Should I need to unschedule my tick method? - cocos2d-iphone

I'm trying to simulate a flick in cocos2d and I need to create a ball every time the users touch is ended, but I can't get the ball to move during the tick method, and I can't destroy the ball (which is a b2body) afterwards without unscheduling the method every time.
- (void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
touch = [touches anyObject];
location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
endPoint = location;
force = b2Vec2(endPoint.x - startPoint.x ,endPoint.y - startPoint.y);
if ((force.x != 0) || (force.y != 0)) {
if (ballCount == 0) {
ball.position = startPoint;
[self createBall]; - Here i create the ball every time
[self schedule: #selector(tick:)]; -I schedule the tick method right after the ball is created
[self scheduleOnce:#selector(kick) delay:0]; - This is the only place the ball will launch. For some reason I can't get the kick method to work any where else
}
}
- (void)kick
{
int speed = 30;
float32 setSpeed = speed/sqrt(powf(force.x,2) + powf(force.y, 2));
b2Vec2 ballSpeed = b2Vec2(force.x * setSpeed, force.y * setSpeed);
_ballBody->SetLinearVelocity(ballSpeed);
}
- (void)tick:(ccTime) dt {
_world->Step(dt, 10, 10);
ballData = (__bridge CCSprite *)_ballBody->GetUserData();
ballData.position = ccp(_ballBody->GetPosition().x * PTM_RATIO,
_ballBody->GetPosition().y * PTM_RATIO);
ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(_ballBody->GetAngle());
std::set<b2Body *>toDestroy;
//takes collisions from contact listener
std::vector<MyContact>::iterator pos;
for(pos = _contactListener->_contacts.begin();
pos != _contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
bodyA = contact.fixtureA->GetBody();
bodyB = contact.fixtureB->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL) {
spriteA = (__bridge CCSprite *) bodyA->GetUserData();
spriteB = (__bridge CCSprite *) bodyB->GetUserData();
contactPositionX = spriteA.position.x;
contactPositionY = spriteB.position.y;
if (spriteA.tag == kCurrentItem && spriteB.tag == 8)
{
NSLog(#"contact");
[self removeChild:spriteA cleanup:YES];
[self removeChild:spriteB cleanup:YES];
toDestroy.insert(bodyA);
toDestroy.insert(bodyB);
[self unschedule:#selector(tick:)]; (i unschedule the tick method every time which in turn messes up my other sprites.)
}
}
}
for(std::set<b2Body *>::iterator pos2 = toDestroy.begin(); pos2 != toDestroy.end(); ++pos2)
{
b2Body *body = *pos2;
_world->DestroyBody(body);
}
toDestroy.clear();
}

Related

can't remove target from the self in cocos2d-iphone

I use following code to create some sprites
-(void)dologic
{
for (int i = 0; i < 3; i ++) {
CCSprite *target = [CCSprite spriteWithFile:#"pig.png"];
int x = arc4random() % 320;
int y = arc4random() % 300;
target.position = ccp(x, y);
[self addChild:target];
[_targets addObject:target];//_targets is nsmutablearray
}
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [self convertTouchToNodeSpace: touch];
for (CCSprite *target in _targets) {
if (CGRectContainsPoint(target.boundingBox, location)) {
[_targets removeAllObjects];
[self removeChild:target cleanup:YES];
[self dologic];
}
}
when touch any sprite, all sprites will be removed from the self first, and then call dologic to create three new sprites again, but my code can only remove the target that i touched, how can i remove all sprites when i touch the screen?
First off, you are modifying the array while iterating it, which is not a good practice.
If you want to remove all targets upon touching any of them, you can try this:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [self convertTouchToNodeSpace: touch];
BOOL touchedASprite = NO;
for (int i = 0; i < [_targets count] && !touchedASprite; ++i) {
if (CGRectContainsPoint((CCSprite*)[_targets objectAtIndex:i].boundingBox, location)) {
touchedASprite = YES;
}
}
if (touchedASprite) {
for (CCSprite *target in _targets) {
[self removeChild:target cleanup:YES];
}
[_targets removeAllObjects];
[self doLogic];
}
}
When you want to remove objects in a array while browsing all objects of it, you should do like this:
for (int i = (int)_targets.count - 1 ; i >= 0 ; i--) {
CCSprite *target = _targets[i];
if (CGRectContainsPoint(target.boundingBox, location)) {
[_targets removeAllObjects];
[self removeChild:target cleanup:YES];
[self dologic];
}
}
Be careful: [NSArray count] returns a unsigned number, when [NSArray count] returns 0, ([NSArray count]-1) is NOT -1, should cast it to int

Outline (stroke) for non-rectangular CCNode in cocos2d

I need to create an outline like this dynamically:
Not for a CCSprite, but for multiple animated CCSprites united in one CCNode. I'm thinking about:
copying CCNode's content to a texture (like canvasBitmapData.draw(sourceDisplayObject) in AS3)
creating CCSprite with the resulting texture
tinting the sprite to outline color and scaling it up a bit
placing the sprite behind other sprites in the node
I have no idea how to perform step 1. And maybe it is faster to draw "true stroke" around the texture's opaque pixels instead of tint-scale in step 3?
I totally forgot to post an answer for this question. Here's the code for a very smooth stroke. It's not fast but worked great for a couple of big sprites on the first iPad.
The idea is to draw tiny colored and blurred balls around the sprite and place them onto their own texture. It can be used both for CCNode and CCSprite. The code also shifts anchor points because the resulting sprites will have a bit larger width and height.
Resulting outline (body and 2 hands, about 0.3s on iPad1):
White balls examples:
5f: http://i.stack.imgur.com/e9kos.png
10f: http://i.stack.imgur.com/S5goU.png
20f: http://i.stack.imgur.com/qk7GL.png
CCNode category, for Cocos2d-iPhone 2.1:
#implementation CCNode (Outline)
- (CCSprite*) outline
{
return [self outlineRect:CGRectMake(0, 0, self.contentSize.width, self.contentSize.height)];
}
- (CCSprite*) outlineRect:(CGRect)rect
{
NSInteger gap = dscale(4);
CGPoint positionShift = ccp(gap - rect.origin.x, gap - rect.origin.y);
CGSize canvasSize = CGSizeMake(rect.size.width + gap * 2, rect.size.height + gap * 2);
CCRenderTexture* renderedSpriteTexture = [self renderTextureFrom:self shiftedFor:positionShift onCanvasSized:canvasSize];
CGSize textureSize = renderedSpriteTexture.sprite.contentSize;
CGSize textureSizeInPixels = renderedSpriteTexture.sprite.texture.contentSizeInPixels;
NSInteger bitsPerComponent = 8;
NSInteger bytesPerPixel = (bitsPerComponent * 4) / 8;
NSInteger bytesPerRow = bytesPerPixel * textureSizeInPixels.width;
NSInteger myDataLength = bytesPerRow * textureSizeInPixels.height;
NSMutableData* buffer = [[NSMutableData alloc] initWithCapacity:myDataLength];
Byte* bytes = (Byte*)[buffer mutableBytes];
[renderedSpriteTexture begin];
glReadPixels(0, 0, textureSizeInPixels.width, textureSizeInPixels.height, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
[renderedSpriteTexture end];
//SEE ATTACHMENT TO GET THE FILES
NSString* spriteFrameName;
if (IS_IPAD) spriteFrameName = (CC_CONTENT_SCALE_FACTOR() == 1) ? #"10f.png" : #"20f.png";
else spriteFrameName = (CC_CONTENT_SCALE_FACTOR() == 1) ? #"5f.png" : #"10f.png";
CCSprite* circle = [CCSprite spriteWithSpriteFrameName:spriteFrameName];
circle.anchorPoint = ccp(0.48, 0.48);
float retinaScale = (CC_CONTENT_SCALE_FACTOR() == 1) ? 1.0 : 0.5;
CCRenderTexture* strokeTexture = [CCRenderTexture renderTextureWithWidth:textureSize.width height:textureSize.height pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
[strokeTexture beginWithClear:0 g:0 b:0 a:0];
for (NSInteger x = 0; x < textureSizeInPixels.width; x++)
{
for (NSInteger y = 0; y < textureSizeInPixels.height; y++)
{
NSInteger idx = y * bytesPerRow + x * bytesPerPixel + 3;
NSInteger w = 1;
if (bytes[idx] <= 254)
{
BOOL shouldBeStroked = NO;
for (NSInteger nx = -w; nx <= w; nx++)
{
for (NSInteger ny = -w; ny <= w; ny++)
{
if (x + nx < 0 || y + ny < 0 || x + nx >= textureSizeInPixels.width || y + ny >= textureSizeInPixels.height)
continue;
if (bytes[idx + nx * bytesPerPixel + ny * bytesPerRow] == 255)
{
shouldBeStroked = YES;
break;
}
}
}
if (shouldBeStroked == YES)
{
circle.position = ccp(x * retinaScale, y * retinaScale);
[circle visit];
}
}
}
}
[strokeTexture end];
CCSprite* resultSprite = [CCSprite spriteWithTexture:strokeTexture.sprite.texture];
[resultSprite.texture setAntiAliasTexParameters];
resultSprite.flipY = YES;
if ([self isKindOfClass:[CCSprite class]]) {
CGPoint oldAnchorInPixels = ccp(roundf(self.contentSize.width * self.anchorPoint.x), roundf(self.contentSize.height * self.anchorPoint.y));
resultSprite.anchorPoint = ccp((oldAnchorInPixels.x + gap) / resultSprite.contentSize.width, (oldAnchorInPixels.y + gap) / resultSprite.contentSize.height);
resultSprite.position = self.position;
} else { //CCNode
resultSprite.anchorPoint = CGPointZero;
resultSprite.position = ccpAdd(self.position, ccp(rect.origin.x - gap, rect.origin.y - gap));
}
return resultSprite;
}
- (CCRenderTexture*) renderTextureFrom:(CCNode*)node shiftedFor:(CGPoint)posShift onCanvasSized:(CGSize)size
{
SoftAssertion(!CGSizeEqualToSize(size, CGSizeZero), #"node has zero size");
BOOL isSprite = [node isMemberOfClass:[CCSprite class]];
CGPoint apSave = node.anchorPoint;
CGPoint posSave = node.position;
BOOL wasVisible = node.visible;
CCRenderTexture* rtx = [CCRenderTexture renderTextureWithWidth:size.width
height:size.height
pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
[rtx beginWithClear:0 g:0 b:0 a:0];
node.anchorPoint = CGPointZero;
node.position = posShift;
node.visible = YES;
if (isSprite) [node visit];
else [[self cloneCCNode:node] visit];
node.anchorPoint = apSave;
node.position = posSave;
node.visible = wasVisible;
[rtx end];
return rtx;
}
- (CCNode*) cloneCCNode:(CCNode*)source
{
CCNode* clone = [CCNode node];
void (^copyCCNodeProperties)(CCNode*, CCNode*) = ^(CCNode* source, CCNode* clone)
{
clone.visible = source.visible;
clone.rotation = source.rotation;
clone.position = source.position;
clone.anchorPoint = source.anchorPoint;
clone.zOrder = source.zOrder;
clone.tag = source.tag;
};
for (CCNode* srcSubnode in source.children) {
CCNode* subNode;
if ([srcSubnode isMemberOfClass:[CCSprite class]]) {
CCSprite* srcSprite = (CCSprite*)srcSubnode;
subNode = [CCSprite spriteWithTexture:srcSprite.texture];
CCSprite* subSprite = (CCSprite*)subNode;
subSprite.flipX = srcSprite.flipX;
subSprite.flipY = srcSprite.flipY;
subSprite.displayFrame = srcSprite.displayFrame;
subSprite.opacity = srcSprite.opacity;
}
else if ([srcSubnode isMemberOfClass:[CCLabelTTF class]]) {
CCLabelTTF* srcLabel = (CCLabelTTF*)srcSubnode;
subNode = [CCLabelTTF labelWithString:srcLabel.string fontName:srcLabel.fontName fontSize:srcLabel.fontSize dimensions:srcLabel.dimensions hAlignment:srcLabel.horizontalAlignment vAlignment:srcLabel.verticalAlignment];
CCSprite* subLabel = (CCSprite*)subNode;
subLabel.flipX = srcLabel.flipX;
subLabel.flipY = srcLabel.flipY;
subLabel.color = srcLabel.color;
}
else {
subNode = [self cloneCCNode:srcSubnode];
}
copyCCNodeProperties(srcSubnode, subNode);
[clone addChild:subNode];
}
copyCCNodeProperties(source, clone);
return clone;
}
I have a general purpose function I built up from various sources (that I'm ashamed to say I can't reference here). What it does is take a CCSprite, create a stroke that you can put behind it and return in a CCRenderTexture. If the sprite passed in has children (as yours might) I see no reason why it wouldn't do what you want, but I haven't tried.
Here it is in case it works:
#implementation Cocosutil
+(CCRenderTexture*) createStrokeForSprite:(CCSprite*)sprite size:(float)size color:(ccColor3B)cor
{
CCRenderTexture* rt = [CCRenderTexture renderTextureWithWidth:sprite.texture.contentSize.width+size*2 height:sprite.texture.contentSize.height+size*2];
CGPoint originalPos = [sprite position];
ccColor3B originalColor = [sprite color];
BOOL originalVisibility = [sprite visible];
[sprite setColor:cor];
[sprite setVisible:YES];
ccBlendFunc originalBlend = [sprite blendFunc];
[sprite setBlendFunc:(ccBlendFunc) { GL_SRC_ALPHA, GL_ONE }];
CGPoint bottomLeft = ccp(sprite.texture.contentSize.width * sprite.anchorPoint.x + size, sprite.texture.contentSize.height * sprite.anchorPoint.y + size);
CGPoint positionOffset = ccp(sprite.texture.contentSize.width * sprite.anchorPoint.x - sprite.texture.contentSize.width/2,sprite.texture.contentSize.height * sprite.anchorPoint.y - sprite.texture.contentSize.height/2);
CGPoint position = ccpSub(originalPos, positionOffset);
[rt begin];
for (int i=0; i<360; i+=30)
{
[sprite setPosition:ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*size, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*size)];
[sprite visit];
}
[rt end];
[sprite setPosition:originalPos];
[sprite setColor:originalColor];
[sprite setBlendFunc:originalBlend];
[sprite setVisible:originalVisibility];
[rt setPosition:position];
return rt;
}
#end
and here is code where I use it:
- (id) initWithSprite:(CCSprite*)sprite color:(ccColor3B)color strokeSize:(float)strokeSize strokeColor:(ccColor3B)strokeColor {
self = [super init];
if (self != nil) {
strokeColor_ = strokeColor;
strokeSize_ = strokeSize;
CCRenderTexture *stroke = [CocosUtil createStrokeForSprite:sprite size:strokeSize color:strokeColor];
[self addChild:stroke z:kZStroke tag:kStroke];
[self addChild:sprite z:kZLabel tag:kLabel];
[self setContentSize:[sprite contentSize]];
}
return self;
}

Box2d Body can not destroy when touch with another body

I am using box2d based game and it detect my player body collied with enemy body but when i write destroybody method for enemy at collied point that time my enemy can not destroy and gives error and my apps crashed.
I show you my code
std::vector<b2Body *>toDestroy;
std::vector<MyContact>::iterator pos;
for(pos = contactListener->_contacts.begin();
pos != contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
b2Body *bodyA = contact.fixtureA->GetBody();
b2Body *bodyB = contact.fixtureB->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL)
{
CCSprite *spriteA = (CCSprite *) bodyA->GetUserData();
CCSprite *spriteB = (CCSprite *) bodyB->GetUserData();
if (spriteA.tag == 1 && spriteB.tag == 2)
{
// SpriteA = PlayerSprite
// SpriteB = EnemySprite
NSString *t=[NSString stringWithFormat:#"Game Over"];
label.string=t;
[self removeChild:spriteB cleanup:YES];
world->DestroyBody(bodyB);
}
else if (spriteA.tag == 2 && spriteB.tag == 1)
{
//toDestroy.push_back(bodyB);
NSLog(#"Enemy Touch");
}
}
}
Here my spriteB can not destroy.
One more thing is enemy sprite is into the Enemy.mm file.
Please help me i am stuck with this problem.
Thanks in advance
Your making a fundamental error of handling enemy contact with player different from player contact with enemy(its just the order of thing), you should treat both case the same because you cant know what order they arrive.
Also you arent using toDestroy properly.
std::vector<b2Body *>toDestroy;
std::vector<MyContact>::iterator pos;
for(pos = contactListener->_contacts.begin();
pos != contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
b2Body *bodyA = contact.fixtureA->GetBody();
b2Body *bodyB = contact.fixtureB->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL)
{
CCSprite *spriteA = (CCSprite *) bodyA->GetUserData();
CCSprite *spriteB = (CCSprite *) bodyB->GetUserData();
if ((spriteA.tag == 1 && spriteB.tag == 2) ||(spriteA.tag == 2 && spriteB.tag == 1))
{
// SpriteA = PlayerSprite
// SpriteB = EnemySprite
NSString *t=[NSString stringWithFormat:#"Game Over"];
label.string=t;
[self removeChild:spriteB cleanup:YES];
toDestroy.push_back(bodyB);
}
}
}
//iterate and delete everything from toDestroy

Cocos2d Sprites Collision

I have multiple sprites placed onto a background sprite like this:
//my background
CCSprite *bg = [CCSprite spriteWithFile:#"imageName.png"];
[self addchild:bg];
And then I add my items onto bg
//this is how i add my items
CCSprite *items = [CCSprite spriteWithFile:#"itemName.png"];
[bg addchild:items];
Oh and not forgetting my car sprite
//my car
CCSprite *car = [CCSprite spriteWithFile:#"car.png"];
[self addchild:car];
I use a loop to add multiple sprites onto the bg.
Now the question is how do I detect whether the car collided with the multiple sprites that I have placed onto the bg?
I've tried using CGRectIntersectsRect and it doesn't work.
I've tried using the pythagoras theorem method and once again it doesn't work.
There was a method which involved adding the items sprites into a NSMutableArray and it doesn't work either.
Can anyone suggest a method whereby I can try?
Additional code:
-(void) initializeCarAndItems
{
car = [CCSprite spriteWithFile:#"android.png"];
car.position = ccp(screenSize.width/2, screenSize.height * 0.30);
[self addChild:car z:1];
carRect = [car boundingBox];
}
-(void) initializeMap
{
bg1 = [CCSprite spriteWithFile:#"racingBG.png"];
bg1.anchorPoint = ccp(0, 0);
bg1.position = ccp(0, 0);
[self addChild:bg1 z:-1];
bg2 = [CCSprite spriteWithFile:#"racingBG2.png"];
bg2.anchorPoint = ccp(0,0);
bg2.position = ccp(0, bg1.boundingBox.size.height - 1);
[self addChild:bg2 z:-1];
convertedWidth = (int)bg1.boundingBox.size.width;
convertedHeight = (int)bg1.boundingBox.size.height;
for (y = 0; y < 15; y++)
{
positionX = arc4random()%convertedWidth;
positionY = arc4random()%convertedHeight;
items = [CCSprite spriteWithFile:#"item.png"];
items.position = ccp(positionX, positionY + 300);
[bg1 addChild:items z:100];
[itemsArray addObject:items];
}
for (y = 0; y < 15; y++)
{
positionX = arc4random()%convertedWidth;
positionY = arc4random()%convertedHeight;
items = [CCSprite spriteWithFile:#"item.png"];
items.position = ccp(positionX, positionY);
[bg2 addChild:items z:100];
[itemsArray addObject:items];
}
}
-(void) accelerate
{
bg1.position = ccp(0, bg1.position.y - accelerateNumber);
bg2.position = ccp(0, bg2.position.y - accelerateNumber);
if (bg1.position.y < -bg1.boundingBox.size.height)
{
questionCount++;
bg1.position = ccp(0, bg2.position.y + bg2.boundingBox.size.height - 1);
[self question];
[bg1 removeAllChildrenWithCleanup:YES];
for (y = 0; y < 15; y++)
{
positionY = arc4random()%convertedHeight;
positionX = arc4random()%convertedWidth;
items.position = ccp(positionX, positionY);
items = [CCSprite spriteWithFile:#"item.png"];
[bg1 addChild:items z:100];
[itemsArray addObject:items];
}
}
else if (bg2.position.y < -bg2.boundingBox.size.height)
{
questionCount++;
bg2.position = ccp(0, bg1.position.y + bg1.boundingBox.size.height - 1);
[self question];
[bg2 removeAllChildrenWithCleanup:YES];
for (y = 0; y < 15; y++)
{
positionY = arc4random()%convertedHeight;
positionX = arc4random()%convertedWidth;
items.position = ccp(positionX, positionY);
items = [CCSprite spriteWithFile:#"item.png"];
[bg2 addChild:items z:100];
[itemsArray addObject:items];
}
}
}
-(void) update:(ccTime)deltaTime
{
[self ifEdgeOfScreen];
[self accelerate];
for (CCSprite *itemFromArray in itemsArray)
{
CGRect itemRect = [itemFromArray boundingBox];
if (CGRectIntersectsRect(carRect, itemRect))
{
NSLog(#"Collision!");
}
}
if (leftButton.active == TRUE)
{
[self moveLeftRight:1];
}
else if (rightButton.active == TRUE)
{
[self moveLeftRight:2];
}
}
UPDATE:
It's fixed :)
-(void) update:(ccTime)deltaTime
{
car = [car boundingbox];
[self ifEdgeOfScreen];
[self accelerate];
for (CCSprite *itemFromArray in itemsArray)
{
if (CGRectIntersectsRect(carRect, [itemFromArray boundingbox]))
{
NSLog(#"Collision!");
}
}
if (leftButton.active == TRUE)
{
[self moveLeftRight:1];
}
else if (rightButton.active == TRUE)
{
[self moveLeftRight:2];
}
}
I found so many problems with the code....
When you call removeAllChildren.. Make sure you also remove objects from array.. Removing sprite from parents does not remove it from array.
update the car rect in update Method. So in your update method
-(void) update:(ccTime)deltaTime
{
[self ifEdgeOfScreen];
[self accelerate];
carRect = [car boundingBox];
...........
}
Hope this helps.. :)

cocos2d everlasting growing path

In my app, I need to draw a path where every coupe of frames, an additional point is added to the end of it.
I could implement this in the following way:
- (void) draw
{
glEnable(GL_LINE_SMOOTH);
glColor4f(0.0,0.0,1.0,1.0);
BOOL first = YES;
CGPoint prevPoint;
for (NSValue* v in points)
{
CGPoint p = [v CGPointValue];
if (first == YES)
first = NO;
else
ccDrawLine(prevPoint, p);
prevPoint = p;
}
}
But I'm afraid this will not scale well as the path could (and almost always would) get pretty long.
Is there a better more "economical" way to implement this?
Look at the standard cocos2d RenderTextureTest sample code which includes a fingerpainting class. A simplified version of the main method that does the drawing is shown below. You could take this logic and use it to just render the path under your control rather than driven by the touch events.
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint start = [touch locationInView: [touch view]];
start = [[CCDirector sharedDirector] convertToGL: start];
CGPoint end = [touch previousLocationInView:[touch view]];
end = [[CCDirector sharedDirector] convertToGL:end];
// begin drawing to the render texture
[target begin];
// for extra points, we'll draw this smoothly from the last position and vary the sprite's
// scale/rotation/offset
float distance = ccpDistance(start, end);
if (distance > 1)
{
int d = (int)distance;
for (int i = 0; i < d; i++)
{
float difx = end.x - start.x;
float dify = end.y - start.y;
float delta = (float)i / distance;
[brush setPosition:ccp(start.x + (difx * delta), start.y + (dify * delta))];
[brush setRotation:rand()%360];
float r = ((float)(rand()%50)/50.f) + 0.25f;
[brush setScale:r];
//[brush setColor:ccc3(CCRANDOM_0_1()*127+128, 255, 255) ];
// Call visit to draw the brush, don't call draw..
[brush visit];
}
}
// finish drawing and return context back to the screen
[target end];
}