How to attach an object to a rotating circle in box2d cocos2d? - cocos2d-iphone

I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in cocos2d box2d?

When the collision between the user and the circle is detected, you could run an action that calls a callback function (perhaps a CCCallFuncND). The callback function could be passed pointers to both bodies (wrapped in NSValue valueWithPointer) and create an arbitrary joint between them. This would be done by first instantiating a b2JointDef of the desired type, defining bodyA and bodyB for that joint as the two bodies you'd like "stuck together", and then calling b2World->CreateJoint().
In terms of attaching the player body to a specific point on the circle body, you'd have to do so via some parameter of the joint def like anchorPoint. For example b2PrismaticJoints have anchorPoint which defines the center of the joint's range of motion.

Related

Bullet physics stops collision after a while

I am trying to use bullet physics library in my opengl game engine for collision detection.
I am not trying to do anything complicated, I only want to know when things collide in the 3d world. I am only using box shapes and I have no interest in moving the objects using physics (I have even disabled collision response for my rigid bodies).
I have managed to get the collision to work doing the following:
First, each frame I update the rigid bodies world transform based on the entity's transform it is attached to. For example I move my player right, the rigid body (and the bounding box) moves with me.
I am checking if 2 objects are colliding using this code:
void PhysicsManager::myTickCallback(btDynamicsWorld *world, btScalar timeStep)
{
int numManifolds = world->getDispatcher()->getNumManifolds();
if (numManifolds > 0)
cout << "COLLISION" << endl;
}
myTickCallback is the dynamics world internal tick call back: dynamicsWorld->setInternalTickCallback(myTickCallback);
What is weird now is that when I start up the game, I move my player on the other object I want it to collide with and it starts spamming COLLISION. If I leave the player on the object it will keep spamming it. However, if go away from the object and go back into it several times, after a while it just stops writing COLLISION.
I have checked if the rigid bodies are moving (if there is collision response) and there isn't.
This could be a problem in the game I am trying to create because I want the player to be hit by projectiles and it wouldn't be right if he stops getting hit after a while.

Keeping Velocity Constant and Player in Position - Sidescrolling

I'm working on a Little Mobile Game with Cocos2D-X and Box2D.
The Point where I got stuck is the movement of a box2d-body (the main actor) and the according Sprite. Now I want to :
move this Body with a constant velocity along the x-axis, no matter if it's rolling (it's a circleshape) upwards or downwards
keep the body nearly sticking to the ground on which it's rolling
keep the Body and the according Sprite in the Center of the Screen.
What I tried :
in the update()- method I used body->SetLinearVelocity(b2Vec2(x,y)) to higher/lower values, if the Body was passing a constant value for his velocity
I used to set very high y-Values in body->SetLinearVelocity(b2Vec2(x,y))
First tried to use CCFollow with my playerSprite, which was also Scrolling along the y-axis, as i only need to scroll along the x-axis, so I decided to move the whole layer which is containing the ambience (platforms etc.) to the left of my Screen and my Player Body & Player sprite to the right of the Screen, adjusting the speed values to Keep the Player in the Center of the Screen.
Well...
...didn't work as i wanted it to, because each time i set the velocity manually (I also tried to use body->applyLinearImpulse(...) when the Body is moving upwards just as playing around with the value of velocityIterations in world->Step(...)) there's a small delay, which pushes the player Body more or less further of the Center of the Screen.
... didn't also work as I expected it to, because I needed to adjust the x-Values, when the Body was moving upwards to Keep it not getting slowed down, this made my Body even less sticky to the ground....
... CCFollow did a good Job, except that I didn't want to scroll along the y-axis also and it Forces the overgiven sprite to start in the Center of the Screen. Moving the whole Layer even brought no good results, I have tried a Long time to adjust values of the movement Speed of the layer and the Body to Keep it negating each other, that the player stays nearly in the Center of the Screen....
So my question is :
Does anyone of you have any Kind of new Approach for me to solve this cohesive bunch of Problems ?
Cheers,
Seb
To make it easy to control the body, the main figure to which the force is applied should be round. This should be done because of the processing mechanism of collisions. More details in this article: Why does the character get stuck?.
For processing collisions with the present contour of the body you can use the additional fixtures and sensors with an id or using category and mask bits. For of constant velocity is often better to use SetLinearVelocity, because even when using impulse velocity gets lost at sharp uphill or when jumping. If you want to use the implulse to change the position of the body, then you need to use the code for the type of this:
b2Vec2 vel = m_pB2Body->GetLinearVelocity();
float desiredVel = mMoveSpeed.x; //set there your speed x value
float velChange = desiredVel - vel.x;
float impulse = m_pB2Body->GetMass() * velChange;
m_pB2Body->ApplyLinearImpulse( b2Vec2(impulse, mMoveSpeed.y), m_pB2Body->GetWorldCenter());
This will allow maintain a constant speed most of the time. Do not forget that these functions must be called every time in your game loop. You can combine these forces, depending on the situation. For example, if the at the beginning you need to make a small acceleration, it is possible to use ApplyForce to the body, and when a desired speed is to use ApplyLinearImpulse or SetLinearVelocity. How correctly to use it is described here: Moving at constant speed
If you use world with the normal gravity(b2Vec2(0, -9.81)), then it should not be a problem.
I answer for this question here: Cocos2D-x - Issues when with using CCFollow. I use this code, it may be useful to you:
CCPoint position = ccpClamp(playerPosition, mLeftBounds, mRightBounds);
CCPoint diff = ccpSub(mWorldScrollBound, mGameNode->convertToWorldSpace(position));
CCPoint newGameNodePosition = ccpAdd(mGameNode->getPosition(), mGameNode->getParent()->convertToNodeSpace(diff));
mGameNode->setPosition(newGameNodePosition);
P.S. If you are new to box2d, it is advisable to read all the articles iforce2d(tuts), they are among the best in the network, as well as his Box2D Editor - RUBE. At one time they really helped me.
I do not know if this is possible but I have an idea:
Keep the circle at a fixed position and move the background relatively. For example, during the course of the game, if the circle has a velocity of 5 towards left then keep circle fixed and move screen with velocity 5 towards right. If circle has 5 velocity towards left and screen has 3 velocity towards right, then keep circle fixed and move screen with 8 velocity towards left and so on. This should allow you to fix the circle at the center of the screen.
Another method would be to translate the entire screen along with the ball. Make everything on the screen an object that can have a velocity. And the x-component of the velocity of the ball (circle) should be the velocity of all other objects. This way, whenever the circle moves, all the other objects will try and keep up with it.

Centring Sprite or moving camera? C++/Opengl

I'm self learning C++ and playing around 2D tile mapping.
I have been reading through this scrolling post here, which is based on this tiling tutorial.
Using the above tutorial and some help from the Pearson, Computer Graphics with OpenGL book I have written a small program that draws a 40x40 tiled world and a Sprite (also a tile).
In terms of drawing/render order, the map(or world) itself is that back layer and the Sprite is the forward most (or top) layer. I'm assuming that's a good way of doing it as its easier for 2 tiles to interact than a tile and a custom sprite or rectangle. Is that correct?
I have implemented a Keyhandling() function that lets you move the map inside the viewport using the keyboards arrow keys. I have a variable called offsetx, offsety that when a key is pressed increases or decreases. Depending on whether I assign the variable to the map or sprite, I can more one or the other in any direction on the screen.
Neither seems to work very well, so I assigned the variables to both (map and sprite) but with positive values for the sprite, and negative for the map. So upon a key press, this allows my Sprite to move in one direction whilst the map moves in the opposite direction.
My problem is, the sprite soon moves enough to leave the window and not enough to bring the more of the map into the scene. (The window only shows about 1/8th of the tiles at any one time).
I've been thinking all day, and I think an efficient/effective way to solve this issue would be to fix the sprite to the centre of the screen and when a key is pressed the map moves around... I'm unsure how to implement this though.
Would that be a good way? Or is it expected to move the viewport or camera too?
You don't want to move everything relative to the Sprite whenever your character moves. Consider a more complicated world where you also have other things on the map, eg other sprites. It's simplest to keep the map fixed, and move each sprite relative to the map, (if it's a movable sprite). It just doesn't make much sense to move everything in the world whenever your character moves around in the world.
If you want to render your world with your character always at the center, that's perfectly fine. The best thing to do is move the camera. This also allows you to zoom your camera in/out, rotate the camera, etc. with very little hassle in keeping track of all the objects in the world.
Be careful with your usage of the word "viewport". It means a very specific thing in OpenGL. (ie, look at the function glViewport). If your book uses it differently, that's fine. I'm just pointing this out because it's not 100% clear to me what you mean by it.

Detect multiple collision point

How to detect multiple collision point in sprite body. I know the detection of sprite bodies but don't know in custom collision.
In my game i have player and enemy sprite both are in dynamic body and I want to detect collision in two way like mario type. Collision detection in top of the enemy and another is collision detection in front of enemy..
How can i do this??
Thanks in advance.
you can add different fixtures to the head and to the bottom of your enemy. then just check which enemy fixture collided with your hero

cocos2D collision on edge shape only

I'm developing an iOS game with cocos2D.
My game is simple, there are levels, and a rotating sprite.
The sprite need to go from the beginning to the end of the level without losing his lives.
So there is two possibilities for me :
1°) Already working good
Tilemap based levels with 2D pixels styles tilesets
Custom collision detection on the edge of the hero's sprite bounding box, and the tilemap collision.
2°) Would be better graphics, and better users experience (without physics, only collision):
map base on vector graphics / SVG
collision detection using the edge of the hero's sprite shape and the map
But, i read the cocos2D/Box2D documentation, and i doesn't found a collision detection on the edge of the sprite's shape ONLY. It's like a pixel perfect collision (already found algo).
I only want to know if one of the 4 edge of my hero's shape is colliding a border of the level, and if yes which shape is colliding (because my sprite is rotating).
Someone have an idea ?
Thank you a lot for your time.
One polygon shape should be attached to your Hero's body via fixture.
To detect a collision point use contacts between dynamic(hero) and static(walls) bodies.
Just take your hero's shape and divide in half to find the pixel width of the hero shape (the radius) and detect collision if the distance between your hero and another sprite is equal to or less than this radius.