Reputation: 144
setTouchEnabled(true);
ball=CCSprite::create("soccer_ball.png");
ball->setPosition(ccp(100,100));
addChild(ball,1);
//CREATE WORLD
b2Vec2 gravity(0, -9.8); //normal earth gravity, 9.8 m/s/s straight down!
bool doSleep = true;
myWorld = new b2World(gravity);
myWorld->SetAllowSleeping(doSleep);
//BODY DEFINITION
myBodyDef.type = b2_dynamicBody; //this will be a dynamic body
myBodyDef.position.Set(0, 20); //set the starting position
myBodyDef.angle = 0; //set the starting angle return true;
myBodyDef.userData=ball;
//CREATE SHAPE
b2CircleShape ballShape;
ballShape.m_p.Set(2.0f,3.0f);
ballShape.m_radius=50.0/PTM_RATIO;
//CREATE BODY
dynamicBody = myWorld->CreateBody(&myBodyDef);
//FIXTURE DEFINITION
b2FixtureDef ballFixtureDef;
ballFixtureDef.shape = &ballShape;
ballFixtureDef.density = 1;
dynamicBody->CreateFixture(&ballFixtureDef);
}
void HelloWorld::update()
{
float32 timeStep = 1/20.0; //the length of time passed to simulate (seconds)
int32 velocityIterations = 8; //how strongly to correct velocity
int32 positionIterations = 3; //how strongly to correct position
myWorld->Step( timeStep, velocityIterations, positionIterations);
}
I am learning box2d basic concepts and i have put my code here. I created a box2d circle shape. now i want to add sprite of ball in that circle shape. I have used myBodyDef.userData=ball; but it is not working .. i used gles-render code to debug draw but in that circle body is different and ball sprite is different. when i applyforce or impluse body works perfectly but dont attached to ball sprite..is any mistake in my code. I want to apply force to ball and ball should bounce according to physics but i can not attach to body plz help me.
Body and sprite looks like this
Upvotes: 0
Views: 1293
Reputation: 358
Here's my version working for V-3.6:
void GamePlayScreen::update(float dt) {
phyWorld->Step(dt, 8, 1);
// Iterate over the bodies in the physics phyWorld
for (b2Body* b = phyWorld->GetBodyList(); b; b = b->GetNext()) {
if (b->GetUserData() != NULL) {
// Synchronize the AtlasSprites position and rotation with the corresponding body
Sprite* sprActor = (Sprite*) b->GetUserData();
sprActor->setPosition(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
sprActor->setRotation(-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
}
}
}
Upvotes: 0