Drag pointer and jump body in box2d iphone
Hi i am开发者_Go百科 trying to create a game like bucket ball,
i am using box2d as physics engine with UIView in iPhone, i create world and add object into it. set every thing fine.
but i don't know how can i draw starching and bouncing when user release starching. (see image for)
Please if any one has work around.
Thanks.! Here is Screen Short
i solved this by following code. declare mutable array.
NSMutableArray *arrTouches;
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if([[touches allObjects] count] == 1)
{
if([arrTouches count]==2)
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[arrTouches replaceObjectAtIndex:1 withObject:NSStringFromCGPoint(location)];
[self jumpBall];
}
}
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if([[touches allObjects] count] == 1)
{
if([arrTouches count] == 1)
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[arrTouches addObject:NSStringFromCGPoint(location)];
}
else if([arrTouches count] == 2)
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[arrTouches replaceObjectAtIndex:1 withObject:NSStringFromCGPoint(location)];
}
}
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
if([[touches allObjects] count] == 1 && CGRectContainsPoint(_ball.boundingBox, location))
{
NSLog(@"Touch Begin : X: %f Y: %f",location.x,location.y);
[arrTouches addObject:NSStringFromCGPoint(location)];
}
}
-(void)jumpBall
{
CGPoint diff = ccpSub(CGPointFromString([arrTouches objectAtIndex:0]), CGPointFromString([arrTouches objectAtIndex:1]));
CGPoint oldP = CGPointFromString([arrTouches objectAtIndex:0]);
CGPoint newP = CGPointFromString([arrTouches objectAtIndex:1]);
CGPoint p = CGPointFromString([arrTouches objectAtIndex:1]);
float floatX = p.x/PTM_RATIO;
float floatY = p.y/PTM_RATIO;
_body->ApplyForce(b2Vec2(-5.0f*diff.x,5.0f*newP.y), _body->GetPosition());
[arrTouches removeAllObjects];
}
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