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?
Related
I need to throw my box2d object till off screen.
For example... Rabbit is moving straight on Jungle Path (Road length around 500 metres). In between it got some power to apply, like Axe. So rabbit need to throw that object forward till the off screen. If any bouncable object (like wall and tree) in midway, thrown object need to come back, else it should go to off screen and hide.
At touch event I called below method to create body and for movement I used setlinear velocity.. but it's not moving straight and smooth; then inbetween if any objects (like wall and tree). How to bounce back (reverse travel)?
[self createbody];
-(void) createbody
{
freeBodySprite = [CCSprite spriteWithFile:#"blocks.png"];//web_ani_6_1
//freeBodySprite.position = ccp(100, 300);
[self addChild:freeBodySprite z:2 tag:6];
CGPoint startPos = CGPointMake(100, 320/1.25);
b2BodyDef bodyDef;
bodyDef.type = b2_staticBody;
bodyDef.position = [self toMeters:startPos];
bodyDef.userData = freeBodySprite;
b2CircleShape shape;
float radiusInMeters = ((freeBodySprite.contentSize.width * freeBodySprite.scale/PTM_RATIO) * 0.5f);
shape.m_radius = radiusInMeters;
b2FixtureDef fixtureDef;
fixtureDef.shape = &shape;
fixtureDef.density = 0.07f;
fixtureDef.friction = 0.1f;
fixtureDef.restitution = 0.1f;
b2Fixture *stoneFixture;
circularObstacleBody = world->CreateBody(&bodyDef);
stoneFixture = circularObstacleBody->CreateFixture(&fixtureDef);
freeBody = circularObstacleBody;
}
-(b2Vec2) toMeters:(CGPoint)point
{
return b2Vec2(point.x / PTM_RATIO, point.y / PTM_RATIO);
}
I am bit confused. How to achieve the above requirement ?
I refer this link:- Box2d object throwing smoother and on same velocity
First, In your Code, u didnt show your movement code(where u used that Linear Velocity)
b2vec2 *move = (30,0);
cart->SetLinearVelocity(move);
above code will move your box2d body with 30 velocity in x axis. when ever any object occurs in middle of road. u need to handle those in below methods
void LevelContactListener::BeginContact(b2Contact* contact)
void LevelContactListener::EndContact(b2Contact* contact)
u will get Fixtures from above method. based on that handle the collisons.(i.e.,) your box2d body(player power) and those road objects collided. set the power to reverse direction (-velocity).
You can set friction to 0 and body will nicely bouncing from walls.
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO);
b2Body * body = _world->CreateBody(&bodyDef);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
b2FixtureDef ShapeDef;
ShapeDef.shape = &circle;
ShapeDef.density = 1.0f;
ShapeDef.friction = 0.f;
ShapeDef.restitution = 1.0f;
b2Fixture *bodyFixture = body->CreateFixture(&ShapeDef);
To create walls you need create ground body for example:
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
_groundBody = _world->CreateBody(&groundBodyDef);
b2EdgeShape groundBox;
b2FixtureDef groundBoxDef;
groundBoxDef.shape = &groundBox;
groundBox.Set(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
_bottomFixture = _groundBody->CreateFixture(&groundBoxDef);
groundBox.Set(b2Vec2(0,0), b2Vec2(0, winSize.height/PTM_RATIO));
_groundBody->CreateFixture(&groundBoxDef);
groundBox.Set(b2Vec2(0, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO,
winSize.height/PTM_RATIO));
_groundBody->CreateFixture(&groundBoxDef);
groundBox.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, 0));
_groundBody->CreateFixture(&groundBoxDef);
You may add distance joint that will pull object back to the initial position upon its first contact with other collider (see contact listener for details).
I think it is possible to have persistent joint connected your player with throwable object. You just have to handle joint limits (distance) and behaviour (spring and damper).
setTouchEnabled(true);
ball=CCSprite::create("soccer_ball.png");
ball->setPosition(ccp(100,100));
addChild(ball,1);
//CREATE WORLD
b2Vec2 gravity(0, -9.8); //normal earth gravity, 9.8 m/s/s straight down!
bool doSleep = true;
myWorld = new b2World(gravity);
myWorld->SetAllowSleeping(doSleep);
//BODY DEFINITION
myBodyDef.type = b2_dynamicBody; //this will be a dynamic body
myBodyDef.position.Set(0, 20); //set the starting position
myBodyDef.angle = 0; //set the starting angle return true;
myBodyDef.userData=ball;
//CREATE SHAPE
b2CircleShape ballShape;
ballShape.m_p.Set(2.0f,3.0f);
ballShape.m_radius=50.0/PTM_RATIO;
//CREATE BODY
dynamicBody = myWorld->CreateBody(&myBodyDef);
//FIXTURE DEFINITION
b2FixtureDef ballFixtureDef;
ballFixtureDef.shape = &ballShape;
ballFixtureDef.density = 1;
dynamicBody->CreateFixture(&ballFixtureDef);
}
void HelloWorld::update()
{
float32 timeStep = 1/20.0; //the length of time passed to simulate (seconds)
int32 velocityIterations = 8; //how strongly to correct velocity
int32 positionIterations = 3; //how strongly to correct position
myWorld->Step( timeStep, velocityIterations, positionIterations);
}
I am learning box2d basic concepts and i have put my code here. I created a box2d circle shape. now i want to add sprite of ball in that circle shape. I have used myBodyDef.userData=ball; but it is not working .. i used gles-render code to debug draw but in that circle body is different and ball sprite is different. when i applyforce or impluse body works perfectly but dont attached to ball sprite..is any mistake in my code. I want to apply force to ball and ball should bounce according to physics but i can not attach to body plz help me.
Body and sprite looks like this
Here's my version working for V-3.6:
void GamePlayScreen::update(float dt) {
phyWorld->Step(dt, 8, 1);
// Iterate over the bodies in the physics phyWorld
for (b2Body* b = phyWorld->GetBodyList(); b; b = b->GetNext()) {
if (b->GetUserData() != NULL) {
// Synchronize the AtlasSprites position and rotation with the corresponding body
Sprite* sprActor = (Sprite*) b->GetUserData();
sprActor->setPosition(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
sprActor->setRotation(-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
}
}
}
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));
i have many sprites in my game,which all have bodies in a b2world. and in order to detect a touch i do the next:
currentPosition = [[CCDirector sharedDirector] convertToGL: currentPosition];
b2Vec2 locationWorld = b2Vec2(currentPosition.x/PTM_RATIO, currentPosition.y/PTM_RATIO);
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
b2Fixture *bf1 = b->GetFixtureList();
if (bf1->TestPoint(locationWorld) )
{
CCSprite *tempSprite = (CCSprite *) b->GetUserData();
if (tempSprite.tag==2 )
{
now , because my sprite's body is too small,and he is moving, it is very hard to touch it while it moves, so i need to change this code, in order to detect a wide area around this sprite also.
how do i expand the testpoint to be +- more 50pixels ??
thanks a lot.
You could attach a larger fixture to the body and set the sensor flag of the fixture to true. The sensor fixture won't change any of the physics, but you can check if a point falls within its boundaries.
You can create a sensor fixture like this (from SensorTest.h):
b2CircleShape shape;
shape.m_radius = 5.0f;
shape.m_p.Set(0.0f, 10.0f);
b2FixtureDef fd;
fd.shape = &shape;
fd.isSensor = true;
body->CreateFixture(&fd);
See the Box2D manual, section 6.3 (PDF), and SensorTest.h included in the Testbed.
I am working on a hockey game and I am implementing Single Player mode. I am trying to move the "computer's" paddle in offense mode (move towards the ball). I am using CoCos2d and Box2d. I am moving the paddle using MouseJoints. The problem is the Paddle doesnt move at all!
tick is called in init method
[self schedule:#selector(tick:)];
...
- (void)tick:(ccTime) dt
{
_world->Step(dt, 10, 10);
CCSprite *computer_paddle;
CCSprite *ball;
b2Body *computer_paddle_b2Body;
float32 direction;
b2Vec2 velocity;
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *sprite = (CCSprite *)b->GetUserData();
if (sprite.tag == 1) { //ball
ball = sprite;
static int maxSpeed = 10;
velocity = b->GetLinearVelocity();
float32 speed = velocity.Length();
direction = velocity.y;
if (speed > maxSpeed) {
b->SetLinearDamping(0.5);
} else if (speed < maxSpeed) {
b->SetLinearDamping(0.0);
}
}
if (sprite.tag == 3){ // paddle
computer_paddle = sprite;
computer_paddle_b2Body = b;
}
// update sprite position
sprite.position = ccp(b->GetPosition().x * PTM_RATIO,b->GetPosition().y * PTM_RATIO);
sprite.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
// update the computer paddle in single player moving it towards the ball using MouseJoint
//move towards the ball
b2Vec2 b2Position = b2Vec2(ball.position.x/PTM_RATIO,ball.position.y/PTM_RATIO);
b2MouseJointDef md1;
md1.bodyA = _groundBody;
md1.bodyB = computer_paddle_b2Body;
md1.target = b2Position;
md1.collideConnected = true;
md1.maxForce = 9999.0 * computer_paddle_b2Body->GetMass();
_mouseJoint = (b2MouseJoint *)_world->CreateJoint(&md1);
computer_paddle_b2Body->SetAwake(true);
Check whether:
a) the body is sleeping
b) the body is a static body
If it is sleeping and you have no other bodies, disable sleeping entirely. Otherwise disable sleeping of the body: body->SetSleepingAllowed(NO)
Note: this is according to Box2D 2.2.1 API Reference which isn't the default in cocos2d 1.0 yet, so the function may be different in your Box2D version.
Also check that your body is dynamic by looking up the b2BodyDef's type member and, if necessary, set it to be dynamic (see the b2BodyType enumeration). I'm not sure what the default is, it should be dynamic but this may depend on the Box2D version.