PhysicsMouseJoint problem in andengine + Box2d
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by
Nikhil Lamba
on Game Development
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Published on 2012-06-20T06:01:35Z
Indexed on
2012/06/20
9:25 UTC
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What we can remove from this code i.e from PhysicsMouseJointExample to remove the functionality of drag and drog of sprite but i need all functionality except this only user move the sprite with some force and velocity of fling but user can't move the ball as like drag and drop like moving a finger on screen and sprite move with finger plz plz help me
I am Using Below method for Mouse Joint
CODE :
public MouseJoint createMouseJoint(final IShape pFace, final float pTouchAreaLocalX, final float pTouchAreaLocalY)
{
final Body body = (Body) pFace.getUserData();
final MouseJointDef mouseJointDef = new MouseJointDef();
final Vector2 localPoint = Vector2Pool.obtain((pTouchAreaLocalX - pFace.getWidth() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (pTouchAreaLocalY - pFace.getHeight() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT);
this.groundBody.setTransform(localPoint, 0);
mouseJointDef.bodyA = this.groundBody;
mouseJointDef.bodyB = body;
mouseJointDef.dampingRatio = 0.95f;
mouseJointDef.frequencyHz = 30;
mouseJointDef.maxForce = (200.0f * body.getMass());
mouseJointDef.collideConnected = true;
mouseJointDef.target.set(body.getWorldPoint(localPoint));
Vector2Pool.recycle(localPoint);
return (MouseJoint)mPhysicsWorld.createJoint(mouseJointDef);
}
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