


The event of wheel scrolling is encountered in web page special effects, but the implementation methods are different in different browsers. The method I implemented below is compatible with common browsers.
function getData(event){ var e = event || window.event; //获取滚动距离(FF每次滚动 data为3或者-3,其他为120或者-120) var data = e.detail || e.wheelDelta; alert(data); } //IE之外的绑定事件方法 if(document.addEventListener && !document.attachEvent) { document.addEventListener('mousewheel',getData); //FF绑定滚动事件 document.addEventListener('DOMMouseScroll',getData); } //IE else if(document.attachEvent && !document.addEventListener){ document.attachEvent('onmousewheel',getData); }else{ window.onmousewheel = getData; }
Noteworthy places in the code:
1 Why use document.addEventListener && !document.attachEvent to distinguish IE?
attachEvent and detachEvent are IE-specific methods for binding events and unbinding events. This method only exists in IE. However, in the IE9 browser, a more general addEventListener method is implemented to bind events. If there is a document.addEventListener method in the browser, you can exclude versions that are not IE8 and below, but include IE9 browsers, so use &&!document.attachEvent later to exclude IE9 browsers.
2 It is worth noting that there is no mousewheel event in the FF browser, and the time to trigger scrolling is DOMMouseScroll.
3 Another thing worth noting is that when using addEventListener to bind an event, on is not added in front of the event name, but when using attachEvent to bind an event in IE, on is required.

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Matter.js is a 2D rigid body physics engine written in JavaScript. This library can help you easily simulate 2D physics in your browser. It provides many features, such as the ability to create rigid bodies and assign physical properties such as mass, area, or density. You can also simulate different types of collisions and forces, such as gravity friction. Matter.js supports all mainstream browsers. Additionally, it is suitable for mobile devices as it detects touches and is responsive. All of these features make it worth your time to learn how to use the engine, as this makes it easy to create a physics-based 2D game or simulation. In this tutorial, I will cover the basics of this library, including its installation and usage, and provide a

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