i'm using cocos2dx 3.3 and i setDebugDrawMask looks like below
scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
But nothing draw on my screen evenif there has many boxes.
Here is my code snippet for drawing debugNode for physics space. However it is written in js for Cocos2d-x-js, I hope it will help.
function initDebugMode(controller) {
var phDebugNode = cc.PhysicsDebugNode.create(space);
controller.addChild(phDebugNode, 10);
}
create your scene using below code
auto scene = Scene::createWithPhysics();
then go ahead and add features to your scene
scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
Hope this helps
Related
I am creating a game like bounce ball using box2d in cocos2d-x. I created a dynamic body object and i want it to move when touch began. I am using the following code to move the dynamic body but it is not moving. Please anyone could help me to solve the problem.
bullet2=CCSprite::create("block.png");
bullet2->setPosition(ccp(2740, 1220));
this->addChild(bullet2,0);
ballBodyDefB.type=b2_dynamicBody;
ballBodyDefB.position.Set(2740/PTM_RATIO, 1170/PTM_RATIO);
ballBodyDefB.userData=bullet2;
ballBodyDefB.gravityScale=0;
_bullet=_world->CreateBody(&ballBodyDefB);
b2PolygonShape bulletshape;
bulletshape.SetAsBox(bullet2->getContentSize().width/PTM_RATIO/2,
bullet2->getContentSize().height/PTM_RATIO/2);
b2FixtureDef b_bullet ;
b_bullet.shape = &bulletshape;
b_bullet.density = 1.0f;
b_bullet.friction = 0.1f;
b_bullet.restitution = 0.0;
_bullet->CreateFixture(&b_bullet);
CCTouchbegan:
b2Vec2 force = b2Vec2(0, -450);
_block->ApplyLinearImpulse(force, _block->GetPosition());
Hi moving the sprite which follow b2body is easy. You need to attach Sprite to the b2body.userData and in box2d world step synchronize the position and rotation of your sprite with your b2body.
I can't answer directly your question, please post your code and what version of cocos2d-x you have for more details:
Check if your code contain code about: (depend on cocos2d-x version, you use CCSprite which is deprecated in 3.2, we use Sprite only anyway)
box2d world (you already have _world)
_world step iteration
syncing sprite position with b2body
Anyway you can find more details at these links:
http://www.cocos2d-x.org/wiki/Box2D and http://www.cocos2d-x.org/wiki/Getting_Started_with_Cocos2d-x
I want to try a simple task where if i move a object inside the world and then press a button it should go back to its original position , but its not working , below is the code i am using - the file is here - http://www.fastswf.com/yAnIvBs (when i remove the event listener)
with event listener - http://www.fastswf.com/rpYsIt8
////////========================
stop();
var startXPos:Number = level1WorldObj.box1.x;
var startYPos:Number = level1WorldObj.box1.y;
function areaS(e:Event) {
level1WorldObj.box1.y= startYPos;
level1WorldObj.box1.x= startXPos;
level1WorldObj.box1.removeEventListener(Event.ENTER_FRAME, areaS);
}
but1.addEventListener(MouseEvent.CLICK,nClick3);
function nClick3(event:MouseEvent):void{
level1WorldObj.box1.addEventListener(Event.ENTER_FRAME, areaS);
level1WorldObj.box1.y= startYPos;
level1WorldObj.box1.x= startXPos;
}
/////////////////======================
Now i want to be able to do it many time so i kept the variables that detect the initial x, y as global ...
Here you can see how it behaves in debugdraw mode , strangely only the clip moves not the actual body - http://www.fastswf.com/-Ijkta4
Can some one please guide me here ...
Thanks in advance ...
Jin
The graphics that you see (box1) aren't related to the physical object behind the scenes - you're currently only moving the graphics not the object itself.
You need to use either SetPosition() or SetTransform() on the b2Body of the object
Edit 07/7
As you're using the Box2D World Construction Kit, I took a look at the source code (available here: https://github.com/jesses/wck). The main class seems to be BodyShape (https://raw.githubusercontent.com/jesses/wck/master/wck/BodyShape.as).
Looking through it, you should be able to access the b2Body directly. If it's null (which is probably the source of the TypeError that you're getting, then you haven't called createBody(), which is what actually takes all of your properties as creates the physical object behind the scenes.
Once you have a b2Body, if you want to position it based on the graphics, there's a function syncTransform() to do just that.
You should turn on debugDraw on your World class to make it easier to see what's going on in the background. NOTE: this needs to be done before calling create()
I was able to find solution to this problem , i found the starting point by using this -
trace(level1WorldObj.box1.b2body.GetPosition().x);
trace(level1WorldObj.box1.b2body.GetPosition().y);
then once i had the position manually i took down the coordinates and used the below code ....
level1WorldObj.box1.b2body.SetTransform(new V2(-2, 2),0 );
Thanks #divillysausages for all the help ...
Regards
I want to be able to lock a mouse to move along an arc only. Is this possible? And if so how? I have tried looking on Google and forums. All I have found are locking movieclips to a path. I am using ActionScript 3 in Adobe Flash CS6.
hide the mouse cursor
create a custom cursor (like actual cursor)
change position of your cursor (use mouse position)
this code will give you an idea
Mouse.hide();
var path:Array=[new Point(0,0),new Point(50,20),new Point(150,40),new Point(250,60),new Point(300,70),new Point(400,80)];
var myCursor:Sprite=new Sprite();
myCursor.graphics.beginFill(0);
myCursor.graphics.drawCircle(0,0,5);
myCursor.graphics.endFill();
addChild(myCursor);
stage.addEventListener(MouseEvent.MOUSE_MOVE,refreshCursorPosition);
function refreshCursorPosition(e:MouseEvent):void{
if(e.stageX<0 || e.stageX>stage.stageWidth)
return;
var pos:int=Math.floor(e.stageX*path.length/stage.stageWidth);
myCursor.x=path[pos].x;
myCursor.y=path[pos].y;
}
This documentation might be what you're looking for.
http://evolve.reintroducing.com/2011/05/09/as3/as3-drag-a-clip-along-an-arc/
Take a look at the example first.
I'm using box2dflash for as3 and i need to create curvy ground like this.
Facts:
I can't create one solid object as far as I know because box2d support convex objects;
I didn't find any line-based objects.
Question:
Is there any better way than doing this the way shown on image below?
I couldn't say for sure, but I think that is the best way of doing it.
There is some code on this article for doing a similar thing:
Terrain like tiny wings
You will want to look at the "drawHill" function (Line 91). Sorry I can't be of much more help, I have limited experience with box2D.
I've discovered that you actually can create line.
var groundFixtureDef:b2FixtureDef = new b2FixtureDef();
groundFixtureDef.density = 1;
var someShape: b2PolygonShape = new b2PolygonShape();
someShape.SetAsArray( new Array(new b2Vec2(-3,0),new b2Vec2(2,0)), 2);
groundFixtureDef.shape = someShape;
This would create a simple line. But if you add more points, it'll form convex shape.
I'm trying to create something with a flip effect tutorial from tutplus - http://active.tutsplus.com/tutorials/effects/iphone-page-transition-flash/
However my flip area is much bigger than the tutorial, it's 900px wide. Everything works fine except that it leaves a trail when the width is that big. You'll see it when you flip it a few times.
Someone else posted the same problem in the comments from last year, but no one replied.
Does anyone know a solution to this?
Edit:
Here is a screen shot: http://imageshack.us/f/823/unled2lo.jpg/ (click to enlarge)
The front is purple and the back is white.
As you can see it left a bit of the purple as the page flipped to white.
I couldn't get a screen shot of it turning, but it's even more obvious as the page is actually flipping because the width become narrow which reveals a whole lot more that's left behind on the page.
The tutorial you are using create the flip effect using the build in flash tween classes, they are absolute rubbish, and very slow if you compare to other third part tween classes. That may be causing the trail! Lee Brimelow has a great video tutorial about how to do exact what you need: http://gotoandlearn.com/play.php?id=91 he is using caurina, but I highly recommend you to replace it with tweenLight so far the best tween I ever used.
Ok, thats the walkthrough:
1- Download the files from Lee Brimelow tutorial here http://gotoandlearn.com/files/3dflip.zip
2- Download tweenLight AS3 classes here: http://www.greensock.com/tweenlite/
3- copy the com folder inside greensock-as3 and past it inside 3dflip folder. Now you have all the tween classes you need for your flip!
4- open the flash file 3dflip.fla and replace the original code (located in the first frame) with this:
import com.greensock.TweenLite;
import fl.video.*;
con.visible = false;
var flv:FLVPlayback = con.vid.flvp;
flv.addEventListener(VideoEvent.PLAYING_STATE_ENTERED, onStart);
function onStart(e:Event):void
{
con.visible = true;
loading.visible = false;
}
con.vid.spin.addEventListener(MouseEvent.CLICK, cl);
con.tclip.spin.addEventListener(MouseEvent.CLICK, cl);
var isTurning:Boolean = false;
function cl(e:Event):void
{
if(!isTurning)
{
TweenLite.to(con, 1, {rotationY:con.rotationY+180, onComplete:function(){isTurning=false;}});
isTurning = true;
}
}
addEventListener(Event.ENTER_FRAME, loop);
function loop(e:Event):void
{
if(con.rotationY > 90 && con.rotationY < 270)
con.addChild(con.tclip);
else
con.addChild(con.vid);
if(con.rotationY >= 360) con.rotationY = 0;
}
Thats it. Now publish and see the result. Now all you have to do is replace the video player with the content that you want!
I would check the state of first side - it seems that it's forgotten on stage when "the other side" kicks in.