Reputation: 4986
Im working with cocos2d v1.0.1 & the respective Box2d version. In the simulator it all works. Its just a body created at a touch location that drops down to the ground. But I ran it on the device, iphone4, and the objects float upwards.
Why would this happen?
Gravity is set to -0.3f. I have another dynamic body in the scene and it appears on the bottom of the ground as it should. Its just the touch objects that float up. Sleep is True.
I just set sleep to false and now the rover also floats up. But it should not float up. here is my world creation method:
- (void)setupWorld {
b2Vec2 gravity = b2Vec2(0.0f, -0.3f);
bool doSleep = false;
world = new b2World(gravity, doSleep);
}
and here is my body creation from init:
Box2DSprite *roverSprite = [Box2DSprite spriteWithSpriteFrameName:@"rover.png"];
[self createBoxAtLocation:ccp(100,15) withSize:CGSizeMake(50, 50) forSprite:roverSprite isBox:TRUE];
[sceneSpriteBatchNode addChild:roverSprite];
and here is the createBox method:
- (void)createBoxAtLocation:(CGPoint)location withSize:(CGSize)size forSprite:(Box2DSprite *)sprite isBox:(BOOL)isBox{
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = b2Vec2(location.x/PTM_RATIO, location.y/PTM_RATIO);
b2Body *body = world->CreateBody(&bodyDef);
//
body->SetUserData(sprite);
sprite.body = body;
b2FixtureDef fixtureDef;
//
if (isBox) {
b2PolygonShape shape;
shape.SetAsBox(sprite.contentSize.width/3/PTM_RATIO,
sprite.contentSize.height/3/PTM_RATIO);
fixtureDef.shape = &shape;
} else {
b2CircleShape shape;
shape.m_radius = sprite.contentSize.width/2/PTM_RATIO;
fixtureDef.shape = &shape;
}
fixtureDef.density = 1.0;
fixtureDef.friction = 1.0;
fixtureDef.restitution = 0.5;
body->CreateFixture(&fixtureDef);
}
The same method is also used for the touch created objects which are created from these lines:
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [touch locationInView:[touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
//b2Vec2 locationWorld = b2Vec2(touchLocation.x/PTM_RATIO, touchLocation.y/PTM_RATIO);
Box2DSprite *sprite = [Box2DSprite spriteWithSpriteFrameName:@"koko1.png"];
[self createBoxAtLocation:touchLocation withSize:CGSizeMake(50, 50) forSprite:sprite isBox:TRUE];
[sceneSpriteBatchNode addChild:sprite];
return TRUE;
}
Upvotes: 0
Views: 279
Reputation: 4986
Turns out I had the Target Settings Rotation to Right instead of Left.
Upvotes: 0
Reputation: 536
Are you in portrait or landscape mode? If in landscape, perhaps you have the device rotated left instead of right. The device orientation can swap the y-values of the accelerometer on you. Not sure if this is related to your issue.
Upvotes: 1