//想设定为每按一次按钮,会有一个球消失 结果一按,就出错了
-(void)ButtonTapped:(id)sender {
b2Body* ballBody = (b2Body*) balls objectAtIndex:0] pointerValue];
world->DestroyBody(ballBody);
}
//每夹一段时间出一现颗球
-(void)addBall:(ccTime)delta{
float randomHeight = (arc4random() 350) +110;
float randomWeid = (arc4random() 250) +35;
CCPhysicsSprite*SpriteBall;
SpriteBall=CCPhysicsSprite spriteWithFile:@"ball.png"];
setPTMRatio:PTM_RATIO];
self addChild:SpriteBall];
CCPhysicsSprite*number;
number=CCPhysicsSpritespriteWithFile:@“Icon-Small@2x.png”];
setPTMRatio:PTM_RATIO];
number.tag=1;
self addChild:number];
b2BodyDef ballBodyDef;
ballBodyDef.type=b2_dynamicBody;
ballBodyDef.position.Set(randomHeight/PTM_RATIO, randomWeid/PTM_RATIO);
b2Body* ballBody1=world->CreateBody(&ballBodyDef);
b2CircleShapecircle;
circle.m_radius=50.0/PTM_RATIO;
setB2Body:ballBody];
setB2Body:ballBody1];
b2Fixture*ballFixture;
b2FixtureDef ballFixtureDef;
ballFixtureDef.shape=&circle;
ballFixtureDef.density=1.0f;
ballFixtureDef.friction=0.3f;
ballFixtureDef.restitution=1.0;
ballFixture=ballBody->CreateFixture(&ballFixtureDef);
NSValue *bodyValue = NSValue valueWithPointer:ballBody1];
balls addObject:bodyValue];
}