PhysicsBody 和 runAction 有什么冲突吗 ?

研究了一整天,实在没办法了,把问题抛出来请教一下各位,我使用的cocos2dx 4.0
1、精灵A Load 一个Animation ,调用runAction,动画正常播放
2、精灵A 添加Physical Box,设置Dynamic & GravityEnable 都为True,添加applyForce 等等都正常

3、一旦1&2 同时存在,精灵就会乱飞 ????请教是不是我忽略了什么设置之类的问题?

我翻墙查看了到了问题的解决办法,按照里面的说法,在播放Animation的时候,Sprite的每一帧改变会影响到Physical ?????,暂时先这样解决的
snprintf(buff, sizeof(buff), “bunny%d_jump.png”, genderNum);
auto frameJump = SpriteFrameCache::getInstance()->getSpriteFrameByName(buff);

/*
 * Fix for the weird physics animation behaviour with SpriteFrameCache.
 **/
//SpriteFrameCache does something really weird with the physic body when animating. We move the anchor point to 0,0 to avoid
//the physics body from moving if the rect of the animated sprites have not the same size.
frameStand->setAnchorPoint(Vec2(0, 0));
frameReady->setAnchorPoint(Vec2(0, 0));
frameJump->setAnchorPoint(Vec2(0, 0));

//Now we just need to add them to animJump Frames
Vector<SpriteFrame*> animJumpFrames;
animJumpFrames.reserve(4);
//Add the frames
animJumpFrames.pushBack(frameStand);
animJumpFrames.pushBack(frameReady);
animJumpFrames.pushBack(frameStand);
animJumpFrames.pushBack(frameJump);

jumpAnim = Animation::createWithSpriteFrames(animJumpFrames, 0.05f);

解决了吗,我知道怎么解决这个问题欸

感谢,我知道了具体的原因,只能说避免了这个问题,