diff --git a/app/Game/Core/GameObjects/Doll.js b/app/Game/Core/GameObjects/Doll.js index d4b6d8a..e0de5d9 100755 --- a/app/Game/Core/GameObjects/Doll.js +++ b/app/Game/Core/GameObjects/Doll.js @@ -110,45 +110,45 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse } }); - // // Grab sensors (left/right) - // ["left", "right"].forEach(side => { - // const sign = side === "left" ? -1 : 1; - // addFixture({ - // shape: planck.Box( - // r / 2 / R, - // (h / 2 + r / 4) / R, - // planck.Vec2(sign * r / 2 / R, h / 2 / R) - // ), - // density: 0, - // friction: 0, - // restitution: 0, - // isSensor: true, - // userData: { - // onCollisionChange: function(isColliding, fixture) { - // self.onFixtureWithinReach(isColliding, side, fixture); - // } - // } - // }); - // }); + // Grab sensors (left/right) + ["left", "right"].forEach(side => { + const sign = side === "left" ? -1 : 1; + addFixture({ + shape: planck.Box( + r / 2 / R, + (h / 2 + r / 4) / R, + planck.Vec2(sign * r / 2 / R, h / 2 / R) + ), + density: 0, + friction: 0, + restitution: 0, + isSensor: true, + userData: { + onCollisionChange: function(isColliding, fixture) { + self.onFixtureWithinReach(isColliding, side, fixture); + } + } + }); + }); - // // Area sensor - // addFixture({ - // shape: planck.Box((w + a) / 2 / R, (h + a) / 2 / R, planck.Vec2(0, h / 2 / R)), - // density: 0, - // friction: 0, - // restitution: 0, - // isSensor: true, - // userData: { - // onCollisionChange: function(isColliding, fixture) { - // var userData = fixture.getBody().getUserData(); - // if (userData instanceof Doll) { - // var i = self.nearbyDolls.indexOf(userData); - // if (isColliding && i === -1) self.nearbyDolls.push(userData); - // else if (!isColliding && i !== -1) self.nearbyDolls.splice(i, 1); - // } - // } - // } - // }); + // Area sensor + addFixture({ + shape: planck.Box((w + a) / 2 / R, (h + a) / 2 / R, planck.Vec2(0, h / 2 / R)), + density: 0, + friction: 0, + restitution: 0, + isSensor: true, + userData: { + onCollisionChange: function(isColliding, fixture) { + var userData = fixture.getBody().getUserData(); + if (userData instanceof Doll) { + var i = self.nearbyDolls.indexOf(userData); + if (isColliding && i === -1) self.nearbyDolls.push(userData); + else if (!isColliding && i !== -1) self.nearbyDolls.splice(i, 1); + } + } + } + }); }; Doll.prototype.setActionState = function(state) {