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2. Let's move to the physics.js file. On all the bodies, we use the method we just
created to atach sprites. The irst one is the rectangle shape obstacle:
if (o.type === 'rect') {
// existing code goes here.
game.view.addSpriteToBody(body, o.graphicName);
} else if (o.type === 'cross') {
// existing code goes here.
3. Then we add the cross graphics to the spinning cross obstacle:
physics.createCross = function(obstacle) {
// existing code goes here.
game.view.addSpriteToBody(cross, obstacle.graphicName);
4. Then, we move to the hoop creaion code. The hoop is constructed with the
board and squares. We need to add three sprites to this code:
physics.createHoop = function(level) {
// existing left square body code goes here.
game.view.addSpriteToBody(body, 'HoopSquare');
// existing right square body code goes here.
game.view.addSpriteToBody(body, 'HoopSquare');
// existing hoop board code goes here.
game.view.addSpriteToBody(board, 'HoopBoard');
// existing hoop sensor code goes here.
game.view.addSpriteToBody(body, 'HoopSensor', 0);
5. Then, we add the ball graphics. The graphics are based on the type of the ball:
physics.spawnBall = function() {
// existing ball code goes here
game.view.addSpriteToBody(this.ball, ball.className);
6. Ataching the graphics to the body is just the irst step. We need to update the
graphics posiion and rotaion based on the bodies' new properies:
physics.update = function() {
// existing code goes here.
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