[SOLVED] Box2D connected with cocos2d::Sprite

I am wondering if it’s possible to connect Box2D object with cocos2d::sprite, i’ve created tilemap Box2d and i would like to add player and move it.

I have sth like this but i doesnt work correctly my PNG stay in one possition and Box2d object is moving :(( i would like to steer by the Sprite.

// Create object by layer
TMXObjectGroup *objects = _tileMap->getObjectGroup(“player”);
auto playerShowUpPoint = objects->getObject(“spawn”);
{
int x = playerShowUpPoint[“x”].asInt();
int y = playerShowUpPoint[“y”].asInt();

	// Create sprite and add it to the layer
	auto hero = Sprite::create("hero.png");
	hero->setPosition(Point(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
	addChild(hero);

	b2BodyDef ballBodyDef;
	ballBodyDef.type = b2_dynamicBody;
	ballBodyDef.position.Set(100 / PTM_RATIO, 300 / PTM_RATIO);
	ballBodyDef.userData = hero;
	b2Body *body = world->CreateBody(&ballBodyDef);

	b2CircleShape circle;
	circle.m_radius = 26.0 / PTM_RATIO;

	b2FixtureDef ballShapeDef;
	ballShapeDef.shape = &circle;
	ballShapeDef.density = 1.0f;
	ballShapeDef.friction = 0.2f;
	ballShapeDef.restitution = 0.8f;
	body->CreateFixture(&ballShapeDef);

THANKS SO MUCH!!!

Never MIND problem was here:

void GamePlayScreen::update(float dt) {

phyWorld->Step(dt, 8, 1);

// Iterate over the bodies in the physics phyWorld
for (b2Body* b = phyWorld->GetBodyList(); b; b = b->GetNext()) {
if (b->GetUserData() != NULL) {
// Synchronize the AtlasSprites position and rotation with the corresponding body
Sprite* sprActor = (Sprite*) b->GetUserData();

    sprActor->setPosition(b->GetPosition().x * PTM_RATIO,
            b->GetPosition().y * PTM_RATIO);

    sprActor->setRotation(-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));

}

}

instead of

void HelloWorld::update()
{
float32 timeStep = 1/20.0; //the length of time passed to simulate (seconds)
int32 velocityIterations = 8; //how strongly to correct velocity
int32 positionIterations = 3; //how strongly to correct position

myWorld->Step( timeStep, velocityIterations, positionIterations);
}