How to rotate the physics or dynamic body along an arc path in cocos2d(box2D) - cocos2d-iphone

As I am newbie to cocoa2d I am struggling alot to rotate the physics or dynamic body along an arc path.
The way I tried is as follows:
#define COS_ANIMATOR(position, timeCount, speed, waveMagnitude) ((cosf(timeCount * speed) * waveMagnitude) + position)
#define SIN_ANIMATOR(position, timeCount, speed, waveMagnitude) ((sinf(timeCount * speed) * waveMagnitude) + position)
CCSpriteBatchNode *pipe_parent = [CCSpriteBatchNode batchNodeWithFile:#"pipe.png" capacity:100];
CCTexture2D *pipeSpriteTexture_ = [pipe_parent texture];
PhysicsSprite *pipeSprite = [PhysicsSprite spriteWithTexture:pipeSpriteTexture_ rect:CGRectMake(0 ,0 ,55,122)];
//pipe = [CCSprite spriteWithFile:#"pipe.png"
// rect:CGRectMake(0, 0, 55, 122)];
[self addChild:pipeSprite];
// pipe.position = ccp(s.width/2 , 420.0);
b2BodyDef myBodyDef;
myBodyDef.type = b2_staticBody; //this will be a dynamic body
myBodyDef.position.Set(((s.width/2) - 90)/PTM_RATIO, 420.0/PTM_RATIO); //set the starting position
myBodyDef.angle = 0; //set the starting angle
b2Body* staticBody = world->CreateBody(&myBodyDef);
b2PolygonShape boxShape;
boxShape.SetAsBox(1,1);
b2FixtureDef boxFixtureDef;
boxFixtureDef.shape = &boxShape;
boxFixtureDef.density = 1;
boxFixtureDef.userData = pipeSprite;
boxFixtureDef.filter.groupIndex = -1;
staticBody->CreateFixture(&boxFixtureDef);
[pipeSprite setPhysicsBody:staticBody];
-(void) draw
{
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
[super draw];
const CGPoint newSpritePosition = ccp(COS_ANIMATOR(150, mTimeCounter, 0.05,50), SIN_ANIMATOR(400, mTimeCounter, -0.05, 50));
pipeSprite.position = newSpritePosition;
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
world->DrawDebugData();
kmGLPopMatrix();
}
on following this approach my sprite rotating in circular motion instead of rotating in an arc path.
Please give your ideas or suggestions.
Thanks all

I'm not entirely sure what it is you are looking to accomplish when you talk about rotating in an arc path. I only see you setting a position, not a rotation, so are you just wanting to set a position, or a rotation, or both? Your position code looks like you are trying to achieve a circular (or elliptical) path because you are using the sine and cosine in the x,y position.
If you're looking to move a sprite along a sine curve, I did that today and it took a bit of trial and error. I had some variables for the amplitude and period, and from there I traced out a nice sine curve movement in the sprite's update: method.
CGPoint initialPosition; // set this to the sprite's initial position
float amplitude; // in points
float period; // in points
float y, x = initialPosition.x;
-(void) update:(ccTime)dt
{
x += dt * 100; // speed of movement across the screen. Picked by trial and error.
y = initalPosition.y + amplitude * sinf((x - initialPosition.x)/period);
sprite.position = ccp(x,y);
sprite.rotation = cosf((x - initialPosition.x)/period); // optional if you want to rotate along the path as well
}
Don't know if this is anything you are looking for but it might give you some ideas.

Related

Moving a box2d object along the x axis while gravity pulls on the y axis

I have a box2d object that is being moved down the screen via gravity
int32 velocityIterations = 6;
int32 positionIterations = 2;
self.world->Step(dt, velocityIterations, positionIterations);
self.world->ClearForces();
for(b2Body *b = self.world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
id object = (id)b->GetUserData();
if([object isKindOfClass:[FallingObject class]])
{
CCSprite *sprite = (CCSprite *)b->GetUserData();
sprite.position = CGPointMake(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
sprite.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
When the user moves their finger across the screen either left or right i want to move the box2d object left or right while the object is still moving down the screen.
Can anyone suggest the best way to do this. I have tried applying linear velocity but it just seems to shoot of screen.
Any suggestions
Thanks
There some ways to do this, and you need to try the best for your case.
You can apply forces, impulse, or change the body velocity manually just for X parameter:
// x axis force
b2Vec2 xAxisForce = b2Vec2(10, 0);
// Try one of these
b->ApplyForce(xAxisForce, b->GetWorldCenter());
b->ApplyForceToCenter(xAxisForce);
b->ApplyLinearImpulse(xAxisForce, b->GetWorldCenter());
// Or change the body velocity manually
b->SetLinearVelocity(b2Vec2(10, b->GetLinearVelocity().y));

how to prevent softbody ball from destruction in box2d?

I have used soft body physics in my game to make ball.Now when ball falls down on some platforms which are also b2Bodies or on GrounBody it completely destroyed & it's shape also changed.
I have referred this link : http://www.uchidacoonga.com/2012/04/soft-body-physics-with-box2d-and-cocos2d-part-44/
but when i am trying to change some of values like radius,frequencyHz ,dampingRatio etc then it gives result as per my first image , in which my ball looks so unshaped & destructed .
- (void) createPhysicsObject:(b2World *)world {
// Center is the position of the circle that is in the center (inner circle)
b2Vec2 center = b2Vec2(240/PTM_RATIO, 160/PTM_RATIO);
b2CircleShape circleShape;
circleShape.m_radius = 0.20f;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density = 0.1;
fixtureDef.restitution = -2;
fixtureDef.friction = 1.0;
// Delta angle to step by
deltaAngle = (2.f * M_PI) / NUM_SEGMENTS;
// Radius of the wheel
float radius = 50;
// Need to store the bodies so that we can refer back
// to it when we connect the joints
bodies = [[NSMutableArray alloc] init];
for (int i = 0; i < NUM_SEGMENTS; i++) {
// Current angle
float theta = deltaAngle*i;
// Calculate x and y based on theta
float x = radius*cosf(theta);
float y = radius*sinf(theta);
// Remember to divide by PTM_RATIO to convert to Box2d coordinate
b2Vec2 circlePosition = b2Vec2(x/PTM_RATIO, y/PTM_RATIO);
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
// Position should be relative to the center
bodyDef.position = (center + circlePosition);
// Create the body and fixture
b2Body *body;
body = world->CreateBody(&bodyDef);
body->CreateFixture(&fixtureDef);
// Add the body to the array to connect joints to it
// later. b2Body is a C++ object, so must wrap it
// in NSValue when inserting into it NSMutableArray
[bodies addObject:[NSValue valueWithPointer:body]];
}
// Circle at the center (inner circle)
b2BodyDef innerCircleBodyDef;
// Make the inner circle larger
circleShape.m_radius = 0.8f;
innerCircleBodyDef.type = b2_dynamicBody;
// Position is at the center
innerCircleBodyDef.position = center;
innerCircleBody = world->CreateBody(&innerCircleBodyDef);
innerCircleBody->CreateFixture(&fixtureDef);
// Connect the joints
b2DistanceJointDef jointDef;
for (int i = 0; i < NUM_SEGMENTS; i++) {
// The neighbor
const int neighborIndex = (i + 1) % NUM_SEGMENTS;
// Get current body and neighbor
b2Body *currentBody = (b2Body*)[[bodies objectAtIndex:i] pointerValue];
b2Body *neighborBody = (b2Body*)[[bodies objectAtIndex:neighborIndex] pointerValue];
// Connect the outer circles to each other
jointDef.Initialize(currentBody, neighborBody,
currentBody->GetWorldCenter(),
neighborBody->GetWorldCenter() );
// Specifies whether the two connected bodies should collide with each other
jointDef.collideConnected = true;
jointDef.frequencyHz = 25.0f;
jointDef.dampingRatio = 0.5f;
world->CreateJoint(&jointDef);
// Connect the center circle with other circles
jointDef.Initialize(currentBody, innerCircleBody, currentBody->GetWorldCenter(), center);
jointDef.collideConnected = true;
jointDef.frequencyHz = 25.0;
jointDef.dampingRatio = 0.5;
world->CreateJoint(&jointDef);
}
}
This code give me the result as shown here.Is there any solution to avoid this situation ???
i want output like this
for that what changes i should made ? any suggestions !! please help.
i would also like to know the reason behind this.
It looks like the triangle fan is reacting with itself. Since you use a triangle fan to create a ball the triangles shouldn't interact, they are connected only. The code on the website you provided is a little bit different. After the first jointDef.Initialize the frequency and dampingRatio are 0.
But some other informations are missing like your NUM_SEGMENTS. Provide complete working code/functions (not the whole application), so someone other could compile and check it also.

Rotating CCSprite thats an equilateral triangle

I have an CCSprite thats an equilateral triangle. I want to rotate the triangle in 60 degree increments holding its position.
The sprite is 126x110 (not square) setting the sprites rotation property in 60 degree increments changes the position of the sprite. How can i keep the sprite appear stationary at each rotation?
A bit more about this the center of the rectangle IS NOT the center of the sprite. So there is some adjustment needed when the rotation is needed to keep the center of the triangle appearing centered.
I think i came up with a long answer that needs to be approved..
// collect points.
self.point1 = CGPointMake(CGRectGetWidth(self.tile.boundingBox)/2, 0);
self.point2 = CGPointMake(CGRectGetWidth(self.tile.boundingBox), CGRectGetHeight(self.tile.boundingBox));
self.point3 = CGPointMake(0, CGRectGetHeight(self.tile.boundingBox));
// calculcate the mid point.
float midPointX = floor((self.point1.x + self.point2.x + self.point3.x)/3.0);
float midPointY = floor((self.point1.y + self.point2.y + self.point3.y)/3.0);
// stash the center of the triangle
self.triangleCenter = CGPointMake(midPointX, midPointY);
Then figure out new location of the center point based on rotation.. And animate there. (Sorry about hard coded center of the screen this was a rough test).
-(void) rotateToAngleAboutCenter:(float)angle {
// stash old values.
CGPoint oldPosition = self.tile.position;
float oldRotation = self.tile.rotation;
// reset the rotation
self.tile.rotation = 0;
// this is hard coded here currently the center of the screen.
self.tile.position = ccp(512, 384);
// figure out where our center point will be when we are rotated about the center.
CGPoint point = ccpRotateByAngle(self.triangleCenter, [self.tile anchorPointInPoints],-CC_DEGREES_TO_RADIANS(angle));
// convert the ppoint to local space.
point = [self.tile convertToWorldSpace:point];
point = [self convertToNodeSpace:point];
// reset the rotation and position.
self.tile.rotation = oldRotation;
self.tile.position = oldPosition;
// animate to new rotation/position.
CCMoveTo* moveTo = [CCMoveTo actionWithDuration:.25 position:point];
CCRotateTo* rotateTo = [CCRotateTo actionWithDuration:.25 angle:angle];
[self.tile runAction:moveTo];
[self.tile runAction:rotateTo];
}

Box2D object speed

I have a little issue with my game. In my main game scene I create a Player object from a class, like this:
player = [Player spriteWithFile:#"Icon-Small#2x.png"];
player.position = ccp(100.0f, 180.0f);
[player createBox2dObject:world];
Below is the main chunk of my small Player class that creates the body and the fixture so I can use it in a box2d world.
b2BodyDef playerBodyDef;
playerBodyDef.type = b2_dynamicBody;
playerBodyDef.position.Set(self.position.x/PTM_RATIO, self.position.y/PTM_RATIO);
playerBodyDef.userData = self;
playerBodyDef.fixedRotation = true;
playerBodyDef.linearDamping = 4.0;
body = world->CreateBody(&playerBodyDef);
b2CircleShape circleShape;
circleShape.m_radius = 0.7;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density = 1.0f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 1.0f;
body->CreateFixture(&fixtureDef);
The result of this code is a Box2d object with Icon-Small#2x.png over it. When I move a joystick, a Box2D impulse is applied and the player moves. Simple enough, right?
In non-retina displays, this works fine. However, when I switch to Retina in the simulator, Icon-Small#2x.png is created a little higher and farther to the right, not over the Box2D circle. Then, gravity is applied and they both fall down to the platform. Icon-Small#2x.png falls twice as fast. When I move the joystick, the Box2D circle moves, but Icon-Small#2x.png moves twice as fast and the camera follows it, soon leaving the circle off the screen. I doubt this issue has really anything to do with the code I have here, I feel like its a scaling issue hidden somewhere in my game. Does anyone have suggestions?
Edit:
I move the sprite with:
[player moveRight];
This is moveRight in the player class:
-(void) moveRight {
b2Vec2 impulse = b2Vec2(2.0f, 0.0f);
body->ApplyLinearImpulse(impulse, body->GetWorldCenter());
}
Shouldn't be any issue here, right?
Edit (again):
Here's my update: method-
- (void) update:(ccTime)dt {
int32 velocityIterations = 8;
int32 positionIterations = 1;
world->Step(dt, velocityIterations, positionIterations);
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *myActor = (CCSprite*)b->GetUserData();
myActor.position = CGPointMake( b->GetPosition().x *PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
b2Vec2 pos = [player body]->GetPosition();
CGPoint newPos = ccp(-1 * pos.x * PTM_RATIO + 50, self.position.y * PTM_RATIO);
[self setPosition:newPos];
}
I have a feeling that the issue is somewhere in here. I've tried changing PTM_RATIO around, but it doesn't affect the speed. Any ideas?
Edit: see comment below, almost have this figured out
You problem probably stems from the fact you are using a #2x image... Read, http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:how_to_develop_retinadisplay_games_in_cocos2d
There it states:
WARNING: It is NOT recommend to use the ”#2x” suffix. Apple treats those images in a special way which might cause bugs in your cocos2d application.
So to solve your problem read through the information on using png files with the -hd suffix.
For the comment:
Do you have some code that looks something like...
world->Step(dt, 10, 10);
for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *sprite = (CCSprite *)b->GetUserData();
sprite.position = ccp(b->GetPosition().x * PTM_RATIO,b->GetPosition().y * PTM_RATIO);
}
}
See how the code loops through all the box2d bodies in the word and sets the position of the sprite that is associated with the box2d body?

How to move a sprite at a certain angle with a joystick

Hi I have finally made a working joystick in cocos2d. I am able to rotate a sprite to the exact angle that the joystick thumb, or cap, is 'pointing'. However, I am unable to move the sprite in that same direction. Is there an easy way to move the sprite with the way I have the rotating code set up? Also is there a way to keep it moving if your thumb is still pressed, but not moving the joystick?. PS this code is all within the TouchesMoved method. PPS. the cap is the thumb, the pad is the joystick background, and the Sprite2 is the sprite that I want to move. (95, 95) is the center of the pad sprite.
if(capSprite.position.x>=padSprite.position.x){
id a3 = [CCFlipX actionWithFlipX:NO];
[sprite2 runAction:a3];
}
if(capSprite.position.x<=padSprite.position.x){
id a4 = [CCFlipX actionWithFlipX:YES];
[sprite2 runAction:a4];
}
CGPoint pos1 = ccp(95, 95);
CGPoint pos2 = ccp(capSprite.position.x, capSprite.position.y);
int offX = pos2.x-pos1.x;
int offY = pos2.y-pos1.y;
float angleRadians = atanf((float)offY/(float)offX);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float theAngle = -1 * angleDegrees;
sprite2.rotation = theAngle;
I'm not familiar with cocos2d but I had a quick look at the documentation and this sample might be of use to you:
if keys[key.UP]:
self.target.acceleration = (200 * rotation_x, 200 * rotation_y)
I had written a long explanation answering your second question but I believe this "self.target.acceleration" solves that too. You can read more at the cocos2d API documentation.
What I generally do is get the angle, convert it to a CGPoint with ccpForAngle(float) and then multiply the CGPoint by a value:
float angle = whatever;
CGPoint anglePoint = ccpForAngle(angle);
// You will need to play with the mult value
angle = ccpMult(angle, 2.5);
// This also works with box2D or probably Chipmunk.
sprite.position = angle;