layer update does not get called in cocos2d-iphone - cocos2d-iphone

I'm having an issue with the HelloWorldLayer class' update: method not being called when building and running the applications on my iPad.
Not really sure what the issue is as init: and accelerometer: didAccelerate: are called as expected.
Here is the implementation of HelloWorldLayer:
// Import the interfaces
#import "HelloWorldLayer.h"
// Needed to obtain the Navigation Controller
#import "AppDelegate.h"
const float MaxPlayerAccel = 400.0f;
const float MaxPlayerSpeed = 200.0f;
#pragma mark - HelloWorldLayer
// HelloWorldLayer implementation
#implementation HelloWorldLayer
{
CGSize _winSize;
CCSprite *_playerSprite;
UIAccelerationValue _accelerometerX;
UIAccelerationValue _accelerometerY;
float _playerAccelX;
float _playerAccelY;
float _playerSpeedX;
float _playerSpeedY;
}
// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
- (id)init
{
if (self = [super initWithColor:ccc4(94, 63, 107, 255)])
{
_winSize = [CCDirector sharedDirector].winSize;
_playerSprite = [CCSprite spriteWithFile:#"Player-hd.png"];
_playerSprite.position = ccp(_winSize.width - 50.0f, 50.0f);
[self addChild:_playerSprite];
self.accelerometerEnabled = YES;
NSLog(#"init: method executed");
}
return self;
}
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
{
const double FilteringFactor = 0.75;
_accelerometerX = acceleration.x * FilteringFactor + _accelerometerX * (1.0 - FilteringFactor);
_accelerometerY = acceleration.y * FilteringFactor + _accelerometerY * (1.0 - FilteringFactor);
if (_accelerometerY > 0.05)
{
_playerAccelX = -MaxPlayerAccel;
}
else if (_accelerometerY < 0.05)
{
_playerAccelX = MaxPlayerAccel;
}
if (_playerAccelX < -0.05)
{
_playerAccelY = -MaxPlayerAccel;
}
else if (_playerAccelX > -0.05)
{
_playerAccelY = MaxPlayerAccel;
}
}
- (void)update:(ccTime)dt
{
NSLog(#"update: method is being called");
// 1
_playerSpeedX += _playerAccelX * dt;
_playerSpeedY += _playerAccelY * dt;
// 2
_playerSpeedX = fmaxf(fminf(_playerSpeedX, MaxPlayerSpeed), - MaxPlayerSpeed);
_playerSpeedY = fmaxf(fminf(_playerSpeedY, MaxPlayerSpeed), - MaxPlayerSpeed);
// 3
float newX = _playerSprite.position.x + _playerSpeedX * dt;
float newY = _playerSprite.position.y + _playerSpeedY * dt;
// 4
newX = MIN(_winSize.width, MAX(newX, 0));
newY = MIN(_winSize.height, MAX(newY, 0));
_playerSprite.position = ccp(newX, newY);
}
#end

You need to schedule the update in your init method:
[self scheduleUpdate];
Edit: Also, happened to see another possible issue with your code - you're loading the sprite image as image-hd.png. In Cocos2D, you only need to name the file without the -hd prefix: image.png, and it will automatically select the HD version if the screen is retina.

Related

How to move a CCSprite inside CCNode In cocos2d

I have a Bird which is a (CCSprite) and i want it to be flying in the Top of screen off course, So i add CCNode and add the bird as child on it but it's still flying outside of the CCNode!
MY CODE IS:
#implementation GamePlay {
CCSprite *myBird;
CCNode *theFlyingArea;
}
-(id)init {
if(self=[super init]) {
theFlyingArea = [CCNodeColor nodeWithColor:[CCColor colorWithRed:0.2f green:0.2f blue:0.2f alpha:0.4f] width:viewSize.width height:viewSize.height*60/100];
theFlyingArea.position = ccp(0, 0);
theFlyingArea.positionType = CCPositionTypeMake(CCPositionUnitPoints, CCPositionUnitPoints, CCPositionReferenceCornerTopLeft);
theFlyingArea.anchorPoint = ccp(0, 1);
[self addChild:theFlyingArea z:1];
float RandomY = arc4random() % (int)theFlyingArea.contentSize.height;
// Create MY BIRD
myBird = [CCSprite spriteWithImageNamed:#"myBird.png"];
myBird.scale = myBird.scale / 2;
myBird.position = ccp(-10, RandomY);
[theFlyingArea addChild:myBird z:2];
}
return self;
}
- (void)update:(CCTime)delta {
id moveTo = [CCActionMoveTo actionWithDuration:100.f position:ccp(((float)rand() / RAND_MAX) * theFlyingArea.contentSize.width , ((float)rand() / RAND_MAX) * theFlyingArea.contentSize.height)];
[myBird runAction:moveTo];
}
#end
Thank you very much.

Constantly moving object with Cocos2d

I'm looking for some guidance on how, using Cocos2d, I can have an object (let's say a rocket) that is in constant motion at a constant speed, and I have two buttons to simply change its direction.
I've found a few pieces of information on how to change the orientation of the rocket, however I'm stuck on just having the rocket be in constant motion.
I'll later want to make the rocket be able to fly off the screen and re-appear on the other side of the screen, but that's for another question (I've found some help on this already).
I'm new to Cocos2d and have searched for a few hours, but haven't been able to find what I'm after.
Could somebody point me in the right direction in being able to get my rocket constantly moving, and responding to changes in direction?
So, here's a first pass at how you could do something like that:
// ProjectileTest holds a projectile class that simply knows how to
move itself
// WrapBoundaryTest is the example scene showing potential usage of
ProjectileTest
ProjectileTest.h
#import "cocos2d.h"
#interface ProjectileTest : CCNode
{
CCSprite *sprite;
CGPoint velocity;
CGRect bounds;
BOOL isActive;
float steerAmount;
}
#property CCSprite *sprite;
#property CGPoint velocity;
#property CGRect bounds;
#property BOOL isActive;
#property float steerAmount;
+(id) projectileWithBounds:(CGRect) boundary
andVelocity:(CGPoint) v
andSteeringAmount:(float) steeringAmount;
-(void) step:(CCTime) dt;
-(void) steerLeft;
-(void) steerRight;
#end
ProjectileTest.m
#import "ProjectileTest.h"
#implementation ProjectileTest
#synthesize sprite, velocity, bounds, isActive, steerAmount;
+(id) projectileWithBounds:(CGRect) boundary andVelocity:(CGPoint) v andSteeringAmount:(float) steeringAmount
{
ProjectileTest *proj = [[self alloc] init];
proj.bounds = boundary;
proj.velocity = v;
proj.steerAmount = steeringAmount;
proj.isActive = YES;
[proj calculateAngleForVelocity: v];
return proj;
}
-(id) init
{
if(( self = [super init]))
{
sprite = [CCSprite spriteWithImageNamed:#"Icon.png"];
[self addChild:sprite];
[sprite setScale:0.50f];
bounds = CGRectZero;
velocity = CGPointZero;
isActive = NO;
steerAmount = 1.0f;
}
return self;
}
-(void) calculateAngleForVelocity:(CGPoint) v
{
float rads = ccpToAngle(v);
float degs = -CC_RADIANS_TO_DEGREES(rads);
sprite.rotation = degs + 90.0f;
}
-(void) steerLeft
{
[self steer: YES];
}
-(void) steerRight
{
[self steer: NO];
}
-(void) steer:(BOOL) left
{
if(left)
{
velocity = ccpRotateByAngle(velocity, CGPointZero, -CC_DEGREES_TO_RADIANS(-steerAmount));
}
else // right
{
velocity = ccpRotateByAngle(velocity, CGPointZero, -CC_DEGREES_TO_RADIANS(steerAmount));
}
}
-(void) step:(CCTime)dt
{
if(isActive)
{
if(CGRectContainsPoint(bounds, self.position))
{
self.position = ccpAdd(self.position, velocity);
[self calculateAngleForVelocity: velocity];
}
else
{
float nudge = 0.5f;
if(self.position.x >= bounds.size.width && velocity.x > 0.0f)
{
self.position = ccp(bounds.origin.x + nudge, self.position.y);
}
else if(self.position.x <= bounds.origin.x && velocity.x < 0.0f)
{
self.position = ccp(bounds.size.width - nudge, self.position.y);
}
if(self.position.y >= bounds.size.height && velocity.y > 0.0f)
{
self.position = ccp(self.position.x, bounds.origin.y + nudge);
}
else if(self.position.y <= bounds.origin.y && velocity.y < 0.0f)
{
self.position = ccp(self.position.x, bounds.size.height - nudge);
}
}
}
}
#end
WrapBoundaryTest.h
#import "cocos2d.h"
#import "cocos2d-ui.h"
#interface WrapBoundaryTest : CCScene
{
NSMutableArray *projectiles;
CCButton *left;
CCButton *right;
}
#property __strong NSMutableArray *projectiles;
+(id) scene;
#end
WrapBoundaryTest.m
#import "WrapBoundaryTest.h"
#import "ProjectileTest.h"
#implementation WrapBoundaryTest
#synthesize projectiles;
+(id) scene
{
return [[self alloc] init];
}
-(id) init
{
if(( self = [super init]))
{
projectiles = [NSMutableArray array];
CGRect projectileBounds = CGRectMake(
0.0f,
0.0f,
[CCDirector sharedDirector].designSize.width,
[CCDirector sharedDirector].designSize.height
);
CGPoint origin = ccp(200.0f, 150.0f);
[self addProjectileWithBoundsRect:projectileBounds andVelocity:ccp( 1.0f, 5.0f) andSteeringAmount:2.0f atStartingPosition:origin];
[self addProjectileWithBoundsRect:projectileBounds andVelocity:ccp(-1.0f, -5.0f) andSteeringAmount:1.0f atStartingPosition:origin];
[self addProjectileWithBoundsRect:projectileBounds andVelocity:ccp(-1.0f, 1.0f) andSteeringAmount:0.5f atStartingPosition:origin];
[self addProjectileWithBoundsRect:projectileBounds andVelocity:ccp( 8.0f, 1.0f) andSteeringAmount:7.5f atStartingPosition:origin];
left = [CCButton buttonWithTitle:#"Left" fontName:#"Arial" fontSize:16.0f];
left.positionType = CCPositionTypeNormalized;
left.position = ccp(0.1f, 0.1f);
[self addChild:left];
right = [CCButton buttonWithTitle:#"Right" fontName:#"Arial" fontSize:16.0f];
right.positionType = CCPositionTypeNormalized;
right.position = ccp(0.9f, 0.1f);
[self addChild:right];
}
return self;
}
-(void) addProjectileWithBoundsRect:(CGRect) boundsRect
andVelocity:(CGPoint) velocity
andSteeringAmount:(float) steeringAmount
atStartingPosition:(CGPoint) startingPosition
{
ProjectileTest *proj = [ProjectileTest projectileWithBounds: boundsRect
andVelocity: velocity
andSteeringAmount: steeringAmount
];
proj.position = startingPosition;
[self addChild:proj];
[projectiles addObject:proj];
}
-(void) update:(CCTime)delta
{
for(ProjectileTest *p in projectiles)
{
if(left.touchInside)
{
[p steerLeft];
}
if(right.touchInside)
{
[p steerRight];
}
[p step:delta];
}
}
#end
// HTH

'Signature not found for selector - does it have the following form? -(void) name: (ccTime) dt' - cocos2d

I keep getting the same crash report "'Signature not found for selector - does it have the following form? -(void) name: (ccTime) dt'".
This is getting pretty annoying now, i only wanted to make the Backgound scrolling infinitely.
Here is my code:
-(id) init {
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init])) {
self.isTouchEnabled = YES;
self.isAccelerometerEnabled = YES;
CGSize screenSize = [CCDirector sharedDirector].winSize;
/*CCSprite *Player = [CCSprite spriteWithFile:#"Icon.png"];
Player.position = ccp(screenSize.width/2 -110, screenSize.height/2);
Player.scale = 0.7;
[self addChild:Player];
[self scheduleUpdate];*/
CCLOG(#"Screen width %0.2f screen height %0.2f",screenSize.width,screenSize.height);
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
bool doSleep = true;
world = new b2World(gravity, doSleep);
world->SetContinuousPhysics(true);
// Debug Draw functions
/*m_debugDraw = new GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(m_debugDraw);
uint32 flags = 0;
flags += b2DebugDraw::e_shapeBit;
//flags += b2DebugDraw::e_jointBit;
//flags += b2DebugDraw::e_aabbBit;
//flags += b2DebugDraw::e_pairBit;
//flags += b2DebugDraw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);*/
// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0); // bottom-left corner
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world->CreateBody(&groundBodyDef);
// Define the ground box shape.
b2PolygonShape groundBox;
// bottom
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox,0);
// top
groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
//Set up sprite
BG1 = [CCSprite spriteWithFile:#"SkyAndClouds.png"];
BG1.anchorPoint = ccp(0,0);
BG1.position = ccp(0, 0);
BG1.scale = 0.5;
[self addChild:BG1];
BG2 = [CCSprite spriteWithFile:#"SkyAndClouds.png"];
BG2.anchorPoint = ccp(0,0);
BG2.position = ccp([BG1 boundingBox].size.width-1,0);
[self addChild:BG2];
[self schedule: #selector(AnimatedBG:) interval:0];
CCSpriteBatchNode *batch = [CCSpriteBatchNode batchNodeWithFile:#"Stick.png" capacity:150];
[self addChild:batch z:0 tag:kTagBatchNode];
[self addNewSpriteWithCoords:ccp(screenSize.width/2-110, screenSize.height/2)];
[self addZombieWithCoords:ccp(screenSize.width/2+240, screenSize.height/2)];
CCLabelTTF *label = [CCLabelTTF labelWithString:#"Stick, you Better Run!" fontName:#"Helvetica" fontSize:16];
[self addChild:label z:0];
[label setColor:ccc3(0,0,255)];
label.position = ccp( screenSize.width/2, screenSize.height-17);
[self schedule: #selector(tick:)];
}
return self;
}
-(void)AnimatedBG {
BG1.position = ccp(BG1.position.x-1,BG1.position.y);
}
Your AnimatedBG method should be defined as:
-(void) AnimatedBG:(ccTime)dt {
}
You should also make sure you have a definition for your scheduled tick: method:
-(void) tick:(ccTime)dt {
}

EXC_BAD_ACCESS while using box2d GetUserData and SetUserData

I've been straggling with this problem for a few days now and I'm desperate for your help. As I've been following Ray Wenderlich's tutorials and I still get EXC_BAD_ACCESS error when I'm trying to getUserData from b2Body inside a ContactListener
so WHContactListener.h:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "Box2D.h"
class WHContactListener : public b2ContactListener
{
private:
void BeginContact(b2Contact* contact);
void EndContact(b2Contact* contact);
};
WHContactListener.mm
#import "WHContactListener.h"
#import "cocos2d.h"
#import "ExSprite.h"
void WHContactListener::BeginContact(b2Contact *contact)
{
b2Body *bodyA = contact->GetFixtureA()->GetBody();
b2Body *bodyB = contact->GetFixtureB()->GetBody();
/*The problem occurs here, while it returns a non-null value it just crashes when I implement any method here, such as NSLog */
ExSprite *spriteB = (ExSprite*)bodyB->GetUserData();
NSLog(#"output %#", spriteB);
}
void WHContactListener::EndContact(b2Contact *contact)
{
}
Sprite class ExSprite.h
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "Box2D.h"
#interface ExSprite : CCSprite {
BOOL _exploded;
b2Body *_explBody;
}
#property (nonatomic, readwrite) BOOL exploded;
#property (nonatomic, assign) b2Body *explBody;
-(void)setPhysicsBody:(b2Body*)body;
#end
ExSprite.mm
#import "ExSprite.h"
#import "HelloWorldLayer.h"
#pragma mark - ExSprite
#implementation ExSprite
#synthesize exploded = _exploded;
#synthesize explBody = _explBody;
-(void)setPhysicsBody:(b2Body *)body
{
_explBody = body;
_explBody->SetUserData(self);
}
// this method will only get called if the sprite is batched.
// return YES if the physics values (angles, position ) changed
// If you return NO, then nodeToParentTransform won't be called.
-(BOOL) dirty
{
return YES;
}
// returns the transform matrix according the Chipmunk Body values
-(CGAffineTransform) nodeToParentTransform
{
b2Vec2 pos = _explBody->GetPosition();
float x = pos.x * PTM_RATIO;
float y = pos.y * PTM_RATIO;
if ( ignoreAnchorPointForPosition_ ) {
x += anchorPointInPoints_.x;
y += anchorPointInPoints_.y;
}
// Make matrix
float radians = _explBody->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
if( ! CGPointEqualToPoint(anchorPointInPoints_, CGPointZero) ){
x += c*-anchorPointInPoints_.x + -s*-anchorPointInPoints_.y;
y += s*-anchorPointInPoints_.x + c*-anchorPointInPoints_.y;
}
// Rot, Translate Matrix
transform_ = CGAffineTransformMake( c, s,
-s, c,
x, y );
return transform_;
}
-(void) dealloc
{
//
[super dealloc];
}
#end
Finally the layer that I'm using HelloWorld.h
#import <GameKit/GameKit.h>
// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"
#import "Box2D.h"
#import "GLES-Render.h"
#import "WHContactListener.h"
//Pixel to metres ratio. Box2D uses metres as the unit for measurement.
//This ratio defines how many pixels correspond to 1 Box2D "metre"
//Box2D is optimized for objects of 1x1 metre therefore it makes sense
//to define the ratio so that your most common object type is 1x1 metre.
#define PTM_RATIO 32
// HelloWorldLayer
#interface HelloWorldLayer : CCLayer <GKAchievementViewControllerDelegate, GKLeaderboardViewControllerDelegate>
{
CCTexture2D *spriteTexture_; // weak ref
b2World* world; // strong ref
GLESDebugDraw *m_debugDraw; // strong ref
WHContactListener* contactListener;
CCRenderTexture *target;
CCSprite *brush;
b2Body *groundBody;
NSMutableArray *shapeVert;
}
#property (nonatomic, readwrite)b2Body *groundBody;
#property (nonatomic, assign)NSMutableArray *shapeVert;
// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;
#end
and HelloWorld.mm
#import "HelloWorldLayer.h"
// Needed to obtain the Navigation Controller
#import "AppDelegate.h"
#import "PhysicsSprite.h"
#import "ExSprite.h"
enum {
kTagParentNode = 1,
};
#pragma mark - HelloWorldLayer
#interface HelloWorldLayer()
-(void) initPhysics;
-(void) addNewSpriteAtPosition:(CGPoint)p;
#end
#implementation HelloWorldLayer
#synthesize groundBody = groundBody_;
#synthesize shapeVert = shapeVert_;
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
-(id) init
{
if( (self=[super init])) {
// enable events
self.isTouchEnabled = YES;
self.isAccelerometerEnabled = YES;
CGSize s = [CCDirector sharedDirector].winSize;
// init physics
[self initPhysics];
target = [CCRenderTexture renderTextureWithWidth:s.width height:s.height pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
[target retain];
[target setPosition:ccp(s.width/2, s.height/2)];
[self addChild:target z:0];
brush = [CCSprite spriteWithFile:#"bird.png"];
[brush retain];
[self scheduleUpdate];
}
return self;
}
-(void) dealloc
{
delete world;
world = NULL;
delete contactListener;
contactListener = NULL;
delete m_debugDraw;
m_debugDraw = NULL;
[super dealloc];
}
-(void) initPhysics
{
CGSize s = [[CCDirector sharedDirector] winSize];
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
world = new b2World(gravity);
// Do we want to let bodies sleep?
world->SetAllowSleeping(true);
world->SetContinuousPhysics(true);
contactListener = new WHContactListener();
world->SetContactListener(contactListener);
m_debugDraw = new GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(m_debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
// flags += b2Draw::e_jointBit;
// flags += b2Draw::e_aabbBit;
// flags += b2Draw::e_pairBit;
// flags += b2Draw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);
// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(s.width/2/PTM_RATIO, s.height/2/PTM_RATIO); // bottom-left corner
//SET USERDATA
//groundBodyDef.userData = groundBody;
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
groundBody = world->CreateBody(&groundBodyDef);
// Define the ground box shape.
b2EdgeShape groundBox;
float32 x1 = 2*cosf(0.0f * b2_pi/180);
float32 y1 = 2*sinf(0.0f * b2_pi/180);
for(int32 i=1; i<=18; i++){
float32 x2 = 2*cosf((i*20) * b2_pi / 180);
float32 y2 = 2*sinf((i*20) * b2_pi / 180);
groundBox.Set(b2Vec2(x1,y1), b2Vec2(x2,y2));
groundBody->CreateFixture(&groundBox, 0);
x1 = x2;
y1 = y2;
}
}
-(void) draw
{
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
[super draw];
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
world->DrawDebugData();
kmGLPopMatrix();
}
-(void) addNewSpriteAtPosition:(CGPoint)p
{
//CCLOG(#"Add sprite %0.2f x %02.f",p.x,p.y);
CCNode *parent = [self getChildByTag:kTagParentNode];
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
//PhysicsSprite *sprite = [PhysicsSprite spriteWithTexture:spriteTexture_ rect:CGRectMake(32 * idx,32 * idy,32,32)];
ExSprite *sprite = [ExSprite spriteWithTexture:spriteTexture_ rect:CGRectMake(32*idx, 32*idy, 32, 32)];
[parent addChild:sprite];
sprite.position = ccp( p.x, p.y);
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
//USERDATA set
//bodyDef.userData = sprite;
b2Body *body = 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.restitution = 0.0f;
//fixtureDef.density = rand() * 20.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
[sprite setPhysicsBody:body];
//NSLog(#"here %#", body->GetUserData());
}
-(void) update: (ccTime) dt
{
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/
int32 velocityIterations = 8;
int32 positionIterations = 1;
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world->Step(dt, velocityIterations, positionIterations);
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
//Add a new body/atlas sprite at the touched location
for( UITouch *touch in touches ) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[self addNewSpriteAtPosition: location];
}
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
/*UITouch *touch = (UITouch*)touches.anyObject;
CGPoint start = [touch locationInView:[touch view]];
start = [[CCDirector sharedDirector] convertToGL:(start)];
CGPoint end = [touch previousLocationInView:[touch view]];
end = [[CCDirector sharedDirector] convertToGL:end];
[target begin];
float distance = ccpDistance(start, end);
for(int i =0; i < distance; 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 visit];
}
[target end];
*/
}
#pragma mark GameKit delegate
-(void) achievementViewControllerDidFinish:(GKAchievementViewController *)viewController
{
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
[[app navController] dismissModalViewControllerAnimated:YES];
}
-(void) leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController
{
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
[[app navController] dismissModalViewControllerAnimated:YES];
}
#end
Any help will be appreciated on the matter.
I've found the problem. It seems that I've left CCNode undeclared, and when I attach body with the UserData to the unavailable CCNode, it then crashes when I retrieve it in the contactlistener class

How to use openGL line drawing in cocos2d

I like to draw a line, but cocos2d inside ccDrawLine serrate, how to draw a blurring of the line, who can help me?
ccDrawLine( ccp(StartP.x, StartP.y), ccp(EndP.x, EndP.y) );
I did not use ccDrawLine but I created a line with a Sprite and I animated it (see code below). In this way I was able to use custom line images made (but nevermind. that's how I did).
If you want to stick to primitives I guess you should set the opacity of the line primitive (see this post which explains how) and then you could create a sequence of action that set the opacity level (e.g. start with opacity at 100%, then 75%, then back to 100% like I did with my images but using the method in the link above) to get the blurring effect..
Code using images:
CCSprite * string = [self getChildByTag:tag];
[string setOpacity:100];
NSMutableArray* frames = [[NSMutableArray alloc]initWithCapacity:3];
NSString*lineFrame = [NSString stringWithString:#"line0.png"];
CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:lineFrame];
[frames addObject:frame];
lineFrame = [NSString stringWithString:#"line1.png"];
frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:lineFrame];
[frames addObject:frame];
lineFrame = [NSString stringWithString:#"line0.png"];
frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:lineFrame];
[frames addObject:frame];
CCAnimation* anim = [CCAnimation animationWithFrames:frames delay:0.1f];
CCAnimate* animate = [CCAnimate actionWithAnimation:anim];
//CCRepeatForever* repeat = [CCRepeatForever actionWithAction:animate];
[string runAction:animate];
[string setOpacity:75];
Hope that this helps..
#import "cocos2d.h"
#interface CClineSprite : CCLayer
{
CCRenderTexture * renderTarget;
NSMutableArray * pathArray;
CCSprite * pathBrush;
CGPoint prePosition;
}
-(void)setLinePosition:(CGPoint)position;
-(void)setLineOpacity:(GLubyte) anOpacity;
-(void)setLineScale:(float) scale;
-(void)setLineColor:(ccColor3B) color;
#end
#import "CClineSprite.h"
#implementation CClineSprite
- (id) init
{
self = [super init];
if (self)
{
CGSize s = [[CCDirector sharedDirector] winSize];
renderTarget = [CCRenderTexture renderTextureWithWidth:s.width height:s.height];
[renderTarget setPosition:ccp(s.width/2, s.height/2)];
[self addChild:renderTarget z:1];
pathBrush = [CCSprite spriteWithFile:#"dots.png"];
pathBrush.color = ccWHITE;
[pathBrush setOpacity:100];
[pathBrush setScale:0.5];
pathArray = [[NSMutableArray alloc]init];
}
return self;
}
-(void)setLineOpacity:(GLubyte) anOpacity
{
[pathBrush setOpacity:anOpacity];
}
-(void)setLineScale:(float) scale
{
[pathBrush setScale:scale];
}
-(void)setLineColor:(ccColor3B) color
{
[pathBrush setColor:color];
}
-(void)setLinePosition:(CGPoint)position
{
[pathArray addObject:[NSValue valueWithCGPoint:position]];
[self renderPath];
}
- (void) renderPath
{
[renderTarget clear:0 g:0 b:0 a:0];
[renderTarget begin];
for (int i = 0; i < pathArray.count-1;i++)
{
CGPoint pt1;
CGPoint pt2;
[[pathArray objectAtIndex:i] getValue: &pt1];
[[pathArray objectAtIndex:i + 1] getValue: &pt2];
float distance = ccpDistance(pt1, pt2);
if (distance > 1)
{
int d = (int)distance;
for (int i = 0; i < d; i += 10)
{
float difx = pt2.x - pt1.x;
float dify = pt2.y - pt1.y;
float delta = (float)i / distance;
[pathBrush setPosition:ccp(pt1.x + (difx * delta), pt1.y + (dify * delta))];
[pathBrush visit];
}
}
}
[renderTarget end];
}
#end
USAGE:
CClineSprite* streak = [CClineSprite node];
[self addChild:streak z:999];
[streak setLinePosition:associatedTurtleObject.position];
[streak setLineScale:0.4];
To dynamically update or extend the line just use
[streak setLinePosition:ccp(x,y)];
Hope this will give you more flexibility for use