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 ^^
