\n         * @method constraints\n         * @param {constraint[]} constraints\n         * @param {RenderingContext} context\n         */i.constraints=function(e,t){var n=t;for(var i=0;i<e.length;i++){var o=e[i];if(o.render.visible&&o.pointA&&o.pointB){var a,s,l=o.bodyA,u=o.bodyB;a=l?c.add(l.position,o.pointA):o.pointA;if(\"pin\"===o.render.type){n.beginPath();n.arc(a.x,a.y,3,0,2*Math.PI);n.closePath()}else{s=u?c.add(u.position,o.pointB):o.pointB;n.beginPath();n.moveTo(a.x,a.y);if(\"spring\"===o.render.type){var f,p=c.sub(s,a),d=c.perp(c.normalise(p)),v=Math.ceil(r.clamp(o.length/5,12,20));for(var y=1;y<v;y+=1){f=y%2===0?1:-1;n.lineTo(a.x+p.x*(y/v)+d.x*f*4,a.y+p.y*(y/v)+d.y*f*4)}}n.lineTo(s.x,s.y)}if(o.render.lineWidth){n.lineWidth=o.render.lineWidth;n.strokeStyle=o.render.strokeStyle;n.stroke()}if(o.render.anchors){n.fillStyle=o.render.strokeStyle;n.beginPath();n.arc(a.x,a.y,3,0,2*Math.PI);n.arc(s.x,s.y,3,0,2*Math.PI);n.closePath();n.fill()}}}};\n/**\n         * Description\n         * @private\n         * @method bodies\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodies=function(e,t,n){var i,o,r,a,s=n,l=(e.engine,e.options),c=l.showInternalEdges||!l.wireframes;for(r=0;r<t.length;r++){i=t[r];if(i.render.visible)for(a=i.parts.length>1?1:0;a<i.parts.length;a++){o=i.parts[a];if(o.render.visible){l.showSleeping&&i.isSleeping?s.globalAlpha=.5*o.render.opacity:1!==o.render.opacity&&(s.globalAlpha=o.render.opacity);if(o.render.sprite&&o.render.sprite.texture&&!l.wireframes){var u=o.render.sprite,f=_getTexture(e,u.texture);s.translate(o.position.x,o.position.y);s.rotate(o.angle);s.drawImage(f,f.width*-u.xOffset*u.xScale,f.height*-u.yOffset*u.yScale,f.width*u.xScale,f.height*u.yScale);s.rotate(-o.angle);s.translate(-o.position.x,-o.position.y)}else{if(o.circleRadius){s.beginPath();s.arc(o.position.x,o.position.y,o.circleRadius,0,2*Math.PI)}else{s.beginPath();s.moveTo(o.vertices[0].x,o.vertices[0].y);for(var p=1;p<o.vertices.length;p++){!o.vertices[p-1].isInternal||c?s.lineTo(o.vertices[p].x,o.vertices[p].y):s.moveTo(o.vertices[p].x,o.vertices[p].y);o.vertices[p].isInternal&&!c&&s.moveTo(o.vertices[(p+1)%o.vertices.length].x,o.vertices[(p+1)%o.vertices.length].y)}s.lineTo(o.vertices[0].x,o.vertices[0].y);s.closePath()}if(l.wireframes){s.lineWidth=1;s.strokeStyle=\"#bbb\";s.stroke()}else{s.fillStyle=o.render.fillStyle;if(o.render.lineWidth){s.lineWidth=o.render.lineWidth;s.strokeStyle=o.render.strokeStyle;s.stroke()}s.fill()}}s.globalAlpha=1}}}};\n/**\n         * Optimised method for drawing body wireframes in one pass\n         * @private\n         * @method bodyWireframes\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyWireframes=function(e,t,n){var i,o,r,a,s,l=n,c=e.options.showInternalEdges;l.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.render.visible)for(s=i.parts.length>1?1:0;s<i.parts.length;s++){o=i.parts[s];l.moveTo(o.vertices[0].x,o.vertices[0].y);for(a=1;a<o.vertices.length;a++){!o.vertices[a-1].isInternal||c?l.lineTo(o.vertices[a].x,o.vertices[a].y):l.moveTo(o.vertices[a].x,o.vertices[a].y);o.vertices[a].isInternal&&!c&&l.moveTo(o.vertices[(a+1)%o.vertices.length].x,o.vertices[(a+1)%o.vertices.length].y)}l.lineTo(o.vertices[0].x,o.vertices[0].y)}}l.lineWidth=1;l.strokeStyle=\"#bbb\";l.stroke()};\n/**\n         * Optimised method for drawing body convex hull wireframes in one pass\n         * @private\n         * @method bodyConvexHulls\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyConvexHulls=function(e,t,n){var i,o,r,a=n;a.beginPath();for(o=0;o<t.length;o++){i=t[o];if(i.render.visible&&1!==i.parts.length){a.moveTo(i.vertices[0].x,i.vertices[0].y);for(r=1;r<i.vertices.length;r++)a.lineTo(i.vertices[r].x,i.vertices[r].y);a.lineTo(i.vertices[0].x,i.vertices[0].y)}}a.lineWidth=1;a.strokeStyle=\"rgba(255,255,255,0.2)\";a.stroke()};\n/**\n         * Renders body vertex numbers.\n         * @private\n         * @method vertexNumbers\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.vertexNumbers=function(e,t,n){var i,o,r,a=n;for(i=0;i<t.length;i++){var s=t[i].parts;for(r=s.length>1?1:0;r<s.length;r++){var l=s[r];for(o=0;o<l.vertices.length;o++){a.fillStyle=\"rgba(255,255,255,0.2)\";a.fillText(i+\"_\"+o,l.position.x+.8*(l.vertices[o].x-l.position.x),l.position.y+.8*(l.vertices[o].y-l.position.y))}}}};\n/**\n         * Renders mouse position.\n         * @private\n         * @method mousePosition\n         * @param {render} render\n         * @param {mouse} mouse\n         * @param {RenderingContext} context\n         */i.mousePosition=function(e,t,n){var i=n;i.fillStyle=\"rgba(255,255,255,0.8)\";i.fillText(t.position.x+\"  \"+t.position.y,t.position.x+5,t.position.y-5)};\n/**\n         * Draws body bounds\n         * @private\n         * @method bodyBounds\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyBounds=function(e,t,n){var i=n,o=(e.engine,e.options);i.beginPath();for(var r=0;r<t.length;r++){var a=t[r];if(a.render.visible){var s=t[r].parts;for(var l=s.length>1?1:0;l<s.length;l++){var c=s[l];i.rect(c.bounds.min.x,c.bounds.min.y,c.bounds.max.x-c.bounds.min.x,c.bounds.max.y-c.bounds.min.y)}}}o.wireframes?i.strokeStyle=\"rgba(255,255,255,0.08)\":i.strokeStyle=\"rgba(0,0,0,0.1)\";i.lineWidth=1;i.stroke()};\n/**\n         * Draws body angle indicators and axes\n         * @private\n         * @method bodyAxes\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyAxes=function(e,t,n){var i,o,r,a,s=n,l=(e.engine,e.options);s.beginPath();for(o=0;o<t.length;o++){var c=t[o],u=c.parts;if(c.render.visible)if(l.showAxes)for(r=u.length>1?1:0;r<u.length;r++){i=u[r];for(a=0;a<i.axes.length;a++){var f=i.axes[a];s.moveTo(i.position.x,i.position.y);s.lineTo(i.position.x+20*f.x,i.position.y+20*f.y)}}else for(r=u.length>1?1:0;r<u.length;r++){i=u[r];for(a=0;a<i.axes.length;a++){s.moveTo(i.position.x,i.position.y);s.lineTo((i.vertices[0].x+i.vertices[i.vertices.length-1].x)/2,(i.vertices[0].y+i.vertices[i.vertices.length-1].y)/2)}}}if(l.wireframes){s.strokeStyle=\"indianred\";s.lineWidth=1}else{s.strokeStyle=\"rgba(255, 255, 255, 0.4)\";s.globalCompositeOperation=\"overlay\";s.lineWidth=2}s.stroke();s.globalCompositeOperation=\"source-over\"};\n/**\n         * Draws body positions\n         * @private\n         * @method bodyPositions\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyPositions=function(e,t,n){var i,o,r,a,s=n,l=(e.engine,e.options);s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.render.visible)for(a=0;a<i.parts.length;a++){o=i.parts[a];s.arc(o.position.x,o.position.y,3,0,2*Math.PI,false);s.closePath()}}l.wireframes?s.fillStyle=\"indianred\":s.fillStyle=\"rgba(0,0,0,0.5)\";s.fill();s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.render.visible){s.arc(i.positionPrev.x,i.positionPrev.y,2,0,2*Math.PI,false);s.closePath()}}s.fillStyle=\"rgba(255,165,0,0.8)\";s.fill()};\n/**\n         * Draws body velocity\n         * @private\n         * @method bodyVelocity\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyVelocity=function(e,t,n){var i=n;i.beginPath();for(var r=0;r<t.length;r++){var a=t[r];if(a.render.visible){var s=o.getVelocity(a);i.moveTo(a.position.x,a.position.y);i.lineTo(a.position.x+s.x,a.position.y+s.y)}}i.lineWidth=3;i.strokeStyle=\"cornflowerblue\";i.stroke()};\n/**\n         * Draws body ids\n         * @private\n         * @method bodyIds\n         * @param {render} render\n         * @param {body[]} bodies\n         * @param {RenderingContext} context\n         */i.bodyIds=function(e,t,n){var i,o,r=n;for(i=0;i<t.length;i++)if(t[i].render.visible){var a=t[i].parts;for(o=a.length>1?1:0;o<a.length;o++){var s=a[o];r.font=\"12px Arial\";r.fillStyle=\"rgba(255,255,255,0.5)\";r.fillText(s.id,s.position.x+10,s.position.y-10)}}};\n/**\n         * Description\n         * @private\n         * @method collisions\n         * @param {render} render\n         * @param {pair[]} pairs\n         * @param {RenderingContext} context\n         */i.collisions=function(e,t,n){var i,o,r,a,s=n,l=e.options;s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.isActive){o=i.collision;for(a=0;a<i.activeContacts.length;a++){var c=i.activeContacts[a],u=c.vertex;s.rect(u.x-1.5,u.y-1.5,3.5,3.5)}}}l.wireframes?s.fillStyle=\"rgba(255,255,255,0.7)\":s.fillStyle=\"orange\";s.fill();s.beginPath();for(r=0;r<t.length;r++){i=t[r];if(i.isActive){o=i.collision;if(i.activeContacts.length>0){var f=i.activeContacts[0].vertex.x,p=i.activeContacts[0].vertex.y;if(2===i.activeContacts.length){f=(i.activeContacts[0].vertex.x+i.activeContacts[1].vertex.x)/2;p=(i.activeContacts[0].vertex.y+i.activeContacts[1].vertex.y)/2}o.bodyB===o.supports[0].body||true===o.bodyA.isStatic?s.moveTo(f-8*o.normal.x,p-8*o.normal.y):s.moveTo(f+8*o.normal.x,p+8*o.normal.y);s.lineTo(f,p)}}}l.wireframes?s.strokeStyle=\"rgba(255,165,0,0.7)\":s.strokeStyle=\"orange\";s.lineWidth=1;s.stroke()};\n/**\n         * Description\n         * @private\n         * @method separations\n         * @param {render} render\n         * @param {pair[]} pairs\n         * @param {RenderingContext} context\n         */i.separations=function(e,t,n){var i,o,r,a,s,l=n,c=e.options;l.beginPath();for(s=0;s<t.length;s++){i=t[s];if(i.isActive){o=i.collision;r=o.bodyA;a=o.bodyB;var u=1;a.isStatic||r.isStatic||(u=.5);a.isStatic&&(u=0);l.moveTo(a.position.x,a.position.y);l.lineTo(a.position.x-o.penetration.x*u,a.position.y-o.penetration.y*u);u=1;a.isStatic||r.isStatic||(u=.5);r.isStatic&&(u=0);l.moveTo(r.position.x,r.position.y);l.lineTo(r.position.x+o.penetration.x*u,r.position.y+o.penetration.y*u)}}c.wireframes?l.strokeStyle=\"rgba(255,165,0,0.5)\":l.strokeStyle=\"orange\";l.stroke()};\n/**\n         * Description\n         * @private\n         * @method inspector\n         * @param {inspector} inspector\n         * @param {RenderingContext} context\n         */i.inspector=function(e,t){e.engine;var n,i=e.selected,o=e.render,r=o.options;if(r.hasBounds){var a=o.bounds.max.x-o.bounds.min.x,s=o.bounds.max.y-o.bounds.min.y,l=a/o.options.width,c=s/o.options.height;t.scale(1/l,1/c);t.translate(-o.bounds.min.x,-o.bounds.min.y)}for(var u=0;u<i.length;u++){var f=i[u].data;t.translate(.5,.5);t.lineWidth=1;t.strokeStyle=\"rgba(255,165,0,0.9)\";t.setLineDash([1,2]);switch(f.type){case\"body\":n=f.bounds;t.beginPath();t.rect(Math.floor(n.min.x-3),Math.floor(n.min.y-3),Math.floor(n.max.x-n.min.x+6),Math.floor(n.max.y-n.min.y+6));t.closePath();t.stroke();break;case\"constraint\":var p=f.pointA;f.bodyA&&(p=f.pointB);t.beginPath();t.arc(p.x,p.y,10,0,2*Math.PI);t.closePath();t.stroke();break}t.setLineDash([]);t.translate(-.5,-.5)}if(null!==e.selectStart){t.translate(.5,.5);t.lineWidth=1;t.strokeStyle=\"rgba(255,165,0,0.6)\";t.fillStyle=\"rgba(255,165,0,0.1)\";n=e.selectBounds;t.beginPath();t.rect(Math.floor(n.min.x),Math.floor(n.min.y),Math.floor(n.max.x-n.min.x),Math.floor(n.max.y-n.min.y));t.closePath();t.stroke();t.fill();t.translate(-.5,-.5)}r.hasBounds&&t.setTransform(1,0,0,1,0,0)};\n/**\n         * Updates render timing.\n         * @method _updateTiming\n         * @private\n         * @param {render} render\n         * @param {number} time\n         */var _updateTiming=function(e,t){var n=e.engine,o=e.timing,r=o.historySize,a=n.timing.timestamp;o.delta=t-o.lastTime||i._goodDelta;o.lastTime=t;o.timestampElapsed=a-o.lastTimestamp||0;o.lastTimestamp=a;o.deltaHistory.unshift(o.delta);o.deltaHistory.length=Math.min(o.deltaHistory.length,r);o.engineDeltaHistory.unshift(n.timing.lastDelta);o.engineDeltaHistory.length=Math.min(o.engineDeltaHistory.length,r);o.timestampElapsedHistory.unshift(o.timestampElapsed);o.timestampElapsedHistory.length=Math.min(o.timestampElapsedHistory.length,r);o.engineElapsedHistory.unshift(n.timing.lastElapsed);o.engineElapsedHistory.length=Math.min(o.engineElapsedHistory.length,r);o.elapsedHistory.unshift(o.lastElapsed);o.elapsedHistory.length=Math.min(o.elapsedHistory.length,r)};\n/**\n         * Returns the mean value of the given numbers.\n         * @method _mean\n         * @private\n         * @param {Number[]} values\n         * @return {Number} the mean of given values\n         */var _mean=function(e){var t=0;for(var n=0;n<e.length;n+=1)t+=e[n];return t/e.length||0};\n/**\n         * @method _createCanvas\n         * @private\n         * @param {} width\n         * @param {} height\n         * @return canvas\n         */var _createCanvas=function(e,t){var n=document.createElement(\"canvas\");n.width=e;n.height=t;n.oncontextmenu=function(){return false};n.onselectstart=function(){return false};return n};\n/**\n         * Gets the pixel ratio of the canvas.\n         * @method _getPixelRatio\n         * @private\n         * @param {HTMLElement} canvas\n         * @return {Number} pixel ratio\n         */var _getPixelRatio=function(e){var t=e.getContext(\"2d\"),n=window.devicePixelRatio||1,i=t.webkitBackingStorePixelRatio||t.mozBackingStorePixelRatio||t.msBackingStorePixelRatio||t.oBackingStorePixelRatio||t.backingStorePixelRatio||1;return n/i};\n/**\n         * Gets the requested texture (an Image) via its path\n         * @method _getTexture\n         * @private\n         * @param {render} render\n         * @param {string} imagePath\n         * @return {Image} texture\n         */var _getTexture=function(e,t){var n=e.textures[t];if(n)return n;n=e.textures[t]=new Image;n.src=t;return n};\n/**\n         * Applies the background to the canvas using CSS.\n         * @method applyBackground\n         * @private\n         * @param {render} render\n         * @param {string} background\n         */var _applyBackground=function(e,t){var n=t;/(jpg|gif|png)$/.test(t)&&(n=\"url(\"+t+\")\");e.canvas.style.background=n;e.canvas.style.backgroundSize=\"contain\";e.currentBackground=t};\n/**\n        * Fired before rendering\n        *\n        * @event beforeRender\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired after rendering\n        *\n        * @event afterRender\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * A back-reference to the `Matter.Render` module.\n         *\n         * @deprecated\n         * @property controller\n         * @type render\n         */\n/**\n         * A reference to the `Matter.Engine` instance to be used.\n         *\n         * @property engine\n         * @type engine\n         */\n/**\n         * A reference to the element where the canvas is to be inserted (if `render.canvas` has not been specified)\n         *\n         * @property element\n         * @type HTMLElement\n         * @default null\n         */\n/**\n         * The canvas element to render to. If not specified, one will be created if `render.element` has been specified.\n         *\n         * @property canvas\n         * @type HTMLCanvasElement\n         * @default null\n         */\n/**\n         * A `Bounds` object that specifies the drawing view region.\n         * Rendering will be automatically transformed and scaled to fit within the canvas size (`render.options.width` and `render.options.height`).\n         * This allows for creating views that can pan or zoom around the scene.\n         * You must also set `render.options.hasBounds` to `true` to enable bounded rendering.\n         *\n         * @property bounds\n         * @type bounds\n         */\n/**\n         * The 2d rendering context from the `render.canvas` element.\n         *\n         * @property context\n         * @type CanvasRenderingContext2D\n         */\n/**\n         * The sprite texture cache.\n         *\n         * @property textures\n         * @type {}\n         */\n/**\n         * The mouse to render if `render.options.showMousePosition` is enabled.\n         *\n         * @property mouse\n         * @type mouse\n         * @default null\n         */\n/**\n         * The configuration options of the renderer.\n         *\n         * @property options\n         * @type {}\n         */\n/**\n         * The target width in pixels of the `render.canvas` to be created.\n         * See also the `options.pixelRatio` property to change render quality.\n         *\n         * @property options.width\n         * @type number\n         * @default 800\n         */\n/**\n         * The target height in pixels of the `render.canvas` to be created.\n         * See also the `options.pixelRatio` property to change render quality.\n         *\n         * @property options.height\n         * @type number\n         * @default 600\n         */\n/**\n         * The [pixel ratio](https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio) to use when rendering.\n         *\n         * @property options.pixelRatio\n         * @type number\n         * @default 1\n         */\n/**\n         * A CSS background color string to use when `render.options.wireframes` is disabled.\n         * This may be also set to `'transparent'` or equivalent.\n         *\n         * @property options.background\n         * @type string\n         * @default '#14151f'\n         */\n/**\n         * A CSS background color string to use when `render.options.wireframes` is enabled.\n         * This may be also set to `'transparent'` or equivalent.\n         *\n         * @property options.wireframeBackground\n         * @type string\n         * @default '#14151f'\n         */\n/**\n         * A flag that specifies if `render.bounds` should be used when rendering.\n         *\n         * @property options.hasBounds\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable all debug information overlays together.  \n         * This includes and has priority over the values of:\n         *\n         * - `render.options.showStats`\n         * - `render.options.showPerformance`\n         *\n         * @property options.showDebug\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the engine stats info overlay.  \n         * From left to right, the values shown are:\n         *\n         * - body parts total\n         * - body total\n         * - constraints total\n         * - composites total\n         * - collision pairs total\n         *\n         * @property options.showStats\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable performance charts.  \n         * From left to right, the values shown are:\n         *\n         * - average render frequency (e.g. 60 fps)\n         * - exact engine delta time used for last update (e.g. 16.66ms)\n         * - average engine execution duration (e.g. 5.00ms)\n         * - average render execution duration (e.g. 0.40ms)\n         * - average effective play speed (e.g. '1.00x' is 'real-time')\n         *\n         * Each value is recorded over a fixed sample of past frames (60 frames).\n         *\n         * A chart shown below each value indicates the variance from the average over the sample.\n         * The more stable or fixed the value is the flatter the chart will appear.\n         *\n         * @property options.showPerformance\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable rendering entirely.\n         *\n         * @property options.enabled\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to toggle wireframe rendering otherwise solid fill rendering is used.\n         *\n         * @property options.wireframes\n         * @type boolean\n         * @default true\n         */\n/**\n         * A flag to enable or disable sleeping bodies indicators.\n         *\n         * @property options.showSleeping\n         * @type boolean\n         * @default true\n         */\n/**\n         * A flag to enable or disable the debug information overlay.\n         *\n         * @property options.showDebug\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the collision broadphase debug overlay.\n         *\n         * @deprecated no longer implemented\n         * @property options.showBroadphase\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body bounds debug overlay.\n         *\n         * @property options.showBounds\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body velocity debug overlay.\n         *\n         * @property options.showVelocity\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body collisions debug overlay.\n         *\n         * @property options.showCollisions\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the collision resolver separations debug overlay.\n         *\n         * @property options.showSeparations\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body axes debug overlay.\n         *\n         * @property options.showAxes\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body positions debug overlay.\n         *\n         * @property options.showPositions\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body angle debug overlay.\n         *\n         * @property options.showAngleIndicator\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body and part ids debug overlay.\n         *\n         * @property options.showIds\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body vertex numbers debug overlay.\n         *\n         * @property options.showVertexNumbers\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body convex hulls debug overlay.\n         *\n         * @property options.showConvexHulls\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the body internal edges debug overlay.\n         *\n         * @property options.showInternalEdges\n         * @type boolean\n         * @default false\n         */\n/**\n         * A flag to enable or disable the mouse position debug overlay.\n         *\n         * @property options.showMousePosition\n         * @type boolean\n         * @default false\n         */})()},function(e,t,n){var i={};e.exports=i;var o=n(5);var r=n(17);var a=n(0);(function(){var e,t;if(\"undefined\"!==typeof window){e=window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.msRequestAnimationFrame;t=window.cancelAnimationFrame||window.mozCancelAnimationFrame||window.webkitCancelAnimationFrame||window.msCancelAnimationFrame}if(!e){var n;e=function(e){n=setTimeout((function(){e(a.now())}),1e3/60)};t=function(){clearTimeout(n)}}\n/**\n         * Creates a new Runner. The options parameter is an object that specifies any properties you wish to override the defaults.\n         * @method create\n         * @param {} options\n         */i.create=function(e){var t={fps:60,deltaSampleSize:60,counterTimestamp:0,frameCounter:0,deltaHistory:[],timePrev:null,frameRequestId:null,isFixed:false,enabled:true};var n=a.extend(t,e);n.delta=n.delta||1e3/n.fps;n.deltaMin=n.deltaMin||1e3/n.fps;n.deltaMax=n.deltaMax||1e3/(.5*n.fps);n.fps=1e3/n.delta;return n};\n/**\n         * Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event.\n         * @method run\n         * @param {engine} engine\n         */i.run=function(t,n){if(\"undefined\"!==typeof t.positionIterations){n=t;t=i.create()}(function run(o){t.frameRequestId=e(run);o&&t.enabled&&i.tick(t,n,o)})();return t};\n/**\n         * A game loop utility that updates the engine and renderer by one step (a 'tick').\n         * Features delta smoothing, time correction and fixed or dynamic timing.\n         * Consider just `Engine.update(engine, delta)` if you're using your own loop.\n         * @method tick\n         * @param {runner} runner\n         * @param {engine} engine\n         * @param {number} time\n         */i.tick=function(e,t,n){var i,a=t.timing;if(e.isFixed)i=e.delta;else{i=n-e.timePrev||e.delta;e.timePrev=n;e.deltaHistory.push(i);e.deltaHistory=e.deltaHistory.slice(-e.deltaSampleSize);i=Math.min.apply(null,e.deltaHistory);i=i<e.deltaMin?e.deltaMin:i;i=i>e.deltaMax?e.deltaMax:i;e.delta=i}var s={timestamp:a.timestamp};o.trigger(e,\"beforeTick\",s);e.frameCounter+=1;if(n-e.counterTimestamp>=1e3){e.fps=e.frameCounter*((n-e.counterTimestamp)/1e3);e.counterTimestamp=n;e.frameCounter=0}o.trigger(e,\"tick\",s);o.trigger(e,\"beforeUpdate\",s);r.update(t,i);o.trigger(e,\"afterUpdate\",s);o.trigger(e,\"afterTick\",s)};\n/**\n         * Ends execution of `Runner.run` on the given `runner`, by canceling the animation frame request event loop.\n         * If you wish to only temporarily pause the engine, see `engine.enabled` instead.\n         * @method stop\n         * @param {runner} runner\n         */i.stop=function(e){t(e.frameRequestId)};\n/**\n         * Alias for `Runner.run`.\n         * @method start\n         * @param {runner} runner\n         * @param {engine} engine\n         */i.start=function(e,t){i.run(e,t)};\n/**\n        * Fired at the start of a tick, before any updates to the engine or timing\n        *\n        * @event beforeTick\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired after engine timing updated, but just before update\n        *\n        * @event tick\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired at the end of a tick, after engine update and after rendering\n        *\n        * @event afterTick\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired before update\n        *\n        * @event beforeUpdate\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n        * Fired after update\n        *\n        * @event afterUpdate\n        * @param {} event An event object\n        * @param {number} event.timestamp The engine.timing.timestamp of the event\n        * @param {} event.source The source object of the event\n        * @param {} event.name The name of the event\n        */\n/**\n         * A flag that specifies whether the runner is running or not.\n         *\n         * @property enabled\n         * @type boolean\n         * @default true\n         */\n/**\n         * A `Boolean` that specifies if the runner should use a fixed timestep (otherwise it is variable).\n         * If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).\n         * If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).\n         *\n         * @property isFixed\n         * @type boolean\n         * @default false\n         */\n/**\n         * A `Number` that specifies the time step between updates in milliseconds.\n         * If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.\n         * If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.\n         *\n         * @property delta\n         * @type number\n         * @default 1000 / 60\n         */})()},function(e,t,n){\n/**\n      * This module has now been replaced by `Matter.Collision`.\n      *\n      * All usage should be migrated to `Matter.Collision`.\n      * For back-compatibility purposes this module will remain for a short term and then later removed in a future release.\n      *\n      * The `Matter.SAT` module contains methods for detecting collisions using the Separating Axis Theorem.\n      *\n      * @class SAT\n      * @deprecated\n      */\nvar i={};e.exports=i;var o=n(8);var r=n(0);var a=r.deprecated;(function(){\n/**\n         * Detect collision between two bodies using the Separating Axis Theorem.\n         * @deprecated replaced by Collision.collides\n         * @method collides\n         * @param {body} bodyA\n         * @param {body} bodyB\n         * @return {collision} collision\n         */\ni.collides=function(e,t){return o.collides(e,t)};a(i,\"collides\",\"SAT.collides ➤ replaced by Collision.collides\")})()},function(e,t,n){var i={};e.exports=i;n(1);var o=n(0);(function(){\n/**\n         * Converts an SVG path into an array of vector points.\n         * If the input path forms a concave shape, you must decompose the result into convex parts before use.\n         * See `Bodies.fromVertices` which provides support for this.\n         * Note that this function is not guaranteed to support complex paths (such as those with holes).\n         * You must load the `pathseg.js` polyfill on newer browsers.\n         * @method pathToVertices\n         * @param {SVGPathElement} path\n         * @param {Number} [sampleLength=15]\n         * @return {Vector[]} points\n         */\ni.pathToVertices=function(e,t){\"undefined\"===typeof window||\"SVGPathSeg\"in window||o.warn(\"Svg.pathToVertices: SVGPathSeg not defined, a polyfill is required.\");var n,r,a,s,l,c,u,f,p,d,v,y,g=[],m=0,x=0,h=0;t=t||15;var addPoint=function(e,t,n){var i=n%2===1&&n>1;if(!p||e!=p.x||t!=p.y){if(p&&i){v=p.x;y=p.y}else{v=0;y=0}var o={x:v+e,y:y+t};!i&&p||(p=o);g.push(o);x=v+e;h=y+t}};var addSegmentPoint=function(e){var t=e.pathSegTypeAsLetter.toUpperCase();if(\"Z\"!==t){switch(t){case\"M\":case\"L\":case\"T\":case\"C\":case\"S\":case\"Q\":x=e.x;h=e.y;break;case\"H\":x=e.x;break;case\"V\":h=e.y;break}addPoint(x,h,e.pathSegType)}};i._svgPathToAbsolute(e);a=e.getTotalLength();c=[];for(n=0;n<e.pathSegList.numberOfItems;n+=1)c.push(e.pathSegList.getItem(n));u=c.concat();while(m<a){d=e.getPathSegAtLength(m);l=c[d];if(l!=f){while(u.length&&u[0]!=l)addSegmentPoint(u.shift());f=l}switch(l.pathSegTypeAsLetter.toUpperCase()){case\"C\":case\"T\":case\"S\":case\"Q\":case\"A\":s=e.getPointAtLength(m);addPoint(s.x,s.y,0);break}m+=t}for(n=0,r=u.length;n<r;++n)addSegmentPoint(u[n]);return g};i._svgPathToAbsolute=function(e){var t,n,i,o,r,a,s=e.pathSegList,l=0,c=0,u=s.numberOfItems;for(var f=0;f<u;++f){var p=s.getItem(f),d=p.pathSegTypeAsLetter;if(/[MLHVCSQTA]/.test(d)){\"x\"in p&&(l=p.x);\"y\"in p&&(c=p.y)}else{\"x1\"in p&&(i=l+p.x1);\"x2\"in p&&(r=l+p.x2);\"y1\"in p&&(o=c+p.y1);\"y2\"in p&&(a=c+p.y2);\"x\"in p&&(l+=p.x);\"y\"in p&&(c+=p.y);switch(d){case\"m\":s.replaceItem(e.createSVGPathSegMovetoAbs(l,c),f);break;case\"l\":s.replaceItem(e.createSVGPathSegLinetoAbs(l,c),f);break;case\"h\":s.replaceItem(e.createSVGPathSegLinetoHorizontalAbs(l),f);break;case\"v\":s.replaceItem(e.createSVGPathSegLinetoVerticalAbs(c),f);break;case\"c\":s.replaceItem(e.createSVGPathSegCurvetoCubicAbs(l,c,i,o,r,a),f);break;case\"s\":s.replaceItem(e.createSVGPathSegCurvetoCubicSmoothAbs(l,c,r,a),f);break;case\"q\":s.replaceItem(e.createSVGPathSegCurvetoQuadraticAbs(l,c,i,o),f);break;case\"t\":s.replaceItem(e.createSVGPathSegCurvetoQuadraticSmoothAbs(l,c),f);break;case\"a\":s.replaceItem(e.createSVGPathSegArcAbs(l,c,p.r1,p.r2,p.angle,p.largeArcFlag,p.sweepFlag),f);break;case\"z\":case\"Z\":l=t;c=n;break}}if(\"M\"==d||\"m\"==d){t=l;n=c}}}})()},function(e,t,n){var i={};e.exports=i;var o=n(6);n(0);(function(){i.create=o.create;i.add=o.add;i.remove=o.remove;i.clear=o.clear;i.addComposite=o.addComposite;i.addBody=o.addBody;i.addConstraint=o.addConstraint})()}])}));var n=t;const i=t.Matter,o=t.__esModule;export{i as Matter,o as __esModule,n as default};\n\n//# sourceMappingURL=matter.js.map","import Matter from\"matter-js\";const opts={isStatic:true,friction:2};export function makeWalls(conainerBounding,engine,wallOptions){var Bodies=Matter.Bodies;let bottom,top,wLeft,wRight;if(wallOptions.bottom){bottom=Bodies.rectangle(conainerBounding.width/2,conainerBounding.height+50,conainerBounding.width+100,100,opts);Matter.World.add(engine,bottom);}if(wallOptions.top){top=Bodies.rectangle(conainerBounding.width/2,-50,conainerBounding.width+100,100,opts);Matter.World.add(engine,top);}if(wallOptions.right){wRight=Bodies.rectangle(conainerBounding.width+50,conainerBounding.height/2,100,conainerBounding.height,opts);Matter.World.add(engine,wRight);}if(wallOptions.bottom){wLeft=Bodies.rectangle(-50,conainerBounding.height/2,100,conainerBounding.height,opts);Matter.World.add(engine,wLeft);}}\nexport const __FramerMetadata__ = {\"exports\":{\"makeWalls\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./MakeWalls.map","/*\n * MakeWalls\n *\n * Learn More: https://www.framer.com/asset-urls\n */\n\nexport * from \"https://framerusercontent.com/modules/KYVdEKqNHqMXAKLjSKCy/Ok6wam0uM9G4VUuXWgpR/MakeWalls.js\"\n","import Matter from\"matter-js\";export function makeBodies(container,world,elements,frictionOpts,densityOpts){const conainerBounding=container.getBoundingClientRect();let stack=Matter.Composites.stack(0,0,elements.length,1,0,0,(xx,yy,i)=>{const{x,y,width,height}=elements[i].getBoundingClientRect();var maxLeft=conainerBounding.width-width;var maxTop=conainerBounding.height-height;// Places the elements at random locations\n// Could be expanded to allow control of body placement from property controls\nvar tLeft=Math.floor(Math.random()*maxLeft),tTop=Math.floor(Math.random()*maxTop);return Matter.Bodies.rectangle(tLeft,tTop,width,height,{isStatic:false,density:densityOpts.enable?densityOpts.density:0,friction:frictionOpts.friction,frictionAir:frictionOpts.frictionAir});});Matter.World.add(world,stack);return stack;}\nexport const __FramerMetadata__ = {\"exports\":{\"makeBodies\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./MakeBodies.map","/*\n * MakeBodies\n *\n * Learn More: https://www.framer.com/asset-urls\n */\n\nexport * from 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