destroy box2d body in cocos2d - ios

I have a web and some insects i am throwing web and having collision detection with insects and destroying them. i have used bod2d for collision detection.
World Method
-(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);
}
Create Web
-(void) createWeb
{
freeBodySprite = [CCSprite spriteWithFile:#"web1.png"];
[self addChild:freeBodySprite z:2 tag:TAG_WEB];
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) * 1.0f);
shape.m_radius = radiusInMeters;
fixtureDef.shape = &shape;
fixtureDef.density = 0.01f;
fixtureDef.friction = 0.1f;
fixtureDef.restitution = 0.1f;
circularObstacleBody = world->CreateBody(&bodyDef);
stoneFixture = circularObstacleBody->CreateFixture(&fixtureDef);
freeBody = circularObstacleBody;
}
I have created my insect animation with spritesheet and then created b2body for that Sprite
-(b2Body *) createMovingBoxObstacle
{
//set this to avoid updating this object in the tick schedule
_ants.userData = (void *)YES;
b2BodyDef bodyDef_Ant;
bodyDef_Ant.type = b2_dynamicBody;
CGPoint startPos = ccp(520,winSize.height/7.6);
bodyDef_Ant.position = [self toMeters:startPos];
bodyDef_Ant.userData = _ants;
b2PolygonShape dynamicBox;
float tileWidth = ((_ants.contentSize.width * _ants.scale/PTM_RATIO) * 0.5f);
float tileHeight = ((_ants.contentSize.height * _ants.scale/PTM_RATIO) * 0.5f);
dynamicBox.SetAsBox(tileWidth, tileHeight);
b2FixtureDef fixtureDef_Ant;
fixtureDef_Ant.shape = &dynamicBox;
fixtureDef_Ant.friction = 0.7;
fixtureDef_Ant.density = 0.1f;
fixtureDef_Ant.restitution = 0.7;
staticBody = world->CreateBody(&bodyDef_Ant);
staticBody->CreateFixture(&fixtureDef_Ant);
VAMovingObstacle* moveableObject = [[VAMovingObstacle alloc] init];
moveableObject.startPoint = ccp(520,winSize.height/7.6);
moveableObject.endPoint = ccp(-50,winSize.height/7.6);
moveableObject.transitionTime = 20.0;
moveableObject.breakTime = 1.0;
moveableObject.obstacleSprite = _ants;
moveableObject.physicalBody = staticBody;
[moveableObject startMovement];
if (!movingObstacles) {
movingObstacles = [[NSMutableArray alloc] init];
}
[movingObstacles addObject:moveableObject];
[moveableObject release];
return staticBody;
}
VAMovingObstacle is a class which helps sprite along with b2body to move from left to right (runaction)
Here is my contact listner EndContact method
void ContactListener::EndContact(b2Contact* contact)
{
b2Body* bodyA = contact->GetFixtureA()->GetBody();
b2Body* bodyB = contact->GetFixtureB()->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL) {
CCSprite *spriteA = (CCSprite *) bodyA->GetUserData();
CCSprite *spriteB = (CCSprite *) bodyB->GetUserData();
if (spriteA.tag == TAG_WEB && spriteB.tag >= TAG_ANT) {
}
else if (spriteA.tag >= TAG_ANT && spriteB.tag == TAG_WEB) {
[spriteA removeFromParentAndCleanup:YES];
[[HelloWorldLayer sharedLevel] WebCollisionWithInsect:bodyA];
}
}
}
when ever collision happens EndContact method calls WebCollisionWithInsect:bodyA
-(void) WebCollisionWithInsect:(b2Body*) bodyT{
world->DestroyBody(bodyT);
}
On world->DestroyBody(bodyT) line it give an error
Assertion failed: (IsLocked() == false), function DestroyBody, file
/Users/libs/Box2D/Dynamics/b2World.cpp, line 134.
Any Idea what i am doing wrong. ?
Edited
I have added this line in EndContact
destroyCollisionDetectionBody = objBody;
didInsectCollideWithWeb = YES;
Keeping reference of body i want to destroy.
Now i can destroy my body inside tick method on if check
Added these lines in tick method
if(didInsectCollideWithWeb)
{
[self unschedule:#selector(tick:)];
[freeBodySprite removeFromParentAndCleanup:YES]; // this is my web
world->DestroyBody(destroyCollisionDetectionBody);
world->DestroyBody(freeBody);
[self createWeb];
[self schedule:#selector(tick:)];
didInsectCollideWithWeb = NO;
}
But now problem is that when i am destroying my web i.e freebody. i cant recreate it. as i was doing it before by calling [self createWeb];

You are trying to destroy a box2d object while its being used in the simulation phase (as EndContact is called during that phase). The simulation phase is the one executed when you call the world's step method.
So what you should do is keep a reference to the body object you want to remove and after the box2d simulation phase (after the step method returns) execute the WebCollisionWithInsect with the desired body

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.

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);

Box2D getPosotion error Thread 1: EXC_BAD_ACCESS iPhone

I am working on a game . I am facing problem in box2d.
I have created a World and a Web (sprite,body) and then i am throwing web on touchend, and a tick selector which gets position of sprite and its giving error.
Here is tick selector
onTouchEnd
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
if (freeBody) {
[self schedule: #selector(tick:)];
[self schedule:#selector(WebHitsFood:) interval:0.01f];
freeBody->SetType(b2_dynamicBody);
//this is the maximum force that can be applied
const CGFloat maxForce = 600;
//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];
//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;
//put a cap on the force, too much of it will break the rope
if (distance>maxForce) distance = maxForce;
//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;
}
self.isTouchEnabled = NO;
}
and Create Web Method
-(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 = 0.5f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 0.0f;
circularObstacleBody = world->CreateBody(&bodyDef);
stoneFixture = circularObstacleBody->CreateFixture(&fixtureDef);
freeBody = circularObstacleBody;
}
Are you sure the GetPosition() is the problem? Try adding the line
float test = b->GetPosition().x;
just before the one giving you the issue to determine whether the issue is actually with GetPosition() or whether it is the myActor.position that is the source of the exc_bad_access.
Easy way to fix that crash:
for(b2Body* b= world->GetBodyList(); b; B->GetNext())
{
id sprite = b->GetUserData();
if( sprite && [sprite isKindOfClass:[CCSprite class])
{
CCSprite *myActor = (CCSprite*) sprite;
myActor.position = CGPointMake(b->getPosition().x*PTM_RATIO, b->getPosition().y*PTM_RATIO);
myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}

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?

Collision detection Fail in Box2d

I want to detect collision between bodies, one body has circle shape and 30+ have convex body. Maybe problem is because of detecting collision between circle and convex? Please help, can't find the answer for 2 days...
I have 3 classes: Player, ConctactListener and level1(where I create polygons).
In Player I set the type kGameObjectPlayer:
- (id) init {
if ((self = [super init])) {
type = kGameObjectPlayer;
}
return self;
}
-(void) createBox2dObject:(b2World*)world {
b2BodyDef playerBodyDef;
playerBodyDef.type = b2_dynamicBody;
playerBodyDef.position.Set(self.position.x/PTM_RATIO, self.position.y/PTM_RATIO);
playerBodyDef.userData = self;
playerBodyDef.fixedRotation = true;
body = world->CreateBody(&playerBodyDef);
b2CircleShape circleShape;
circleShape.m_radius = 0.7;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density = 1.0f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 0.0f;
body->CreateFixture(&fixtureDef);
}
In ContactListener:
void ContactListener::BeginContact(b2Contact *contact) {
GameObject *o1 = (GameObject*)contact->GetFixtureA()->GetBody()->GetUserData();
GameObject *o2 = (GameObject*)contact->GetFixtureB()->GetBody()->GetUserData();
if (IS_PLATFORM(o1, o2) && IS_PLAYER(o1, o2)) {
CCLOG(#"-----> Player made contact with platform!");
}
}
void ContactListener::EndContact(b2Contact *contact) {
GameObject *o1 = (GameObject*)contact->GetFixtureA()->GetBody()->GetUserData();
GameObject *o2 = (GameObject*)contact->GetFixtureB()->GetBody()->GetUserData();
if (IS_PLATFORM(o1, o2) && IS_PLAYER(o1, o2)) {
CCLOG(#"-----> Player lost contact with platform!");
}
}
And in level1 I create static polygones that should be a ground with which player should contact.
- (void) drawStaticPolygons
{
GameObject *ground = [[GameObject alloc] init];
[ground setType:kGameObjectGround];
//1st polygon
b2Vec2 vertices1[4];
vertices1[0].Set(0, 1);
vertices1[1].Set(0, 0);
vertices1[2].Set(16, 0);
vertices1[3].Set(16, 1);
b2BodyDef myBodyDef1;
myBodyDef1.type = b2_staticBody;
myBodyDef1.userData = ground;
b2PolygonShape polygonShape1;
polygonShape1.Set(vertices1, 4);
b2FixtureDef myFixtureDef1;
myFixtureDef1.shape = &polygonShape1; //change the shape of the fixture
myBodyDef1.position.Set(0,0);
b2Body *staticBody1 = world->CreateBody(&myBodyDef1);
staticBody1->CreateFixture(&myFixtureDef1); //add a fixture to the body
//2nd polygon
....
//n polygon
}
The question is how to make the ContactListener know that my polygons are kGameObjectGround?
The problem I see, because i did not check other things, is that the polygon shape does have to be CCW and the vertices donĀ“t look like to be following that rule. Make the vertices in counter clockwise order and should works.

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