public void Attach(Ball b) {
            b.Body.Position = body.Position - new Vector2(0, height / 2.0f + b.Radius + 0.5f);
            //b.Body.CollidesWith = Category.None;
            //b.Body.CollisionCategories = Category.Cat2;
            b.Body.Mass = 0.0001f;
            
            ballAttachments.Add(JointFactory.CreateWeldJoint(world, body, b.Body, Vector2.Zero, new Vector2(0, height / 2.0f + b.Radius)));
            float diameterSum = 0;
            foreach (WeldJoint wj in ballAttachments) {
                diameterSum += (wj.BodyB.UserData as Ball).Radius * 2;
            }
            float distanceSoFar = 0;
            for (int i = 0; i < ballAttachments.Count; i++) {
                ballAttachments[i].LocalAnchorB = new Vector2(distanceSoFar - diameterSum/2.0f + (ballAttachments[i].BodyB.UserData as Ball).Radius, height / 2.0f + (ballAttachments[i].BodyB.UserData as Ball).Radius);
                ballAttachments[i].BodyB.Position = body.Position - new Vector2(distanceSoFar - diameterSum / 2.0f, height / 2.0f + (ballAttachments[i].BodyB.UserData as Ball).Radius);
                distanceSoFar += (ballAttachments[i].BodyB.UserData as Ball).Radius * 2;
            }
            //world.RemoveJoint

        }
        public void SplitBalls(Player player)
        {
            for(int i = gameObjects.Count - 1; i >= 0; i--)
            {
                if (gameObjects[i] is Ball && (gameObjects[i] as Ball).Owner == player) {
                    

                    float angle = (float)Game1.rand.NextDouble() * MathHelper.TwoPi;
                    Vector2 heading = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
                    (gameObjects[i] as Ball).Launch(heading);

                    for(int j = 0; j < Game1.rand.Next(2,5); j++)
                    {
                        if (player.Balls >= 15)
                            continue;
                        angle = (float)Game1.rand.NextDouble() * MathHelper.TwoPi;
                        heading = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));



                        player.AddBall();
                        Ball b = new Ball(player, gameObjects[i].Position + new Vector2(0, 0.001f), ConvertUnits.ToSimUnits(10.0f), ConvertUnits.ToSimUnits(screenHeight), world);
                        gameObjects.Add(b);
                        b.Launch(heading);
                    }
                }
            }
        }
 /// <summary>
 /// Spawns a ball and attaches it to player's paddle
 /// </summary>
 /// <param name="player"></param>
 public void SpawnBall(Player player) {
     player.AddBall();
     Ball b = new Ball(player, ConvertUnits.ToSimUnits(new Vector2(screenWidth / 2.0f, screenHeight - 400.0f)), ConvertUnits.ToSimUnits(10.0f), ConvertUnits.ToSimUnits(screenHeight), world);
     gameObjects.Add(b);
     player.Paddle.Attach(b);
 }