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local bodyLifeCycleManager = {}
local physics = require "logic.physics"
function bodyLifeCycleManager.new()
local self = setmetatable({
toCreate = {},
toDestroy = {},
toSetPosition = {}
}, {__index = bodyLifeCycleManager})
return self
end
function bodyLifeCycleManager:create(object, shape, bodyType, sensor)
table.insert(
self.toCreate,
{object = object, shape = shape, bodyType = bodyType, sensor = sensor == nil and false or sensor}
)
end
function bodyLifeCycleManager:destroy(object)
table.insert(
self.toDestroy,
object
)
end
function bodyLifeCycleManager:setPosition(object, axis, val)
table.insert(
self.toSetPosition,
{object = object, axis = axis, val = val}
)
end
function bodyLifeCycleManager:update(dt)
if self.toCreate and #self.toCreate > 0 then
for _, data in ipairs(self.toCreate) do
physics.bodifyObject(G.world, data.object, data.shape, data.bodyType)
if data.sensor then
data.object.fixture:setSensor(true)
end
end
self.toCreate = {}
end
if self.toDestroy and #self.toDestroy > 0 then
for _, body in ipairs(self.toDestroy) do
if not body:isDestroyed() then
body:destroy()
end
end
self.toDestroy = {}
end
if self.toSetPosition and #self.toSetPosition > 0 then
for _, data in ipairs(self.toSetPosition) do
if data.axis == "x" then
data.object.physicsBody:setX(data.val)
elseif data.axis == "y" then
data.object.physicsBody:setY(data.val)
end
end
self.toSetPosition = {}
end
end
return bodyLifeCycleManager
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