Difference between JumpTo and JumpBy? - cocos2d-iphone

I want to know the difference between methods JumpTo and JumpBy of cocos2D?
Where can I use JumpTo and where JumpBy?
please Help.

JumpTo will move the node to an exact point on the screen, but JumpBy moves by an offset relative to the current position of the node.
For example, lets say I have a sprite at point 30,30. If I use JumpTo and specify 10,10 as the point the sprite will end up at 10,10. If I use JumpBy and specify 10,10, the sprite will end up at 40,40.

Related

Box2d: How to get cursor position to apply a velocity to a dynamic body in that direction?

I want to apply a velocity vector to a dynamic body in the cursor direction:
void Game::mousePressEvent(QMouseEvent *e){
double angle = atan2(realBall->GetPosition().y - e->pos().y(), realBall->GetPosition().x - e->pos().x());
realBall->SetLinearVelocity(b2Vec2(-cos(angle) * 50, -sin(angle) * 50));
}
But the dynamic body has an incorrect direction, so i think that the cursor position it's wrong.
Thank you for the help!
First, you must know that in order for your code to work, the coordinates of your screen and the coordinates of box2d must match. Be aware that if you use screen coordinates in pixels, it means that the size of one pixel matches an 1 meter in box2d. But let’s assume that you have already taken all this into account. Then I would not advise you to use trigonometry for calculations. So you can easily make a mistake. In this case, simple vector operations will be enough for you: substraction, scaling and normalizing a vector. You can try this: velocity = (cursor_position - real_ball_position).normalize().scale(50f). In box2d there is a b2Vec class for vector operations. You can read about it in detail in the documentation.

GDI+ Creating filled CustomLineCap

I'm trying to build custom line caps in GDI+ (C++), and I can't get it to draw a filled cap, while unfilled caps draw fine.
I set up a closed polygon path, create a CustomLineCap with the path as the first parameter (fillPath parameter), and call SetCustomStartCap on the pen:
std::vector<Gdiplus::Point> pathPoints =
{
Gdiplus::Point(20,0),
Gdiplus::Point(0,20),
Gdiplus::Point(-20,0),
Gdiplus::Point(20,0)
};
Gdiplus::GraphicsPath path;
path.AddPolygon(&pathPoints[0], 4);
Gdiplus::CustomLineCap startCap(&path, nullptr);
Gdiplus::CustomLineCap endCap(nullptr, path.Clone());
m_Pen.SetCustomStartCap(&startCap);
m_Pen.SetCustomEndCap(&endCap);
I've read comments that it might have to do with the point order, or if the path is definitely closed. I've tried having the points both clockwise and counter-clockwise, but it didn't seem to help.
Can anyone spot if I'm doing something obviously wrong, or maybe I'm missing something?
Aside from the order of the points, I think there's also a requirement that the shape must intersect the negative y-axis, that is the line itself. So if you create your polygon like this
std::vector<Point> pathPoints =
{
Gdiplus::Point(20,-1),
Gdiplus::Point(0,19),
Gdiplus::Point(-20,-1)
};
then you'll have a line cap with the desired shape and size, but it will overlap the line a bit.
Alternatively, if you want arrowheads specifically, take a look at AdjustableArrowCap. Just set the isFilled property to TRUE and you're good to go. Or you can just use Pen's SetStartCap/SetEndCap methods with the LineCapArrowAnchor parameter, but then you probably can't customize your arrow.

What is wrong with this attempt to render rotated ellipses in Qt?

1. Goal
My colleague and I have been trying to render rotated ellipsoids in Qt. The typical solution approach, as we understand it, consists of shifting the center of the ellipsoids to the origin of the coordinate system, doing the rotation there, and shifting back:
http://qt-project.org/doc/qt-4.8/qml-rotation.html
2. Sample Code
Based on the solution outlined in the link above, we came up with the following sample code:
// Constructs and destructors
RIEllipse(QRect rect, RIShape* parent, bool isFilled = false)
: RIShape(parent, isFilled), _rect(rect), _angle(30)
{}
// Main functionality
virtual Status draw(QPainter& painter)
{
const QPen& prevPen = painter.pen();
painter.setPen(getContColor());
const QBrush& prevBrush = painter.brush();
painter.setBrush(getFillBrush(Qt::SolidPattern));
// Get rectangle center
QPoint center = _rect.center();
// Center the ellipse at the origin (0,0)
painter.translate(-center.x(), -center.y());
// Rotate the ellipse around its center
painter.rotate(_angle);
// Move the rotated ellipse back to its initial location
painter.translate(center.x(), center.y());
// Draw the ellipse rotated around its center
painter.drawEllipse(_rect);
painter.setBrush(prevBrush);
painter.setPen(prevPen);
return IL_SUCCESS;
}
As you can see, we have hard coded the rotation angle to 30 degrees in this test sample.
3. Observations
The ellipses come out at wrong positions, oftentimes outside the canvas area.
4. Question
What is wrong about the sample code above?
Best regards,
Baldur
P.S. Thanks in advance for any constructive response?
P.P.S. Prior to posting this message, we searched around quite a bit on stackoverflow.com.
Qt image move/rotation seemed to reflect a solution approach similar to the link above.
In painter.translate(center.x(), center.y()); you shift your object by the amount of current coordinate which makes (2*center.x(), 2*center.y()) as a result. You may need:
painter.translate(- center.x(), - center.y());
The theory of moving an object back to its origin, rotating and then replacing the object's position is correct. However, the code you've presented is not translating and rotating the object at all, but translating and rotating the painter. In the example question that you've referred to, they're wanting to rotate the whole image about an object, which is why they move the painter to the object's centre before rotating.
The easiest way to do rotations about a GraphicsItem is to initially define the item with its centre in the centre of the object, rather than in its top left corner. That way, any rotation will automatically be about the objects centre, without any need to translate the object.
To do this, you'd define the item with a bounding rect for x,y,width,height with (-width/2, -height/2, width, height).
Alternatively, assuming your item is inherited from QGraphicsItem or QGraphicsObject, you can use the function setTransformOriginPoint before any rotation.

Chipmunk Physics: Rotate body smoothly

I haven't been able to find this after scavenging the forums. I would like to implement something like this ... the main character always moves in the direction it's facing. When the player touches the screen, the character will turn to face that touch location, which should cause the body to move in a different direction.
I can get the character to face a touch location as follows:
CGPoint diff = ccpSub(location, self.position);
CGFloat targetAngle = atan2f(diff.y, diff.x);
self.body->a = targetAngle;
I want something along these lines. Get the current angle the character is facing. Turn that angle into a unit vector. Multiply that unit vector by a max_velocity, and apply it to the character. This should should (theoretically) move the character in the direction it is facing at a constant velocity?
This seems to give me what I want:
cpVect rotatedVel = cpvmult(ccpForAngle(self.body->a), MAX_VELOCITY);
self.body->v = cpvlerpconst(self.body->v, rotatedVel, ACCELERATION * dt);
Now all I need is a way to rotate the character's direction slowly over time. How might I do that?
Sounds like you want to do something like this from Chipmunk's Tank demo:
// turn the control body based on the angle relative to the actual body
cpVect mouseDelta = cpvsub(ChipmunkDemoMouse, cpBodyGetPos(tankBody));
cpFloat turn = cpvtoangle(cpvunrotate(cpBodyGetRot(tankBody), mouseDelta));
cpBodySetAngle(tankControlBody, cpBodyGetAngle(tankBody) - turn);
'turn' is calculated relative to the body's current rotation by transforming the direction vector relative to the body's current rotation. The demo smooths out the rotation using constraints (which you might want to consider here too), but you could also just get away with using cpflerpconst() on 'turn' to get a maximum angular velocity too.
What about using the cpBodySetTorque to set object torque to make it spin/rotate?

Cocos2D 2.0 - trying to understand this puzzle with layers and sprites

Consider this: you create a new project on Cocos2D 2.0. You have the traditional Helloworld layer. You add a layer to it with the following structure:
Helloworld (cclayer)
│
┕━ baseLayer (cclayer)
│
┕━ myReducedNode [CCSprite node]
│
┕━ myFullSprite (ccsprite)
│
┕━ smallSprite (ccsprite)
myReducedNode is a node inside baseLayer, created using [CCSprite node] and has a scale applied to it, so, when I apply that scale I reduce myFullSprite and all smallSprites at the same time.
myFullSprite is a 1024x768 points sprite inside myReducedNode.
smallSprites are 230x348 points sprite inside myFullSprite.
Consider this craziness:
first I apply a scale of 1 to myReducedNode. When I drag smallSprite and check its coordinates, everything is fine. If I position smallSprite on the top left corner of myFullSprite, I read the center coordinate of smallSprite as being (115,594) which is the correct value.
I apply a 0.8 scale to myReducedNode. Dragging smallSprite to the same top left corner of myFullSprite, cocos is now reporting the center of smallSprite to be (17,641) ?????????!!!!!!
I am talking about local coordinates, I mean, the position smallSprite is inside myFullSprite.
What is causing this? There's no apparent logic on this number... This number has no relation with the scale applied to the top node.
What am I missing here? I am banging my head on the wall for days, trying to figure this puzzle!!! thanks.
More information. I hope this helps figure out why the coordinates have those values...
baseLayer position is (612, 389) on Helloworld.
myReducedNode position is (0,0) on baseLayer.
myFullSprite position is (0,0) on myReducedNode
I think you should take a look at convertToWorldSpace:, since you are scaling and nesting things, transformations most likely apply to those coordinates.
Here you have a question that might be useful and this post on cocos2d too
Try this:
CGPoint smallSpriteLocalPosition;
smallSpriteLocalPosition =
[smallSprite.parent convertToNodeSpace:smallSprite.position];
Then print out those coordinates and see if they register properly. That should give you the node (local) coordinates of the smallSprite relative to its parent, the fullSprite. You should also be able to convertToWorldSpace for coordinates within the window bounds.
This is what has worked for me in the past when working with child sprites; it can be a bit tricky. Make sure you use the proper variables in the convert call, otherwise you won't get the right data. Let me know if that works as I haven't tried it with layers that are three deep.
after a few changes in code and a several days of research and tries, I conclude this is a bug of Cocos2D or a lack of consistency between how Layers, Sprites and Nodes work (as suggested by LearnCocos2d) , as there's no way to explain the obtained values. I will try to fill a bug report on that.