Je veux faire un déclic afin que l'utilisateur puisse étirer la gâchette et donner la direction et ensuite déclencher le coup à la balle et la balle ira en conséquence.Comment faire un corps étirable (trigger) et appliquer la physique sur elle dans box2d dans iphone?
La vitesse et la direction de la balle dépendent du déclencheur.
Je suis nouveau dans box2d.
S'il vous plaît vérifier le lien que je veux.
http://dc694.4shared.com/img/Nw7YYLNL/s7/pool.png?async&0.2852371991612017
-(id) init
{
if((self=[super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;
// Create a world
b2Vec2 gravity = b2Vec2(0.0f, 0.0f);
_world = new b2World(gravity);
// Create sprite and add it to the layer
CCSprite *Trigger = [CCSprite spriteWithFile:@"Trigger.png"];
Trigger.position = ccp(10, 50);
Trigger.tag = 1;
[self addChild:Trigger];
// Create Trigger body
b2BodyDef TriggerBodyDef;
TriggerBodyDef.type = b2_dynamicBody;
TriggerBodyDef.position.Set(127/PTM_RATIO, 210/PTM_RATIO);
TriggerBodyDef.userData = ball;
TriggerBody = _world->CreateBody(&TriggerBodyDef); // b2Body * ballBody
// Create circle shape
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
// Create shape definition and add to body
b2FixtureDef TriggerShapeDef;
TriggerShapeDef.shape = &circle;
TriggerShapeDef.density = 15.0f;
TriggerShapeDef.friction = 2.f;
TriggerShapeDef.restitution = 0.0f;
_TriggerFixture = TriggerBody->CreateFixture(&TriggerShapeDef);
b2Vec2 force = b2Vec2(10, -12);
TriggerBody->ApplyLinearImpulse(force, TriggerBodyDef.position);
///////////////////////// Ball ///////////////////////////////
// Create sprite and add it to the layer
CCSprite *ball = [CCSprite spriteWithFile:@"ball.png"];
ball.position = ccp(100, 200);
ball.tag = 1;
[self addChild:ball];
// Create ball body
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(127/PTM_RATIO, 210/PTM_RATIO);
ballBodyDef.userData = ball;
ballBody = _world->CreateBody(&ballBodyDef); // b2Body * ballBody
// Create circle shape
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
// Create shape definition and add to body
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 15.0f;
ballShapeDef.friction = 2.f;
ballShapeDef.restitution = 0.0f;
_ballFixture = ballBody->CreateFixture(&ballShapeDef);
b2Vec2 force = b2Vec2(73, -52);
ballBody->ApplyLinearImpulse(force, ballBodyDef.position);
//ballBody->SetLinearVelocity(b2Vec2(10,0)); // try
// ballBody->SetAngularVelocity(0); // try
///////////////////////// Ball ///////////////////////////////
// Create paddle and add it to the layer
CCSprite *paddle = [CCSprite spriteWithFile:@"paddle.png"];
paddle.position = ccp(winSize.width/2, 50);
[self addChild:paddle];
// Create paddle body
b2BodyDef paddleBodyDef;
paddleBodyDef.type = b2_staticBody; //b2_staticBody, b2_dynamicBody
paddleBodyDef.position.Set(winSize.width/2/PTM_RATIO, 50/PTM_RATIO);
paddleBodyDef.userData = paddle;
paddleBodyDef.angle = 75;
_paddleBody = _world->CreateBody(&paddleBodyDef);
// Create paddle shape
b2PolygonShape paddleShape;
paddleShape.SetAsBox(paddle.contentSize.width/PTM_RATIO/2, paddle.contentSize.height/ PTM_RATIO/2);
// Create shape definition and add to body
b2FixtureDef paddleShapeDef;
paddleShapeDef.shape = &paddleShape;
paddleShapeDef.density = 25.0f;
paddleShapeDef.friction = 1.1f;
paddleShapeDef.restitution = 0.1f;
_paddleFixture = _paddleBody->CreateFixture(&paddleShapeDef);
// Restrict paddle along the x axis
b2PrismaticJointDef jointDef;
b2Vec2 worldAxis(0.0f, 0.0f);
jointDef.collideConnected = true;
jointDef.Initialize(_paddleBody, _groundBody, _paddleBody->GetWorldCenter(), worldAxis);
_world->CreateJoint(&jointDef);
[self schedule:@selector(tick:)];
self.touchEnabled = YES;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (_mouseJoint != NULL) return;
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
b2Vec2 locationWorld = b2Vec2(location.x/PTM_RATIO, location.y/PTM_RATIO);
if (_paddleFixture->TestPoint(locationWorld)) {
b2MouseJointDef md;
md.bodyA = _groundBody;
md.bodyB = _paddleBody;
md.target = locationWorld;
md.collideConnected = true;
md.maxForce = 1000.0f * _paddleBody->GetMass();
_mouseJoint = (b2MouseJoint *)_world->CreateJoint(&md);
_paddleBody->SetAwake(true);
}
// [self kick];
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if (_mouseJoint == NULL) return;
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
b2Vec2 locationWorld = b2Vec2(location.x/PTM_RATIO, location.y/PTM_RATIO);
_mouseJoint->SetTarget(locationWorld);
}
Je ne suis pas en mesure de faire déclencheur et non en mesure d'appliquer la physique sur l'image de déclenchement. Comment appliquer la physique sur le corps de la gâchette? Et comment le ballon va se déplacer selon la détente?