import Matter, { Vector } from "matter-js"; import { GameEngineUpdateEventOptionType, TouchEvent, } from "react-native-game-engine"; import { windowHeight, windowWidth } from "@game"; export const GameLoop = ( entities: any, { touches, time, dispatch }: GameEngineUpdateEventOptionType ) => { let engine = entities.physics.engine; let world = entities.physics.world; touches .filter((t: TouchEvent) => t.type === "press") .forEach((t: TouchEvent) => { const balloonBody = entities.Balloon.body as Matter.IBodyDefinition; const balloonPos = balloonBody.position as Matter.Vector; const { pageX, pageY } = t.event; // if (locationX < 50 && locationY < 50) { // for some reason this works, but the line below is more readable. if (Math.abs(pageX - balloonPos.x) < 50 && Math.abs(pageY - balloonPos.y) < 50) { dispatch({ type: "addToScore", }); Matter.Events.trigger(engine, "removeBalloon"); } }); Matter.Engine.update(engine, time.delta); return entities; };