![]() Is there any way to update this dynamically?įor example, here is using a non-resized sprite:Īnd here is with a sprite scaled to 0.5, 0. It seems like it always works off the original size. The problem is that I cannot scale or resize the ball without messing up the hitbox. It's working fine (for those not familiar with coffeescript, the just means this) # in 'ball_physics', in = 'ball_physics', 'ball' ![]() The purpose of this file is so that the hitbox is actually circular. Loader-> loadJsonScene( "file.I have a circular sprite (a pinball) with a Lime / Corona JSON physics file (exported from PhysicsEditor). The editor offers all your need in one place: from formatting and beautifying your JSON data to comparing JSON documents or querying your JSON data. It is one of the best and most popular tools around, has a high user satisfaction, and is completely free. Loader-> setOffset(x, y) // to translate world JSON Editor Online is a versatile, high quality tool to edit and process your JSON data. make sure to add your resources folder (folder containing json file) to cocos2dx search path cocos2d::FileUtils::getInstance()->addSearchPath( "your_folder ") īox2dWorldLoader *loader = new Box2dWorldLoader() Currently there are loaders available for LibGdx(Java), Box2d-Web(Javascript), Cocos2d-x (c++), Apple's Sprite Kit (objective-c) and Unit圓D in /resources/loaders folder To use Cocos2d-x loader: You can export scene created in editor as json file (structure for the same is available in /resources/loaders folder), which can then be loaded in game engine. Sample image (pika.bmp) is provided in the /resources folder. Image should be grayscale with shape blocked in white color and background (area to be clipped) in black. To use auto trace, select "Shape From Bitmap" from "Create Shape" dropdown. Concave shape is decomposed to array of convex shapes, as Box2d supports only convex shapes Auto TraceĬoncave Hull generation to create shapes from bitmap image easily. Mark Bayazit's Algorithm is used to decompose concave shapes. To create rope joint, select two bodies -> create rope joint.To create prismatic joint, select two bodies -> create prismatic joint.To create gear joint, select two bodies and either two revolute or two prismatic joints or one revolute and one prismatic joint -> create gear joint.To create pulley joint, select two bodies -> create pulley joint.To create wheel joint, select two bodies -> create wheel joint.To create revolute joint, select two bodies -> create revolute joint.To create weld joint, select two bodies -> create weld joint.I read some old docs that this is possible. It seems like the program allows me to assign collisions to multiple areas of an actor that are not directly connected but when I try to assign it in GS I receive the invalid prompt. The purpose of this file is so that the hitbox is actually circular. I'm using PhysicsEditor to make custom collisions. To create distance joint, select two bodies -> create distance joint I have a circular sprite (a pinball) with a Lime / Corona JSON physics file (exported from PhysicsEditor).JOINT_ROPE // distance between two bodies can be constrained ![]() JOINT_PRISMATIC // a body's translation can be constrained along an axis (localAxis) Joint. JOINT_GEAR // a body can drive another body using either revolute/prismatic joint Joint. JOINT_PULLEY // bodies suspended from pulley Joint. JOINT_REVOLUTE // bodies can rotate about localAnchorB Joint. JOINT_WELD // bodies are glued to each other Joint. With this program, one can generate simple object collisions to illustrate the. JOINT_DISTANCE // fixed distance between bodies Joint. A good method of teaching Physics is via experiments or examples and PhysicsEditor allows one to do just that.
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