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Home/ Questions/Q 5985785
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T22:34:47+00:00 2026-05-22T22:34:47+00:00

I’ve encountered a weird problem about positioning bodies in cocos2d/box2d. If I set b2BodyDef

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I’ve encountered a weird problem about positioning bodies in cocos2d/box2d.

If I set b2BodyDef type as b2_staticBody, I can’t set bodies on any position out of multipliers of PTM_RATIO. Let me explain:

#define PTM_RATIO 32.0

...
myBodyDef_1.type = b2_staticBody;
myBodyDef_1.position.Set(320.0/PTM_RATIO, 320.0/PTM_RATIO);
...

and

...
myBodyDef_1.type = b2_staticBody;
myBodyDef_1.position.Set(333.0/PTM_RATIO, 333.0/PTM_RATIO);
...

gives the same result. No change in position. Difference of 13 pixels means nothing.

If I make the difference more than PTM_RATIO it appears 1 PTM_RATIO (32px) away.

For example:

...
myBodyDef_1.type = b2_staticBody;
myBodyDef_1.position.Set(358.0/PTM_RATIO, 358.0/PTM_RATIO);
...

Diffrence of 38px, but appears only 32px(1 PTM_RATIO) away.

I tried using direct values like 1.0 and 1.1
It didn’t work. I can’t get rid of multipliers of PTM_RATIO.

One more hint, if I use b2_kinematicBody as type, it works perfect.

Any idea?

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  1. Editorial Team
    Editorial Team
    2026-05-22T22:34:48+00:00Added an answer on May 22, 2026 at 10:34 pm

    try adding explicit conversation: 358.0/((float)PTM_RATIO).
    try myBodyDef_1.position = b2Vec2(333.0/PTM_RATIO, 333.0/PTM_RATIO); and explicit conversation here.
    try

    float x = 333.0/PTM_RATIO;
    float y = 333.0/PTM_RATIO;
    myBodyDef_1.position = b2Vec2(x, y);
    

    Let me know the result please

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