@jvfiel wrote:
My laser
basicProjectile->setAnchorPoint(Point::ANCHOR_MIDDLE_LEFT); basicProjectile->setRotation(weaponBody->getRotation()); x_final = player->getPositionX() + winSize.width*0.275; y_final = player->getPositionY() + winSize.height*0.275; x_limit = Vec2(x_final, y_final); basicProjectile->setPosition(newPoint); scaleAmmo = basicProjectile->getContentSize().width / basicProjectile->getPosition().getDistance(x_limit); basicProjectile->setScaleX(1.0f / scaleAmmo); basicProjectile->setRotation(weaponBody->getRotation()); scaling = Sequence::create( ScaleTo::create(0.1f, (1.0f / scaleAmmo), basicProjectile->getScaleY()*0.1), nullptr); scaling->setTag(1); basicProjectile->runAction(scaling); //stretches the laser
on my physics collision
bodyA->getNode()->stopActionByTag(1); //stops the stretching of laser laserEffects(bodyB->getNode(), bodyB->getNode()->getPosition()); // currently creates/spawns the effect at the anchor point of bodyB which is the tile shown at the picture.
Now I want to spawn it where the laser has stop stretching.
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