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  1. POBox2D body with animating sprite sheet plist
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    <p>I have created an animating sprite using CCSpriteBatchNode and CCSprite. I use plist to get frames. Here is the code I put it in init().</p> <pre><code>//================== making animating sprite [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @"framelist.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"frames.png"]; [self addChild:spriteSheet]; NSMutableArray *walkAnimFrames = [NSMutableArray array]; for(int i = 1; i &lt;= 2; ++i) { [walkAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"frame%d.png", i]]]; } CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.1f]; //_frameSprite is CC Sprite _frameSprite = [CCSprite spriteWithBatchNode:spriteSheet rect:CGRectMake(0,0,48,48)]; _frameSprite.position = ccp(winSize.width + 60, winSize.height/2); _flyAction = [CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]]; [_frameSprite runAction:_flyAction]; [spriteSheet addChild:_frameSprite]; </code></pre> <p>Once the sprite is ready and running on screen I created b2BodyDef and assign b2Body (i.e. frameBodyDef, frameBody) my sprite as shown below.</p> <pre><code>b2BodyDef frameBodyDef; frameBodyDef.type = b2_staticBody; frameBodyDef.position.Set(160/PTM_RATIO, 200/PTM_RATIO); frameBodyDef.userData = _frameSprite; frameBody = _world-&gt;CreateBody(&amp;frameBodyDef); </code></pre> <p>After creating the body, when build and ran, the program crashes at line </p> <pre><code>frameBody = _world-&gt;CreateBody(&amp;frameBodyDef); </code></pre> <p>Saying BAD ACCESS.</p> <p>Please kindly help me out in this, why the animating sprite cannot be added to the body???</p> <p>Thank you.</p>
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