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; }*/ }