Beispiel #1
0
void Ramp::CreateSelf()
{
	if(m_created) return;
	
	b2PolygonShape triangle;
	b2FixtureDef fd;
	b2BodyDef bd;
	
	triangle.Set(s_RampDefs[m_Type].points,3);
	
	
	fd.shape = ▵
	fd.friction = 0.62f;
	fd.filter.groupIndex = -1;
	
	bd.position.Set(m_StartPos.x, m_StartPos.y+s_RampDefs[m_Type].yOffset);
	
	m_MainCollision = m_world->CreateBody(&bd);
	m_MainCollision->CreateFixture(&fd);
	TextureObject *tex = new TextureObject(s_RampDefs[m_Type].texturename,m_ccLayer,m_sort,true,kTexture2DPixelFormat_Default);
	tex->SetTextureScale(m_Scale,m_Scale);
	m_MainCollision->SetUserData(tex);
    m_Texture = tex;
    
/*    if(m_Type==WALL_FRONT)
    {
        m_Overlay = [CCSprite spriteWithSpriteFrameName:@"ctm_Wall_frontramp_01_Overlay_Fade.png"];
        [m_frontLayer addChild:m_Overlay z:1];
        m_Overlay.position = ccp(m_MainCollision->GetPosition().x*PTM_RATIO,m_MainCollision->GetPosition().y*PTM_RATIO);
        m_bLeftSide = true;
        m_WallRamp = nil;
    }*/
	
}