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🐛 change the way how to inject initial vel and pos #56

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Jun 16, 2024
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9 changes: 5 additions & 4 deletions h24s_25/src/ts/screen/Screen.ts
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
import Matter, {Bodies, Composite, Engine, Events, Mouse, MouseConstraint, Render, Runner} from "matter-js";
import Matter, {Body, Bodies, Composite, Engine, Events, Mouse, MouseConstraint, Render, Runner} from "matter-js";
import {ScreenMode} from "@/ts/screen/ScreenMode";
import ScreenData from "@/ts/data/ScreenData";
import {BallTypeEnum} from "@/ts/balltypes";
Expand Down Expand Up @@ -156,7 +156,7 @@ export default class Screen {
Composite.remove(this.engine.world, this.engine.world.bodies);
const ground = Matter.Bodies.rectangle(400, 610, 810, 10, {isStatic: true});
Composite.add(this.engine.world, ground);
for(const entry of this.data.balls.entries()) {
for(const entry of Array.from(this.data.balls.entries())) {
const id = entry[0];
const ballData = entry[1];
const body = Bodies.circle(ballData.initialPosition.x, ballData.initialPosition.y, 30, {
Expand All @@ -180,16 +180,17 @@ export default class Screen {
Composite.remove(this.engine.world, this.engine.world.bodies);
const ground = Matter.Bodies.rectangle(400, 610, 810, 10, {isStatic: true});
Composite.add(this.engine.world, ground);
for(const entry of this.data.balls.entries()) {
for(const entry of Array.from(this.data.balls.entries())) {
const id = entry[0];
const ballData = entry[1];
const ball = ballData.createBall()
this.objects.set(id,ball);

const body = Bodies.circle(ballData.initialPosition.x, ballData.initialPosition.y, 30, {
positionPrev: {x: ballData.initialPosition.x-ballData.initialVelocity.x, y: ballData.initialPosition.y-ballData.initialVelocity.y},
restitution: 1.0
});
Body.setVelocity(body, ballData.initialVelocity)
Body.setPosition(body, ballData.initialPosition)
body.label = id;
Composite.add(this.engine.world, body);
}
Expand Down
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