I was wondering if anyone out there knows how I would attache a CCSprite
to a cpConstraint
and have it update with the physics. Here is my code:
upper = [game.spaceManager addPolyAt:cpv(70,195) mass:300 rotation:0 numPoints:6 points:cpv(2,12), cpv(28,8), cpv(33,0), cpv(36,-10), cpv(-33,-10), cpv(-20,8)];
upper->collision_type = kTireCollisionType;
cpShape *lower = [game.spaceManager addPolyAt:cpv(70,125) mass:300 rotation:0 numPoints:7 points:cpv(34,8), cpv(31,0), cpv(25,-9), cpv(7,-13), cpv(-20,-8), cpv(-30,0), cpv(-35,8)];
lower->collision_type = kTireCollisionType;
//HIT POINT
cpShape *sensor = [game.spaceManager addCircleAt:cpv(70,160) mass:10 radius:10];
sensor->sensor = YES;
sensor->collision_type = kScoreCollisionType;
cpShape *sensor2 = [game.spaceManager addCircleAt:cpv(70, 160) mass:10 radius:10];
sensor2->sensor = YES;
//Combine them into one body!
[game.spaceManager combineShapes:upper, lower, sensor, sensor2, nil];
//The "rope"
cpVect a1 = cpv(0,30); //Local coordinates of tire
cpVect a2 = cpv(70,320); //World coordinates (staticBody is at (0,0))
//calculate the length of the rope
float max = cpvdist(cpBodyLocal2World(upper->body, a1), a2);
cpConstraint *rope = [game.spaceManager addSlideToBody:upper->body fromBody:game.spaceManager.staticBody toBodyAnchor:a1 fromBodyAnchor:a2 minLength:1 maxLength:max];
cpConstraintNode *ropeNode = [cpConstraintNode nodeWithConstraint:rope];
ropeNode.color = ccBLUE;
[game addChild:ropeNode];
//Attach a sprite to the sensor, lucky for us it's exactly in the center
//of the tire... otherwise this wouldn't work
[game addChild:[super initWithShape:sensor file:@"TractorTireFront.png"] z:3];
[game addChild:[cpCCSprite spriteWithShape:sensor2 file:@"TractorTireBack.png"] z:1];
ivGame = game;
//Free the shape when we are released
self.spaceManager = game.spaceManager;
self.autoFreeShape = YES;
[self schedule:@selector(step:) interval:.1];
return self;
This is the code for the init
method. I have a tire on the screen and as you can see there is a cpConstraint
acting as a rope which is hanging from the top of the screen and attached to the top of the tire. I am wanting to somehow attach a CCSprite
to this constraint and have it update with the swinging of the tire or if there is another way to use a CCSprite
and have it update with the swinging of the tire.
I am using cocos2d + spaceManager. I have heard people say to just use a CCSprite
and update it with the tires movements, but I am not familiar enough with cocos2d or spaceManger to accomplish that, so if anyone has some code snippets or a tutorial showing me how I could go about this I would very much appreciate it.
I don't know chipmunk but what you would put in your tick method is
-(void) tick() {
// not sure how you get position in chipmunk, somehow convert it to cgPoint
CGPoint * p = ccp(cpConstraint->position.x, cpConstraint->position.y);
//find out the offset of the tire compared to the cpConstraint then add it to p
p = ccp(p.x + offset.x, p.y + offset.y);
//assign it to your CCSprite
sprite.position = p;
}
to initialize the CCSprite
CCSprite * s = [CCSprite spritreWithFile:"picture.png"];
//add to CCLayer with is self here
[self addChild:s];