SimplyKiwi
SimplyKiwi

Reputation: 12444

Animate b2Body with CCSprites?

I would like to animate my b2Body's in my game. Is it possible to use CCActions with them or does Box2D use a different way of animating things? Each b2Body I have is connected to a CCSprite and the CCSprite gets updated to the current position of the b2Body that corresponds to it. So anyway how could I animate a b2Body to move from position A to position B?

Any tips and advice would also be helpful.

Thanks!

Upvotes: 0

Views: 590

Answers (1)

banu
banu

Reputation: 787

This is my new code:

-(void)addBody
{

    boxImg=[CCSprite spriteWithFile:@"ballImg1.png"];
    boxImg.position=ccp(30,100);
    [self addChild:boxImg];

    // Define the dynamic body.
    //Set up a 1m squared box in the physics world
    b2BodyDef bodyDef;
    bodyDef.type = b2_dynamicBody;

    bodyDef.position.Set(30.0/PTM_RATIO, 100.0/PTM_RATIO);
    bodyDef.userData = boxImg;
    body1= world->CreateBody(&bodyDef);

    // Define another box shape for our dynamic body.
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box

    // Define the dynamic body fixture.
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox; 
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    body1->CreateFixture(&fixtureDef);

    posx1=300.0;
    posy1=100.0;
    [self performSelector:@selector(moveAni) withObject:nil afterDelay:1.0];

}
 -(void)moveAni
  {
 body1->SetTransform(b2Vec2(posx1/PTM_RATIO, posy1/PTM_RATIO), 0);
 id action = [CCMoveTo actionWithDuration:0.4 position:CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO)];
[boxImg runAction:action];
  }

First u move the body manually using "SetTransform" ,and use this function

Upvotes: 1

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