So basically i get an error when trying to destroy bodies that are not in screen bounds. Also my one type bodies start to act strange when other type bodies are destroyed ( example bullets starts to move backwards) here are the code samples :
Maingame loop class:
Array<Body> bodies = new Array<Body>(world.getBodyCount());
world.getBodies(bodies);
for (Body body : bodies) {
check = 0;
if (BodyUtils.bodyIsEnemy(body)){
update(body);
check = 1;
}
if (BodyUtils.bodyIsBullet(body) && check == 0){
update1(body);
check = 0;
}
}
private void update(Body body) {
if (!BodyUtils.bodyInBounds(body)) {
if (BodyUtils.bodyIsEnemy(body) && !player.isHit()) {
createEnemy();
}
world.destroyBody(body);
}
}
private void update1(Body body) {
if (!BodyUtils.bulletInBounds(body))
world.destroyBody(body);
}
Other class:
public static boolean bodyInBounds(Body body) {
UserData userData = (UserData) body.getUserData();
switch (userData.getUserDataType()) {
case ENEMY:
return body.getPosition().x + userData.getWidth() / 2 > 0;
}
return true;
}
public static boolean bulletInBounds(Body body) {
UserData userData = (UserData) body.getUserData();
switch (userData.getUserDataType()) {
case BULLET:
return body.getPosition().x + userData.getWidth() < 20;
}
return true;
}
world.step
is running? That means in a callback for example? – nooneGdx.app.postRunnable(new Runnable() {@Override public void run () {world.destroyBody(toRemove);}});
– noone