Reputation: 31
It appears that my character seems to animate as expected using CCAnimation and Cocoa2d 3.x. The problem is when I set my CCAnimatedSprite to have the physicsBody, just as my previous CCSprite did, I get a crash
Aborting due to Chipmunk error: Body's moment is NaN.
Failed condition: body->i == body->i && body->i_inv == body->i_inv
Source:/Users/Jason/Desktop/RPGGame/RPG/Libraries/Chipmunk/chipmunk/src/cpBody.c:114
However if I delete this line:
mainChar.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, mainChar.contentSize} cornerRadius:0];
The crash goes away, but the physics aren't applied to my CCAnimatedSprite, how do I fix this, and why is this line causing it?
Full Code for initializing my CCAnimatedSprite:
CCTiledMapObjectGroup *objects0 = [levelOneMap objectGroupNamed:@"mainChar"];
NSMutableDictionary *startPoint0 = [objects0 objectNamed:@"startPosition"];
int x0 = [[startPoint0 valueForKey:@"x"] intValue];
int y0 = [[startPoint0 valueForKey:@"y"] intValue];
self.mainChar = [CCAnimatedSprite animatedSpriteWithPlist:@"AnimateChar.plist"];
mainChar.position = ccp(x0,y0);
mainChar.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, mainChar.contentSize} cornerRadius:0];
mainChar.physicsBody.collisionGroup = @"groupPlayer";
mainChar.physicsBody.collisionType = @"collisionPlayer";
[mainChar addAnimationwithDelayBetweenFrames:0.1f name:@"AnimateChar"];
[mainChar setFrame:@"AnimateChar-1.png"];
[self.physicsWorldNode addChild: mainChar];
Upvotes: 1
Views: 227
Reputation: 31
Simply fixed it by moving the
[mainChar setFrame] line above the physicsBody, and it worked fine. Rookie mistake ^^
Upvotes: 1