Remove commented out grab sensors and area sensors

- Clean up commented fixture definitions that were temporarily disabled during debugging
This commit is contained in:
Karl Pannek 2025-07-16 23:41:44 +02:00
parent 49f4591d3a
commit 799601f24d

View file

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