よし、加速してやっていくぞ!! (のつもりで… ^^;)
ふむふむ… 多分、自分の操作するバー?を置くんだなー (多分^^;
b2Body *_paddleBody; b2Fixture *_paddleFixture;
b2Fixture の変数はどう扱うんだろう…?という疑問はとりあえず置いておいてw ^^;
次は init で b2Body を置いて…
//Paddle { CCSprite * sprite = NULL; { CCPoint pos = ccp(center.x, 50.0f); sprite = CCSprite::create("paddle.png"); sprite->setPosition(pos); this->addChild(sprite); } { b2Vec2 vecPos; { CCPoint pos = sprite->getPosition(); pos = ccpMult(pos, 1.0f/PTM_RATIO); vecPos = b2Vec2(pos.x, pos.y); } b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.userData = sprite; bodyDef.position.Set(vecPos.x, vecPos.y); _paddleBody = _world->CreateBody(&bodyDef); } if (_paddleBody) { b2PolygonShape shape; { CCSize size = sprite->boundingBox().size; //半径を指定 size = CCSizeMake(size.width / PTM_RATIO * 0.5f, size.height / PTM_RATIO * 0.5f); shape.SetAsBox(size.width, size.height); } b2FixtureDef fixtureDef; fixtureDef.shape = &shape; fixtureDef.density = 10.0f; fixtureDef.friction = 0.4f; fixtureDef.restitution = 0.1f; _paddleFixture = _paddleBody->CreateFixture(&fixtureDef); } }
よし、シミュレータ実行。成功w ^^