       
       body = new b2BodyDef
       body.type = b2Body.b2_dynamicBody
-      body.userData = {type: "shoot", data: undefined} # TODO
+      body.userData = {type: "shoot"} # TODO
       body.position.Set(x, y)
       b = @world.CreateBody(body)
       b.CreateFixture(fixture)

      ceilBody.position.Set(12,-4)
      @world.CreateBody(ceilBody).CreateFixture(ceilFixture)
      
      @addShape(0,0,0,0,0,0.4)
      @addShape(1,0,0,0,0,0.5)
      @addShape(2,0,0,0,0,0.6)
  }

  init : ->

          # circle
          fixture.shape = new b2CircleShape
          fixture.shape.SetRadius(config.size)
      #fixture.filter.
      body = new b2BodyDef
      body.angle = angle
      body.type = b2Body.b2_dynamicBody
      body.userData = {type: "shape", state: 0} # TODO
      body.position.Set(position*20 + 2, 5) # x: 2-22
      b = @world.CreateBody(body)
      b.CreateFixture(fixture)
      b.SetLinearVelocity(new b2Vec2(0, 0.2)) # TODO
      b.ApplyForce(new b2Vec2(0, -9.8 * b.GetMass()), b.GetWorldCenter()) # Cancel gravity
    shoot: (x, y, vel) ->
      fixtureConfig = window.iris.config.fixture
      config = fixtureConfig.shoot
