做到第二个弹球时,弹球没有弹起来,穿过地板了。不知道怎么解决?第二个弹球和第一个弹球完全一样啊。请好心人帮忙看看。
代码:
#import "HelloWorldLayer.h"
@implementation HelloWorldLayer
+ (id)scene {
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild:layer];
return scene;
}
- (id)init {
if ((self=[super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;
// Create sprite and add it to the layer
_ball = [CCSprite spriteWithFile:@"ball.png" rect:CGRectMake(0, 0, 52, 52)];
_ball.position = ccp(100, 300);
[self addChild:_ball];
_ball2 = [CCSprite spriteWithFile:@"ball.png" rect:CGRectMake(0, 0, 52, 52)];
_ball2.position = ccp(300, 300);
[self addChild:_ball2];
// Create a world
b2Vec2 gravity = b2Vec2(0.0f, -8.0f);
_world = new b2World(gravity);
// Create BALL 1 body and shape
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(100/PTM_RATIO, 300/PTM_RATIO);
ballBodyDef.userData = _ball;
_body = _world->CreateBody(&ballBodyDef);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 2.0f;
ballShapeDef.friction = 0.1f;
ballShapeDef.restitution = 0.4f;
_body->CreateFixture(&ballShapeDef);
[self schedule:@selector(tick:)];
// Create BALL 2 body and shape
b2BodyDef ballBodyDef2;
ballBodyDef2.type = b2_dynamicBody;
ballBodyDef2.position.Set(300/PTM_RATIO, 300/PTM_RATIO);
ballBodyDef2.userData = _ball2;
_body2 = _world->CreateBody(&ballBodyDef2);
b2CircleShape circle2;
circle2.m_radius = 26.0/PTM_RATIO;
b2FixtureDef ballShapeDef2;
ballShapeDef2.shape = &circle2;
ballShapeDef2.density = 2.0f;
ballShapeDef2.friction = 0.1f;
ballShapeDef2.restitution = 0.4f;
_body->CreateFixture(&ballShapeDef2);
// Create edges around the entire screen
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = _world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;
//WALL DEFINITIONS
//floor wall
groundEdge.Set(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
//roof wall
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
//left wall
groundEdge.Set(b2Vec2(0, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
//right wall
groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
//Do the kick every 5 seconds
//[self schedule:@selector(kick) interval:5.0];
[self setTouchEnabled:YES];
}
return self;
}
- (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());
}
}
}
- (void)dealloc {
delete _world;
_body = NULL;
_world = NULL;
[super dealloc];
}
@end
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将这行
`
_body->CreateFixture(&ballShapeDef2);
`
改为这行:
`
_body2->CreateFixture(&ballShapeDef2);
`