I just have a simple sprite - how can I get it to rotate?
A good answer would show how to rotate both a dynamic sprite and a static_mass sprite
I just have a simple sprite - how can I get it to rotate?
A good answer would show how to rotate both a dynamic sprite and a static_mass sprite
If the sprite is dynamic / non-static, just do like so:
cpBodySetAngVel(ObjSmSprite.shape->body,0.25);
For a static body, you can do something like this:
[ObjSmStaticSprite.shape runAction:[CCRepeatForever actionWithAction:
[CCSequence actions:
[CCRotateTo actionWithDuration:2 angle:180],
[CCRotateTo actionWithDuration:2 angle:360],
nil]
]];
smgr.rehashStaticEveryStep = YES; //Setting this would make the smgr recalculate all static shapes positions every step
To Summarize, here is a spinning static sprite, following be spinning dynamic sprite.
// Add Backboard
cpShape *shapeRect = [smgr addRectAt:cpvWinCenter mass:STATIC_MASS width:200 height:10 rotation:0.0f ];// We're upgrading this
cpCCSprite * cccrsRect = [cpCCSprite spriteWithShape:shapeRect file:@"rect_200x10.png"];
[self addChild:cccrsRect];
// Make static object update moves in chipmunk
// Since Backboard is static, and since we're going to move it, it needs to know about spacemanager so its position gets updated inside chipmunk.
// Setting this would make the smgr recalculate all static shapes positions every step
// cccrsRect.integrationDt = smgr.constantDt;
// cccrsRect.spaceManager = smgr;
// Alternative method: smgr.rehashStaticEveryStep = YES;
smgr.rehashStaticEveryStep = YES;
// Spin the backboard
[cccrsRect runAction:[CCRepeatForever actionWithAction:
[CCSequence actions:
[CCRotateTo actionWithDuration:2 angle:180],
[CCRotateTo actionWithDuration:2 angle:360],
nil]
]];
// Add the hoop
cpShape *shapeHoop = [smgr addCircleAt:ccp(winSize.width/2.0f,winSize.height/2.0f - 55.0f) mass:1.0 radius: 50 ];
cpCCSprite * cccrsHoop = [cpCCSprite spriteWithShape:shapeHoop file:@"hoop_100x100.png"];
[self addChild:cccrsHoop];
cpBodySetAngVel(cccrsHoop.shape->body,0.25);
Disclaimer: I'm trying to answer my own question, and this answer might be missing important subtleties - it just represents what I know, so far.
If using cocos2d
use this code in tick to update positon all time _number1.position is the position you would update to, so when _number1 moves _logo2 will rotate to face it _logo2.rotation = CC_RADIANS_TO_DEGREES(-ccpToAngle(ccpSub(_number1.position, _logo2.position)));
update _logo1 rotation by touch put this code in touch event handler
_logo2.rotation = CC_RADIANS_TO_DEGREES(-ccpToAngle(ccpSub(location, _logo2.position)));
use this as an action
[_logo2 runAction:[CCRotateTo actionWithDuration:0.0 angle:CC_RADIANS_TO_DEGREES(-ccpToAngle(ccpSub(location, _logo2.position)))]];
hope this helps someone took me ages to work it out