wrong position after adding physicsbody

    auto moveto = MoveTo::create(1, Vec2(player->getPositionX(),y->getPositionY()));
	bullet= Sprite::create("bullet= .png");
	bullet->setScale(1.3);
	bullet->setPosition(Vec2(enemy->getPositionX(), (enemy->getPositionY()));
	bulletbody = PhysicsBody::createBox(Size(bullet->getContentSize().width, bullet->getContentSize().height));
	bulletbody->setDynamic(false);
	bulletbody->setGravityEnable(false);
	bulletbody->setCollisionBitmask(909);
	bulletbody->setContactTestBitmask(true);
	bullet->setPhysicsBody(bulletbody);
	danbody->setPositionOffset(Vec2(sp->getPositionX(), sp->getPositionY()));
	layer->addChild(bullet, 20);
	bullet->runAction(moveto);

I create a bullet at the enemy position, the enemy is a sprite.
If I don’t add physicsbody to the bullet then the position when it is created is correct but when I add physicsbody to it, it is created at the left corner of the screen (0,0); Can someone explain help me