fix(examples): restart ball ids when the scene is cleared

World_Reset kept counting, so after one reset the ball dropped from
60 m was ball 10, not the ball 5 the plain build's output and the log
from before the reset name. The agent in the first check noticed and
worked around it. Clear now restarts ids at 1, so Reset brings back
balls 1 to 5.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Jorijn van der Graaf 2026-11-01 18:24:35 +01:00
commit 02f4564442
Signed by: jorijnvdgraaf
GPG key ID: 2937E59CDCC1BCFB
2 changed files with 3 additions and 1 deletions

View file

@ -16,6 +16,7 @@ void Basic::World::Reset() {
void Basic::World::Clear() { void Basic::World::Clear() {
balls.clear(); balls.clear();
nextId = 1;
time = 0; time = 0;
fastest = 0; fastest = 0;
} }

View file

@ -43,8 +43,9 @@ export namespace Basic {
Physics physics; Physics physics;
Floor floor; Floor floor;
// Removes every ball and drops the scene's five. // Removes every ball and drops the scene's five, as balls 1 to 5.
void Reset(); void Reset();
// Removes every ball; ids start again from 1.
void Clear(); void Clear();
// Returns the new ball's id. // Returns the new ball's id.
std::int32_t Spawn(float x, float y, float vy, float radius); std::int32_t Spawn(float x, float y, float vy, float radius);