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Home/ Questions/Q 6056553
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T08:23:22+00:00 2026-05-23T08:23:22+00:00

my code applying gravity on any body in my world, and i have a

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my code applying gravity on any body in my world, and i have a ball , that after it falls down by gravity, i need it to come up again and fall by gravity again.
so it falls down , BUT when i put it back up , it wont fall down again. WHY ??

I call this every frame ::

-(void)thick:(ccTime) dt
{


    world->Step(dt,10,10);
    for(b2Body *b=world->GetBodyList(); b; b=b->GetNext()) 
    {
        if(b->GetUserData() !=NULL )
           {
               CCSprite *bondanind1=(CCSprite *) b->GetUserData();
               bondanind1.position=ccp( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO  ) ;
               //bondanind.rotation=-1*CC_RADIANS_TO_DEGREES(b->GetAngle());
           }

    }

    if(bondanind.position.y<0 )
    bondanind.position=ccp(300,300);


}

so the ball comes up and stay there .
doesnt the gravity works on any body, all time, every frame ????

thanks a lot

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  1. Editorial Team
    Editorial Team
    2026-05-23T08:23:23+00:00Added an answer on May 23, 2026 at 8:23 am

    It’s obvious. You should change the position of the body in your condition, not of sprite. And change the condition too look like this:

    if (body->GetPosition().y < 0)
    {
        b2Vec2 newPos(...); //put your pos
        body->SetTransform(newPos, body->GetAngle());
    }
    

    Now your body just continues falling after it’s y position value is less then zero.

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