IOS Adding random nodes in different position - ios

I am trying to make an iPhone game and I am trying to add random images in different position.
Here is what I want to do
There is 6 different color oval nodes (enemy)
When the game starts I want there to be 5 enemy nodes.
When the player node contacts enemy node, enemy node will disappear and then right away another
enemy node will be added in different location.
But some times some nodes appear in same location so it looks like there is 4 nodes instead of 5.
If there is a node already in a specific location how can I not add another node there but some other location?
Below I added a part of the code I wrote.
It might be something very easy but I am new to programming and I could not figure that out.
Thank you,
-(void) addWaterBall {
for (int i = 0; i < 5; i++) {
NSUInteger randomWaterBall = [Util randomWithMin:0 max:8];
WaterBall *waterBall = [WaterBall waterBallOfType:randomWaterBall];
float y = self.frame.size.height - ((((self.frame.size.height/2)-10)/10) * [Util randomWithMin:1 max:10]);
float x = (self.frame.size.width/10) * [Util randomWithMin:1 max:10];
waterBall.position = CGPointMake(x, y);
waterBall.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:waterBall.size.width/2];
waterBall.physicsBody.dynamic = YES;
waterBall.physicsBody.affectedByGravity = NO;
waterBall.physicsBody.categoryBitMask = waterBallCategory;
waterBall.physicsBody.contactTestBitMask = sharkCategory ;
//waterBall.physicsBody.collisionBitMask = ;
[self addChild:waterBall];
}
}

What I would do is stick in a [self enumerateChildNodesWithName…….] after generating the random co-ordinates and compare the random x and y co-ordinates with those on each enumerated node, if they are the same or too close then generate new random co-ordinates. This is probably best done in a while loop.

-(void)addWaterBall
{
NSUInteger randomWaterBall = [Util randomWithMin:0 max:8];
WaterBall *waterBall = [WaterBall waterBallOfType:randomWaterBall];
waterBall.name = #"WaterBall";
[self enumerateChildNodesWithName:#"WaterBall" usingBlock:^(SKNode *node, BOOL *stop) {
float y = self.frame.size.height - ((((self.frame.size.height/2)-10)/10) * [Util randomWithMin:1 max:10]);
float x = (self.frame.size.width/10) * [Util randomWithMin:1 max:10];
node.position = CGPointMake(x, y);
node.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:waterBall.size.width/2];
node.physicsBody.dynamic = YES;
node.physicsBody.affectedByGravity = NO;
node.physicsBody.categoryBitMask = waterBallCategory;
node.physicsBody.contactTestBitMask = sharkCategory ;
//waterBall.physicsBody.collisionBitMask = ;
[self addChild:waterBall];
}];
}

Related

How to add physicsBody to tiles generated by JSTileMap and change them into one physicsBody

I use JSTileMap to draw a level. I changed it a little bit to add SKPhysicsBody to every tile but sometimes when I apply some impulse to main character and he hits the wall/ground/ceiling he is acting weird. He reflects from surfaces with the way that is contrary to the principles of physics. I think that it happens because the player hits the point where two physics bodies (for example two physics bodies of the ground) connects.
SKPhysicsBody class provides a method to create one physics body from different physics bodies + (SKPhysicsBody *)bodyWithBodies:(NSArray *)bodies; Can I use this method to create one physics body from ale the tiles physics bodies?
Here's a method from JSTileMap where I add physics bodies:
+(id) layerWithTilesetInfo:(NSArray*)tilesets layerInfo:(TMXLayerInfo*)layerInfo mapInfo:(JSTileMap*)mapInfo
{
TMXLayer* layer = [TMXLayer node];
layer.map = mapInfo;
layer.tilesByColumnRow = [NSMutableDictionary dictionary];
// basic properties from layerInfo
layer.layerInfo = layerInfo;
layer.layerInfo.layer = layer;
layer.mapTileSize = mapInfo.tileSize;
layer.alpha = layerInfo.opacity;
layer.position = layerInfo.offset;
// recalc the offset if we are isometriic
if (mapInfo.orientation == OrientationStyle_Isometric)
{
layer.position = CGPointMake((layer.mapTileSize.width / 2.0) * (layer.position.x - layer.position.y),
(layer.mapTileSize.height / 2.0) * (-layer.position.x - layer.position.y));
}
NSMutableDictionary* layerNodes = [NSMutableDictionary dictionaryWithCapacity:tilesets.count];
//MY CODE
NSMutableArray *arrayOfSprites = [[NSMutableArray alloc] init];
SKNode *theSprite;
//----||----
// loop through the tiles
for (NSInteger col = 0; col < layerInfo.layerGridSize.width; col++)
{
for (NSInteger row = 0; row < layerInfo.layerGridSize.height; row++)
{
// get the gID
NSInteger gID = layerInfo.tiles[col + (NSInteger)(row * layerInfo.layerGridSize.width)];
// mask off the flip bits and remember their result.
bool flipX = (gID & kTileHorizontalFlag) != 0;
bool flipY = (gID & kTileVerticalFlag) != 0;
bool flipDiag = (gID & kTileDiagonalFlag) != 0;
gID = gID & kFlippedMask;
// skip 0 GIDs
if (!gID)
continue;
// get the tileset for the passed gID. This will allow us to support multiple tilesets!
TMXTilesetInfo* tilesetInfo = [mapInfo tilesetInfoForGid:gID];
[layer.tileInfo addObject:tilesetInfo];
if (tilesetInfo) // should never be nil?
{
SKTexture* texture = [tilesetInfo textureForGid:gID];
SKSpriteNode* sprite = [SKSpriteNode spriteNodeWithTexture:texture];
sprite.name = [NSString stringWithFormat:#"%ld",(long)(col + row * layerInfo.layerGridSize.width)];
// make sure it's in the right position.
if (mapInfo.orientation == OrientationStyle_Isometric)
{
sprite.position = CGPointMake((layer.mapTileSize.width / 2.0) * (layerInfo.layerGridSize.width + col - row - 1),
(layer.mapTileSize.height / 2.0) * ((layerInfo.layerGridSize.height * 2 - col - row) - 2) );
}
else
{
sprite.position = CGPointMake(col * layer.mapTileSize.width + layer.mapTileSize.width/2.0,
(mapInfo.mapSize.height * (tilesetInfo.tileSize.height)) - ((row + 1) * layer.mapTileSize.height) + layer.mapTileSize.height/2.0);
}
// flip sprites if necessary
if(flipDiag)
{
if(flipX)
sprite.zRotation = -M_PI_2;
else if(flipY)
sprite.zRotation = M_PI_2;
}
else
{
if(flipY)
sprite.yScale *= -1;
if(flipX)
sprite.xScale *= -1;
}
// add sprite to correct node for this tileset
SKNode* layerNode = layerNodes[tilesetInfo.name];
if (!layerNode) {
layerNode = [[SKNode alloc] init];
layerNodes[tilesetInfo.name] = layerNode;
}
//adding physicsbody to every tile
//sprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(sprite.frame.size.width, sprite.frame.size.height)];
//sprite.physicsBody.dynamic = NO;
//sprite.physicsBody.categoryBitMask = mapCategory;
//[arrayOfSprites addObject:sprite.physicsBody];
[layerNode addChild:sprite];
NSUInteger indexes[] = {col, row};
NSIndexPath *indexPath = [NSIndexPath indexPathWithIndexes:indexes length:2];
[layer.tilesByColumnRow setObject:sprite forKey:indexPath];
//MY CODE
sprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:sprite.frame.size];
sprite.physicsBody.dynamic = NO;
[arrayOfSprites addObject:sprite.physicsBody];
//-----||------
#ifdef DEBUG
// CGRect textRect = [texture textureRect];
// NSLog(#"atlasNum %2d (%2d,%2d), gid (%d,%d), rect (%f, %f, %f, %f) sprite.pos (%3.2f,%3.2f) flipx%2d flipy%2d flipDiag%2d", gID+1, row, col, [tilesetInfo rowFromGid:gID], [tilesetInfo colFromGid:gID], textRect.origin.x, textRect.origin.y, textRect.size.width, textRect.size.height, sprite.position.x, sprite.position.y, flipX, flipY, flipDiag);
#endif
}
}
}
//MY CODE
NSArray *array = [arrayOfSprites copy];
theSprite = [SKNode node];
theSprite.physicsBody = [SKPhysicsBody bodyWithBodies:array];
theSprite.physicsBody.dynamic = NO;
theSprite.position = CGPointMake(layer.position.x+16, layer.position.y+16);
[layer addChild:theSprite];
//-----||------
// add nodes for any tilesets that were used in this layer
for (SKNode* layerNode in layerNodes.allValues) {
if (layerNode.children.count > 0) {
[layer addChild:layerNode];
}
}
[layer calculateAccumulatedFrame];
return layer;
}
After adding physics bodies to every tile and adding those physics bodies to NSMutableArray I assign a copy of this NSMutableArray to the NSArray and try to create one physics body out of it like this:
//MY CODE
NSArray *array = [arrayOfSprites copy];
theSprite = [SKNode node];
theSprite.physicsBody = [SKPhysicsBody bodyWithBodies:array];
theSprite.physicsBody.dynamic = NO;
theSprite.position = CGPointMake(layer.position.x+16, layer.position.y+16);
[layer addChild:theSprite];
//-----||------
In result, one physics body with the height and width of one tile is added.
If you want to use [SKPhysicsBody bodyWithBodies:array], then you need to make sure that all the bodies in the array are relative to the parent node.
sprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:sprite.frame.size]; means that your physics body position is relative to the sprite node. You need the body relative to the parent node.
The only way I know how to do this is with center:
sprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:sprite.frame.size center:sprite.position];
This should place the SKPhysicsBody at the location of the sprite when it is added to the parent node.

How to get SKLabelNode score with image Numbers in spritekit [closed]

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i am making a game with sprite kit for iphone. In the gameScene.m im adding score with image numbers so i can get the 1 and 2 digit score by the below 2 cases but i want to add 3 digit score in case3,please as me if u need to know more about this ask me before downgrading thanks.
//int _gamescore;
_gameScore = 0;
_finalScore = [SKSpriteNode node];
NSString *digit = [NSString stringWithFormat:#"%i",_gameScore];
[self setScore:(int)digit.length];
-(void)setScore:(int)numberofDigitsInScore
{
NSMutableString *scorestring = [NSMutableString stringWithFormat:#"%i", _gameScore];
[_finalScoreSprite removeAllChildren];
double val1;
int sides;
CGFloat y = self.size.height/2 -10;//position of score on screen
switch (numberofDigitsInScore) {
case 1: // 0-9 numbers
{
NSString *digit =[scorestring substringFromIndex:0];
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:[NSString
stringWithFormat:#"Number%#",digit]]; // Number(images 0-9 number images)
sprite.position = CGPointMake(self.size.width/2, y );
[_finalScore addChild:sprite];
break;
}
case 2: // 10-99 numbers
{
for (int i = 0; i < scorestring.length; i++) {
sides =(i!=0)? 1 :-1;
NSString *digit= [scorestring substringWithRange:NSMakeRange(i, 1)];
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:[NSString
stringWithFormat:#"Number%i",digit.intValue]];
if (digit.intValue == 1)
{
val1 = 5 ;
} else{
val1 = 0;
}
sprite.position = CGPointMake(self.size.width/2 + (17 -val1)*sides, y);
[_finalScore addChild:sprite];
}
break;
}
I suggest you generalize the code to avoid having to create multiple cases (one for each score length). Here's one way to do that...
Create an SKNode
Add the digits to the SKNode and set their x positions using the width of each digit (i.e., sprite.size.width) plus some character spacing
Use -(CGRect)calculateAccumulatedFrame to determine the bounding box of the SKNode
Center the node using the dimensions of the bounding box
EDIT: Here's code to center a string of proportional bitmap characters
- (SKSpriteNode *) createScoreNode
{
SKSpriteNode *score = [SKSpriteNode node];
SKNode *node = [SKNode new];
NSString *scoreString = [NSString stringWithFormat:#"%i", 12122];
CGFloat posX = 0;
for (int i=0; i<[scoreString length]; i++) {
NSString *digit = [scoreString substringWithRange:NSMakeRange(i,1)];
SKSpriteNode *digitSprite = [SKSpriteNode spriteNodeWithImageNamed:
[NSString stringWithFormat:#"Number%#",digit]];
digitSprite.anchorPoint = CGPointMake(0,0);
digitSprite.position = CGPointMake(posX,0);
[node addChild:digitSprite];
posX += digitSprite.size.width + kCharacterSpacing;
}
CGRect boundingBox = [node calculateAccumulatedFrame];
CGFloat nodeX = -boundingBox.size.width/2;
CGFloat nodeY = -boundingBox.size.height/2;
node.position = CGPointMake(nodeX, nodeY);
[score addChild:node];
return score;
}
An acute case of spaghetti code. Try to simplify. Eliminate cryptic variable names such as val1 or sides. You should not write the same code twice and you should generalize enough to work for any number of digits.
CGFloat widthOfDigit = .... // figure this out beforehand. Include spacing.
NSString *scoreString = [NSString stringWithFormat:#"%i", _score];
CGFloat currentX = (self.size.width - (scoreString.length-1) * widthOfDigit) / 2.0
for (int i=0; i<scoreString.length; i++) {
NSString *digit = [scoreString substringWithRange:NSMakeRange(i,1)];
SKSpriteNode *digitSprite = [SKSpriteNode spriteNodeWithImageNamed:
[NSString stringWithFormat:#"Number%#",digit]];
digitSprite.position = CGPointMake(currentX,y);
[_finalScore addSprite:digit];
currentX += widthOfDigit;
}

How to spawn CCSprites in random heights like flappy bird

In the iOS game flappy bird, there are pipes that generate after a certain distance and they generate at random heights
I am also trying to make flappy bird pipes (I called it a tree branch in my code instead of pipe). Except the pipes are moving vertically instead of horizontally because it is a vertical scrolling game (it scrolls like the game doodle jump)
This is a drawing of what I want it to be: https://docs.google.com/drawings/d/18bxsVsNOlScCvgi1mwuzD2At7R6xKM3QCh6BfAVMuMo/edit?usp=sharing
(The horizontal lines are the branches)
So this is what I have tried to do so far to make the vertical branches (or pipes)...
in my .h
CCSprite *branch;
NSMutableArray *_branches;
CCSprite *obstacle;
CCNode *previousBranch;
CGFloat previousBranchYPosition;
in my .m
#implementation HelloWorldLayer
static const CGFloat firstBranchPosition = 426.f;
static const CGFloat distanceBetweenBranches = 140.f;
#define ARC4RANDOM_MAX 0x100000000
static const CGFloat minimumXPositionRightBranch = 280.f;
static const CGFloat maximumXPositionLeftBranch = 50.f;
static const CGFloat pipeDistance = 100.f;
static const CGFloat maximumXPositionRightBranch = maximumXPositionLeftBranch - pipeDistance;
setBranchInitialPosition method
/* This is where I am setting the initial position of the branches.
So I am specifying the position of the first branch and the other branches after it so it gets placed every time a certain distance is passed. I have a left branch and a right branch*/
-(void) setBranchInitialPosition {
CGFloat random = ((double)arc4random() / ARC4RANDOM_MAX);
CGFloat range = maximumXPositionRightBranch - minimumXPositionRightBranch;
_rightBranch.position = ccp(minimumXPositionRightBranch + (random * range), _rightBranch.position.y);
_leftBranch.position = ccp(_rightBranch.position.x + pipeDistance, _leftBranch.position.y);
}
spawnNewBranches method
// This is how I want the branches to spawn and I want to add them to an array full of branches
- (void)spawnNewBranches {
previousBranch = [_branches lastObject];
previousBranchYPosition = previousBranch.position.y;
if (!previousBranch) {
// this is the first obstacle
previousBranchYPosition = firstBranchPosition;
}
_rightBranch = [CCSprite spriteWithFile:#"branch.png"];
_leftBranch = [CCSprite spriteWithFile:#"branch.png"];
[_leftBranch addChild:_rightBranch];
[self setBranchInitialPosition];
obstacle = [CCSprite node];
[obstacle addChild:_leftBranch];
obstacle.position = ccp(160, previousBranchYPosition + distanceBetweenBranches);
[self addChild:obstacle];
[_branches addObject:obstacle];
}
scroll method
-(void) scroll:(ccTime)dt
{
// moves the bg
background.position = ccp(screenCenter.x, background.position.y + [[NSUserDefaults standardUserDefaults] integerForKey:#"scrollSpeed"]*dt);
bg2.position = ccp(screenCenter.x, background.position.y-background.contentSize.height);
// it adds the new bg's to the screen before the old bg's move off the screen
if (background.position.y >= screenSize.height*1.5)
{
background.position = ccp(screenCenter.x, (screenCenter.y)-(background.size.height/2));
} else if (bg2.position.y >= screenSize.height*1.5) {
bg2.position = ccp(screenCenter.x, (screenCenter.y)-(bg2.size.height/2));
}
// This is where I want them to appear every certain distance and also move with the brackground
obstacle.position = ccp(obstacle.position.x, obstacle.position.y*[[NSUserDefaults standardUserDefaults] integerForKey:#"scrollSpeed"]*dt);
NSMutableArray *offScreenObstacles = nil;
if (obstacle.position.y >= screenSize.height*1.5) {
[offScreenObstacles addObject:obstacle];
}
for (CCNode *obstacleToRemove in offScreenObstacles) {
[obstacleToRemove removeFromParent];
[_branches removeObject:obstacleToRemove];
// for each removed obstacle, add a new one
[self spawnNewBranches];
}
}
Right now, the branches are appearing, but they stay in the bottom left corner and they dont move or spawn at all. I want to make them move with the background and spawn after a certain distance while also being generated in random heights. I provided you with all my code, do you know how I can make this work? Thanks in advance!
You may want to try placement of the pipes based on a trigonometric curve like sine or cosine (https://en.wikipedia.org/wiki/Trigonometric_functions). It seems like you are placing the pipes within a fairly define random range though if you change this range to an offset from the plot of the trigonometric curve it would take into account the ability of the player to transition between the open gaps better. At least that's my feel. I think the code would be easier to follow as well as I'm a bit confused going through it. You can also easily vary the difficulty of the curve by changing the parameters such as increasing the amplitude or frequency.
I created a copy of Flappy Bird just for fun. I used this code to create the pipes:
-(void)createPipes{
//Create Random
int from = 65;
int max = [[UIScreen mainScreen] bounds].size.height - 124;
int delta = max - from - dy;
int y = from + arc4random() % (delta - from);
//Pipe Bottom
UIImageView *pipeBottom = [[UIImageView alloc] init];
[pipeBottom setContentMode:UIViewContentModeTop];
[pipeBottom setImage:[UIImage imageNamed:#"pipeBottom"]];
[pipeBottom setFrame:CGRectMake(320, y+dy, 60, max - y - dy)];
[pipeBottom setClipsToBounds:YES];
//Pipe Top
UIImageView *pipeTop = [[UIImageView alloc] init];
[pipeTop setFrame:CGRectMake(320, 0, 60, y)];
[pipeTop setContentMode:UIViewContentModeBottom];
[pipeTop setImage:[UIImage imageNamed:#"pipeTop"]];
[self.view insertSubview:pipeTop atIndex:1];
[self.view insertSubview:pipeBottom atIndex:1];
if (!self.pipes)
self.pipes = [[NSMutableArray alloc] init];
[self.pipes addObject:pipeBottom];
[self.pipes addObject:pipeTop];
}
and to move them:
-(void)moveArray:(NSMutableArray *)array{
float ds = dv * dt;
NSMutableArray *trash = [NSMutableArray array];
for (UIImageView *obj in array) {
CGRect frame = obj.frame;
frame.origin.x -= ds;
if (frame.origin.x < -frame.size.width) {
[obj removeFromSuperview];
[trash addObject:obj];
}else{
obj.frame = frame;
}
}
[array removeObjectsInArray:trash];
}
-(void)movePipes{
[self moveArray:self.pipes];
}
I call this function every 0.01 seconds, to run the game:
-(void)runGame{
_time += dt;
if (_time >= 180.0/dv) {
_time = 0;
[self createPipes];
}
[self movePipes];
[self moveEnemies];
[self moveYoshi];
[self moveBar];
[self verifyScore];
[self verifyCollision];
[self verifyState];
}
I defined dt = 0.01 and dv = 110.
You can see my parody in youtube: (http://www.youtube.com/watch?v=tTcYdpSIKJg)
I hope this help you.
Best, Rafael Castro.

Box2d object throwing smoother and on same velocity

I have an box2d object which i am throwing from top to bottom and i have set its speed constant but when i run it , that object has different speed sometimes and how can i make this object more smoother.
Following are some methods to show how i have created box2d world and box2d body object.
#pragma -mark Box2D World
-(void)createWorld
{
// Define the gravity vector.
b2Vec2 b_gravity;
b_gravity.Set(0.0f, -9.8f);
// Do we want to let bodies sleep?
// This will speed up the physics simulation
bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
world = new b2World(b_gravity);
world->SetAllowSleeping(doSleep);
world->SetContinuousPhysics(true);
}
-(void) createWeb
{
freeBodySprite = [CCSprite spriteWithFile:#"web1.png"];//web_ani_6_1
//freeBodySprite.position = ccp(100, 300);
[self addChild:freeBodySprite z:2 tag:6];
CGPoint startPos = CGPointMake(100, 320/1.25);
bodyDef.type = b2_staticBody;
bodyDef.position = [self toMeters:startPos];
bodyDef.userData = freeBodySprite;
float radiusInMeters = ((freeBodySprite.contentSize.width * freeBodySprite.scale/PTM_RATIO) * 0.5f);
shape.m_radius = radiusInMeters;
fixtureDef.shape = &shape;
fixtureDef.density = 0.07f;
fixtureDef.friction = 0.1f;
fixtureDef.restitution = 0.1f;
circularObstacleBody = world->CreateBody(&bodyDef);
stoneFixture = circularObstacleBody->CreateFixture(&fixtureDef);
freeBody = circularObstacleBody;
}
-(b2Vec2) toMeters:(CGPoint)point
{
return b2Vec2(point.x / PTM_RATIO, point.y / PTM_RATIO);
}
-(b2Body *) getBodyAtLocation:(b2Vec2) aLocation {
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
b2Fixture* bodyFixture = b->GetFixtureList();
if (bodyFixture->TestPoint(aLocation)){
return b;
}
}
return NULL;
}
-(void) tick: (ccTime) dt
{
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/
int32 velocityIterations = 8;
int32 positionIterations = 3;
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world->Step(dt, velocityIterations, positionIterations);
//Iterate over the bodies in the physics world
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL) {
//Synchronize the AtlasSprites position and rotation with the corresponding body
CCSprite *myActor = (CCSprite*)b->GetUserData();
myActor.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
This is my touch Event where i am getting angle and speed to throw .
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
//get the location of the end point of the swipe
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
//CCLOG(#"Start -> %0.f || End -> %0.f",startPoint.x,location.x);
if (freeBody) {
//[self calcAngleAndRotateObjectStartingAtPoint:startPoint endingAtPoint:location];
self.isTouchEnabled = NO;
freeBody->SetType(b2_dynamicBody);
//this is the maximum force that can be applied
const CGFloat maxForce = 20;
//get the rotation b/w the start point and the end point
CGFloat rotAngle = atan2f(location.y - startPoint.y,location.x - startPoint.x);
//the distance of the swipe if the force
CGFloat distance = ccpDistance(startPoint, location) * 0.5;
//if (distance>maxForce)
distance = maxForce;
//else
// distance = 10;
//apply force
freeBody->ApplyForce(b2Vec2(cosf(rotAngle) * distance, sinf(rotAngle) * distance), freeBody->GetPosition());
//lose the weak reference to the body for next time usage.
freeBody = nil;
}
}
This is code i am using to throw , but sometimes its speed is faster and some time slower , and i have set maxForce = 20 for constant speed.
As the comment above world->Step() dictates, you should use fixed dt. Verify that dt is fixed and world->Step() is being called at regular interval.
Finnally i have solved this problem. i changed ApplyForce with SetLinearVelocity..
here is the code.
float spd = 10;
b2Vec2 velocity = spd*b2Vec2(cos(rotAngle), sin(rotAngle));
freeBody->SetLinearVelocity(velocity);

Set sprite using background position

I am new to cocos2d so please help me if u can
I have background moving from right to left, and the background contains small windows with 3 rows of windows
_spaceDust1 = [CCSprite spriteWithFile:#"bg_front_spacedust.png"];
_spaceDust2 = [CCSprite spriteWithFile:#"bg_front_spacedust.png"];
CGPoint dustSpeed = ccp(0.1 , 0.1);
CGPoint bgSpeed = ccp(0.05 , 0.05);
[_backgroundNode addChild:_spaceDust1 z:0 parallaxRatio:dustSpeed positionOffset:ccp(0,winSize.height / 2)];
[_backgroundNode addChild:_spaceDust2 z:0 parallaxRatio:dustSpeed positionOffset:ccp(_spaceDust1.contentSize.width , winSize.height / 2)];
Now add enemies wich also move from right to left with same speed
_robbers = [[CCArray alloc] initWithCapacity:kNumAstroids];
for (int i = 0; i < kNumAstroids; ++i) {
CCSprite *asteroid = [CCSprite spriteWithSpriteFrameName:#"robber.png"];
asteroid.visible = NO;
[_batchNode addChild:asteroid];
[_robbers addObject:asteroid];
}
in update method:
double curTime = CACurrentMediaTime();
if (curTime > _nextRunemanSpawn) {
float randSecs = [self randomValueBetween:0.20 andValue:1.0];
_nextRunemanSpawn = randSecs + curTime;
float randY = 80.0;
float randY1 = 185.0;
float randY2 = 293.0;
float randDuration = [self randomValueBetween:5.2 andValue:5.2];
float randDuration1 = [self randomValueBetween:1.0 andValue:1.0];
CCSprite *asteroid = [_robbers objectAtIndex:_nextRobber];
_nextRobber++;
if (_nextRobber >= _robbers.count) {
_nextRobber = 0;
}
//[asteroid stopAllActions];
int winChoice = arc4random() % 3;
if (winChoice == 0) {
asteroid.position = ccp(winSize.width +asteroid.contentSize.width / 2 , randY);
asteroid.visible = YES;
}
else if(winChoice == 1){
asteroid.position = ccp(winSize.width +asteroid.contentSize.width / 2 , randY1);
asteroid.visible = YES;
}else {
asteroid.position = ccp(winSize.width +asteroid.contentSize.width / 2 , randY2);
asteroid.visible = YES;
}
[asteroid runAction:[CCSequence actions:[CCMoveBy actionWithDuration:randDuration position:ccp(-winSize.width-asteroid.contentSize.width, 0)],
[CCCallFuncN actionWithTarget:self selector:#selector(setInvisible:)],nil]];
All is going well but i want to set this enemies in to window and in random position
so how can i set x-argument of enemies so it can be fix in to window of the background?
For some reason I cannot comment so this is written as an answer. What exactly are you trying to do? I am a bit confused. It sounds like you want the X position to be set so that it is in one of 3 random positions, is that correct?

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