Cocos2d Bubble Shooting Game - iphone

I have worked with cocos2d before, that was simple game with moving objects (CCSprite), but now I want to make a bubbleshooter game ,
Can anyone briefly give me idea how it will work, the flow of game and what should I use, like as I think there will be on layer, and CCSprite over it, but still not clear idea in mind
I would be thankful if someone will describe the whole flow, and classes, more briefly I will specify some major points
What are bubbles used in game? (Image with CCSprites or something else)
How would I know the direction of shooting.
How would I know the collision is occured, and other balloons of same color connect to hitting balloon will also be vanished.
I would be thankful if someone provide the related task tutorials or source codes, so that I would get better idea about it.

Bubbles are sprite Images.
Read this link http://www.raywenderlich.com/692/rotating-turrets it gives how to find the direction of Touch position.
collision detection as usual.In scheduler method find if the Moving ball is collide with other ball.
-(void)checkCollision
{
for(CCSprite *ball In ballArray)
{
if(CGRectIntersectRect([ball boundingBox],[movingBall boundingBox]))
{
CCLOG(#"collision Occurs");
}
}
}

Related

Spritekit physics failing to detect second adjacent item

Kinda what the title says, I have a "wall" made out of multiple segments specifically for modular purposes. I have a contactTestBitmask that forces the player to stop moving in the direction of the wall once collided, but, if you slide along the wall to another segment, the player just rolls straight through it. I cannot do a collisionBitmask as the player runs fast enough to "phase" through the walls. I also cannot do collision as my camera and lighting are also dependent on the player's movement and position, and will not interfere with the walls (I think). If anyone could help point me in the right direction to allow me to make solid modular walls, I'd greatly appreciate it.
Figured out the source of my problem, contact IS happening, I just have wonky flags and the system doesn't like that. I need a contact currently happening method, I guess

How to ensure sprites face the correct direction at all times in a 2D top down game. (logic)

I am making a multiplayer top down 2D game with 3d elements. All my movement, healthbars and basic functionality is working flawlessly even while hosted and playing on a server, node.js socket.io. However In this game it is possible to move the camera like in Realm of the mad god.
in case you are in doubt here is a video: https://youtu.be/4tdcxl3aZ0c?t=31s
This of course means that the players can end up being upside down with regards to each other and I cannot find a solution that works in all regards to make sure the sprites of the other players are always facing the correct direction with regards to their movement.
I have made several solution to this problem which cover most scenarios but while play testing other things we always end up noticing that the sprites sometimes face the wrong directions. So I am wondering if anyone has an answer, the logic, the fixing this problem.
Things I have tried:
Adding a gameobject to the camera to which all sprites asses their change in distance and determine their facing direction based off that information. (this leads to the players sometimes flipping erratically when the camera is moved and they as well are moving as sometimes they may be moving slower and there although moving left the camera approaches from the right and that flips them)
Adding a gameobject to the world which allows all sprites to have a fixed point to which they can measure their change in distance and therefore also know what direction to face (this worked somewhat better as they always know what direction they have to face, however once the player is upside down everything is inverted)
Emitting to the other players wether I am upside down or not in order to try to reinvert the above solution in the case I am upside down. (I could not find a good way to do this, and it got me thinking that this must be a problem people have fixed before many times and perhaps someone know of a good solution that works.)
thank you all for your input.
I seem to have found a solution for this issue that works decently well. Keeping in mind that I do not want to have the server being involved in this and I would rather have each individual sprite know its direction rather that have something heavy trying to determine this logic I came up with the following solution. May not be the best but it works. Still very keen to hear other solutions.
On my main character I have a switch case, which changes depending on the players rotation in the world. I need this switch case anyway for fixing (http://answers.unity3d.com/questions/1348301/trying-to-change-the-cameratransparencysortaxis-to.html?childToView=1348316#answer-1348316) that issue.
As the cases change I simply place the gameobject that I want the sprites to compare their distance to at 1 of 4 positions. YPos, YNeg, XPos, XNeg. Meaning that the sprite now determines its facing direction based on a gameobject that is placed in accordance with the Players position. without having to place it on the camera.
I will update if during further play tests this gives me trouble but thus far it works in the all the cases I need it to.
Still very willing to hear other solutions to this problem.
Thank you.

Unity 3d - Explosion Area Damage

I've developed an airplane 3D shooter game. In this game, I want to make my plane shot a bomb. When the bomb gets to the enemies it will explode and give damage in the area of explosion.
I have already searched for a tutorial to make this code and the animation of explosion. But I couldn't find it. Please tell me about something that could solve this problem. I'm developing my game using C#.
For the explosion animation, you could use a particle system. There are many pre-made ones in the Asset Store, such as this one: https://www.assetstore.unity3d.com/en/#!/content/42285
For detecting what is affected in the explosion's area of effect, do a SphereCast (https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html) from the point of impact and then do whatever you want with any of the objects touched by the sphere.

CCParticleSystem moving particles with emitter rather than freely

I'm having a spot of trouble trying to get this to work
I basically have a CCParticleSystem (created in Sprite Builder) that I want to follow a sprite but I want the emitter node to leave a trail of sorts... kind of like an airplane leaves a trail of exhaust fumes behind it
As far as I can make out there are no setting in Sprite Builder that I can change to allow this so I went looking for a solution in code
I found this in the documentation:
self.myParticleNode.particlePositionType = CCParticleSystemPositionType.Free
Which declares that the particles will be positioned relative to the Physics World and not be affected by the position of the emitter, but it appears to not do a thing
Any help or suggestions on this would be greatly appreciated
I found that CCParticleSystems particle positioning doesn't actually function when the Emitter Node is scaled in any way... this has posed a problem for me because I wanted a zoomed out camera effect.
Never mind.
Looks like this just won't work for now

Problem in using CCCamera

I am going to work on a game project. I am using cocos2d. I want to use cccamera class of cocos2d. Please tell me about any tutorial on cccamera. I want to implement more or less like angry birds, throwing the ball that reaches its destination facing the obstacles in the way.
So when the ball moves ahead the scene accordingly moves back depending on speed of the ball.
How to manage all that. I think i should use cccamera.
Thanx.
CCCamera, per the documentation is used for 3D effects (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_camera.html) and recommends the use of CCFollow (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_follow.html) for 2D related effects (such as following the birds forward, etc).