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| world.frame()
elem = display.circle(100, 540, 30)
physics.add(elem, { bounce: 0.5 })
elem.point((e) => {
if (e.began) {
physics.stop(elem)
lin = display.line(elem.position, e.position)
lin.style = LineStyle.dots
}
if (e.updated) {
lin.to(e.position)
}
if (e.ended) {
elem.applyImpulse(
(e.position.x - elem.position.x) / 5,
(e.position.y - elem.position.y) / 5
)
lin.destroy()
}
})
|
world.frame()
elem = display.circle(100, 540, 30)
physics.add(elem, { bounce: 0.5 })
elem.point((e) => {
if (e.began) {
physics.stop(elem)
lin = display.line(elem.position, e.position)
lin.style = LineStyle.dots
}
if (e.updated) {
lin.to(e.position)
}
if (e.ended) {
elem.applyImpulse(
(e.position.x - elem.position.x) / 5,
(e.position.y - elem.position.y) / 5
)
lin.destroy()
}
})