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Fixed body and light removal.
This is using runtime information to determine if to_kill is a body or a light.
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parent
2c00eb0bc7
commit
28b618c1fd
12
lib/init.lua
12
lib/init.lua
@ -298,15 +298,23 @@ function light_world:newBody(type, ...)
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return self.bodies[#self.bodies]
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return self.bodies[#self.bodies]
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end
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end
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function light_world:is_body(target)
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return target.type ~= nil
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end
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function light_world:is_light(target)
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return target.angle ~= nil
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end
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function light_world:remove(to_kill)
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function light_world:remove(to_kill)
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if to_kill:is_a(Body) then
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if self:is_body(to_kill) then
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for i = 1, #self.bodies do
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for i = 1, #self.bodies do
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if self.bodies[i] == to_kill then
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if self.bodies[i] == to_kill then
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table.remove(self.bodies, i)
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table.remove(self.bodies, i)
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return true
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return true
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end
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end
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end
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end
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elseif to_kill:is_a(Light) then
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elseif self:is_light(to_kill) then
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for i = 1, #self.lights do
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for i = 1, #self.lights do
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if self.lights[i] == to_kill then
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if self.lights[i] == to_kill then
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table.remove(self.lights, i)
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table.remove(self.lights, i)
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