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Body won't be deleted?


Legomite
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Using my modified version of pandas.net/demos/p2.html , I added a way to manually add objects, and delete objects but when I delete it, the body still exists but is invisible. Why???

Demo here:

http://legomite.hostoi.com/test/dev.html

Add objects until the objects start stacking and press the sprite in top-right to toggle destruction, destroy the objects below the tower, and the objects above are still affected by the invisible body.

Code:

game.module(

'game.sprites'

)

.require(

'engine.core',

'plugins.p2'

)

.body(function() {

game.addAsset('rectangle.png');

game.addAsset('circle.png');

game.addAsset('panda.png');

game.addAsset('panda1.png');

game.createClass('PhysicsObject', {

size: 70,

init: function(x, y) {

// Add body and shape

var shape = Math.random() > 0.5 ?

new game.Circle(this.size / 2 / game.scene.world.ratio) :

new game.Rectangle(this.size / game.scene.world.ratio, this.size / game.scene.world.ratio);

this.body = new game.Body({

mass: 1,

position: [

x / game.scene.world.ratio,

y / game.scene.world.ratio

],

angularVelocity: 1

});

this.body.addShape(shape);

// Apply velocity

var force = 1;

var angle = Math.random() * Math.PI * 2;

this.body.velocity[0] = Math.sin(angle) * force;

this.body.velocity[1] = Math.cos(angle) * force;

this.sprite = new game.Sprite(shape.radius ? 'circle.png' : 'rectangle.png');

this.sprite.anchor.set(0.5, 0.5);

this.sprite.position.set(x, y);

this.sprite.interactive = true;

game.scene.addObject(this);

game.scene.stage.addChild(this.sprite);

game.scene.world.addBody(this.body);

//game.scene.addTimer(5000, this.remove.bind(this));

this.sprite.click = this.sprite.tap = function() {

if(mode == 1) {

game.scene.addTimer(0, this.remove.bind(this));

}

}

},

remove: function() {

game.scene.removeObject(this);

game.scene.stage.removeChild(this.sprite);

game.scene.world.removeBody(this.body);

},

update: function() {

this.sprite.position.x = this.body.position[0] * game.scene.world.ratio;

this.sprite.position.y = this.body.position[1] * game.scene.world.ratio;

this.sprite.rotation = this.body.angle;

}

});

game.createScene('Main', {

init: function() {

mode = 2;

var pandaToggle = new game.Sprite('panda.png');

pandaToggle.scale.set(0.25, 0.25);

pandaToggle.position.set(0, 0);

pandaToggle.interactive = true;

pandaToggle.click = pandaToggle.tap = function() {

pandaToggle.visible = false;

pandaToggle.interactive = false;

pandaToggle1.visible = true;

pandaToggle1.interactive = true;

if(mode == 2) {

this.stage.addChild(pandaToggle1);

}

mode = 1;

}

var pandaToggle1 = new game.Sprite('panda1.png');

pandaToggle1.scale.set(0.25, 0.25);

pandaToggle1.position.set(0, 0);

pandaToggle1.interactive = false;

pandaToggle1.visisble = false;

pandaToggle1.click = pandaToggle1.tap = function() {

pandaToggle1.visible = false;

pandaToggle1.interactive = false;

pandaToggle.visible = true;

pandaToggle.interactive = true;

mode = 0;

}

this.stage.addChild(pandaToggle);

// Init physics world

this.world = new game.World({ gravity: [0, 9] });

this.world.ratio = 100;

// Add walls

var wallShape, wallBody;

wallShape = new game.Rectangle(50 / this.world.ratio, game.system.height * 2 / this.world.ratio);

wallBody = new game.Body({

position: [0, game.system.height / 2 / this.world.ratio]

});

wallBody.addShape(wallShape);

this.world.addBody(wallBody);

wallShape = new game.Rectangle(50 / this.world.ratio, game.system.height * 2 / this.world.ratio);

wallBody = new game.Body({

position: [game.system.width / this.world.ratio, game.system.height / 2 / this.world.ratio]

});

wallBody.addShape(wallShape);

this.world.addBody(wallBody);

wallShape = new game.Rectangle(game.system.width / this.world.ratio, 50 / this.world.ratio);

wallBody = new game.Body({

position: [game.system.width / 2 / this.world.ratio, game.system.height / this.world.ratio]

});

wallBody.addShape(wallShape);

this.world.addBody(wallBody);

/*this.addTimer(200, function() {

var object = new game.PhysicsObject(game.system.width / 2, game.system.height / 2);

game.scene.addObject(object);

}, true);*/

},

mousedown: function(event) {

if(mode == 2 || mode == 0) {

var x = event.global.x;

var y = event.global.y;

var object = new game.PhysicsObject(x, y);

game.scene.addObject(object);

}

}

});

});

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