cocos2d and chipmunk rotate object after collision
hi im pretty new to both frameworks. but maybe someone can point me into the right direction:
basically i try to bounce a ball of a shape. (works fine) but it would be great when the ball would rotate, too
here is my (copy & paste) code
// BallLayer.m
#import "BallLayer.h"
void updateShape(void* ptr, void* unused){
cpShape* shape = (cpShape*)ptr;
开发者_StackOverflow Sprite* sprite = shape->data;
if(sprite){
cpBody* body = shape->body;
[sprite setPosition:cpv(body->p.x, body->p.y)];
}
}
@implementation BallLayer
-(void)tick:(ccTime)dt{
cpSpaceStep(space, 1.0f/60.0f);
cpSpaceHashEach(space->activeShapes, &updateShape, nil);
}
-(void)setupChipmunk{
cpInitChipmunk();
space = cpSpaceNew();
space->gravity = cpv(0,-2000);
space->elasticIterations = 1;
[self schedule: @selector(tick:) interval: 1.0f/60.0f];
cpBody* ballBody = cpBodyNew(200.0, cpMomentForCircle(100.0, 10, 10, cpvzero));
ballBody->p = cpv(150, 400);
cpSpaceAddBody(space, ballBody);
cpShape* ballShape = cpCircleShapeNew(ballBody, 20.0, cpvzero);
ballShape->e = 0.8;
ballShape->u = 0.8;
ballShape->data = ballSprite;
ballShape->collision_type = 1;
cpSpaceAddShape(space, ballShape);
cpBody* floorBody = cpBodyNew(INFINITY, INFINITY);
floorBody->p = cpv(0, 0);
cpShape* floorShape = cpSegmentShapeNew(floorBody, cpv(0,0), cpv(320,160), 0);
floorShape->e = 0.5;
floorShape->u = 0.1;
floorShape->collision_type = 0;
cpSpaceAddStaticShape(space, floorShape);
floorShape = cpSegmentShapeNew(floorBody, cpv(0,200), cpv(320,0), 0);
cpSpaceAddStaticShape(space, floorShape);
}
-(id)init{
self = [super init];
if(nil != self){
ballSprite = [Sprite spriteWithFile:@"ball2.png"];
[ballSprite setPosition:CGPointMake(150, 400)];
[self add:ballSprite];
[self setupChipmunk];
}
return self;
}
@end
please help me out.
well when i decided psoting it i found the solution :)
void updateShape(void* ptr, void* unused)
{
cpShape* shape = (cpShape*)ptr;
Sprite* sprite = shape->data;
if(sprite){
cpBody* body = shape->body;
[sprite setPosition:cpv(body->p.x, body->p.y)];
[sprite setRotation: (float) CC_RADIANS_TO_DEGREES( -body->a )];
}
}
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