text: import {
  	use,
  	Engine,
  	Render,
  	Runner,
  	Composite,
  	Composites,
  	Common,
  	MouseConstraint,
  	Mouse,
  	World,
  	Bodies,
  } from 'matter';
  
  import 'plugins/wrapPlugin';
  
  use(
  	'matter-wrap'
  );
  
  
  import engine from 'engine';
  const world = engine.world;
  
  import render from 'render';
  Render.run(render);
  
  const runner = Runner.create();
  Runner.run(runner, engine);
  
  
  // 転がっているボール
  const stack = Composites.stack(20, 20, 20, 5, 0, 0, (x, y)　 => {
  	return Bodies.circle(x, y, Common.random(10, 20), {
  		friction: 0.00001,
  		restitution: 0.5,
  		density: 0.001
  	});
  });
  
  World.add(world, stack);
  
  World.add(world, [
  	// 坂道
  	Bodies.rectangle(200, 150, 700, 20, {
  		isStatic: true,
  		angle: Math.PI * 0.06
  	}),
  	Bodies.rectangle(500, 350, 700, 20, {
  		isStatic: true,
  		angle: -Math.PI * 0.06
  	}),
  	Bodies.rectangle(340, 580, 700, 20, {
  		isStatic: true,
  		angle: Math.PI * 0.04
  	})
  ]);
  
  // マウス操作
  const mouse = Mouse.create(render.canvas);
  const mouseConstraint = MouseConstraint.create(engine, {
  	mouse: mouse,
  	constraint: {
  		stiffness: 0.2,
  		render: {
  			visible: false
  		}
  	}
  });
  
  World.add(world, mouseConstraint);
  
  render.mouse = mouse;
  
  
  // 画面端から反対の端へ移動するプラグインの設定
  for (const body of stack.bodies) {
  	body.plugin = body.plugin || {};
  	body.plugin.wrap = {
  		min: {
  			x: render.bounds.min.x,
  			y: render.bounds.min.y
  		},
  		max: {
  			x: render.bounds.max.x,
  			y: render.bounds.max.y
  		}
  	};
  }
  
  
  feeles.openReadme('avalanche/README.md');
  