Я немного медленен в английском, пожалуйста, поймите.Вот мой исходный код:
- (void)createBall:(CGPoint)touchedAt{
CGSize winSize = [CCDirector sharedDirector].winSize;
ball2 = [CCSprite spriteWithFile:@"Ball.png" rect:CGRectMake(0, 0, 54, 54)];
ball2.position = ccp(touchedAt.x,touchedAt.y);
[self addChild:ball2];
b2BodyDef ballBodyDef2;
ballBodyDef2.type = b2_dynamicBody;
ballBodyDef2.position.Set(touchedAt.x/PTM_RATIO, touchedAt.y/PTM_RATIO);
ballBodyDef2.userData = ball2;
b2Body *body2 = _world->CreateBody(&ballBodyDef2);
b2CircleShape circle;
circle.m_radius = 89.0/PTM_RATIO;//(arc4random()*26.0)/PTM_RATIO;
b2FixtureDef ballShapeDef2;
ballShapeDef2.shape = &circle;
ballShapeDef2.density = 1.0f;
ballShapeDef2.friction = 0.2f;
ballShapeDef2.restitution = 0.8f;
body2->CreateFixture(&ballShapeDef2);
}
-(void)createBall2
{
CGSize winSize = [CCDirector sharedDirector].winSize;
globalSprite = [CCSprite spriteWithFile:@"Ball.png"];
globalSprite.position = ccp(winSize.width/2 + globalSprite.contentSize.width, winSize.height/2);
[self addChild:globalSprite];
b2BodyDef ballBodyDef3;
ballBodyDef3.type = b2_dynamicBody;
ballBodyDef3.position.Set(100/PTM_RATIO, 100/PTM_RATIO);
ballBodyDef3.userData = globalSprite ;
b2Body *body3 = _world->CreateBody(&ballBodyDef3);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;//(arc4random()*26.0)/PTM_RATIO;
b2FixtureDef ballShapeDef3;
ballShapeDef3.shape = &circle;
ballShapeDef3.density = 1.0f;
ballShapeDef3.friction = 0.2f;
ballShapeDef3.restitution = 0.8f;
body3->CreateFixture(&ballShapeDef3);
}
// initialize your instance here
-(id) init
{
if( (self=[super init])) {
// enable touch
// enable accelerometer
CGSize winSize = [CCDirector sharedDirector].winSize;
self.isAccelerometerEnabled = YES;
self.isTouchEnabled = YES;
// Create sprite and add it to the layer
// Create a world
b2Vec2 gravity = b2Vec2(0.0f, 0.0f);
bool doSleep = true;
_world = new b2World(gravity, doSleep);
// Create edges around the entire screen
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = _world->CreateBody(&groundBodyDef);
b2PolygonShape groundBox;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundBox;
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(0, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundBox.SetAsEdge(b2Vec2(0, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
groundBox.SetAsEdge(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
// Create ball body and shape
[self schedule:@selector(tick:)];
//[self schedule:@selector(gameLogic:) interval:1.0];
[self createBall2];
}
return self;
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
// Choose one of the touches to work with
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
[self createBall:location];
}
- (void)tick:(ccTime) dt {
_world->Step(dt, 10, 10);
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData.position = ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
Я хочу
touch -> sprite create(circle) -> sprite scale -> sprite remove
, но
- (void)tick:(ccTime) dt <---------- this is simulator turn off!
Я хочу путь