Problem using chipmunk - iphone

I made a game that using a character that can moving left or right by touching the screen, above the character, it is a apple, what i need is the apple will fall down, the character may push the apple up again just like playing volleyball.
That's the problem,what i have learnt from "bounding ball" is give a sprite a shape and body, then they would collide automatically,when i give shape and body to the character, the animation is not work, the character moved and after a second he "jumps" to the starting point,whatever i using setPosition or Action(MoveTo) to sprite are also useless
moving the body is not work too.I use touchmoved to set the body->p,it keeps shaking and when i release the button, it "fly" alway out of bound..........
Can anyone tell me what should i do or give a similar example(e.g. volleyball and something like that),Plx help!!!
I appreciate that if anyone can give me a hand.

Adding a chipmunk body and shape to a sprite is not the best way to go about this. Try not to think from the screen's point of view! Instead, create a controller that contains a reference to the physics body and the sprite.
Using a physics engine, such as chipmunk, can be a bit daunting. It helps to enable debug drawing. Have a look into how you can best do that! There is some code you can take from the cocos2d chipmunk example, that comes with the normal cocos2d download)
I take it you've added a "ground" shape as a static shape and have gravity set?
When you move a body with body->p = cpv(x,y); the problem is that you don't change the objects state other than it's position. To the physics engine, it's like you teleport the object. If the object was falling, it will still be falling.
So now, your falling object is not touching the ground. Its speed increases. You "teleport" it again.. but until it bumps into anything, gravity will keep increasing its falling speed.
So, if you move an object to another point, be sure to reset all forces and the velocity on that object, if this need to be done!
A better way than using body->p is to use these functions:
void cpBodySlew(cpBody *body, cpVect pos, cpFloat dt)
void cpBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
void cpBodyUpdatePosition(cpBody *body, cpFloat dt)
The documentation of these functions isn't too ridged, but there's other documentation out there. Give it a google :-p I haven't fully mastered using these functions yet either (I'm still trying to get around Chipmunk too) but they're the way to go about it.
Alternatively you can (instead of setting body->p) set the velocity of the object directly (though cpBodySlew does this for you)

The latest chipmunk code is doing this with a pivot joint in between the object to be grabbed and the mouse (touch): ChipmunkDemo.c.
See also: Mouse interaction

Related

SKPhysicsBody, rotate a sprite after applying impulse to change direction

I am looking for some info on how I can get my sprite to change its rotation by changing the angle of the sprite.
Basically here is how it is set up. Imagine a rocket that is sitting in a stationary position. The physics body is the shape of the rocket, with the tip pointing to the top. Now I apply an immediate impulse to the rocket to send it into the air. While in the air, I would like to use the accelerometer to rotate the sprite. With the rotation, I am expecting the direction of the sprite to change. Unfortunately, The sprite goes straight up and down instead of the direction it is rotated, even though the texture and physics body is rotated. I am having a hard time trying to find info on what techniques are used to achieve the results I want. Most examples have a continuous force, but I only have the initial force with no change after that. I have played around with linearDamping and angularDamping, but that was no help. I have also tried attaching another physics body to the tip to make the tip more heavy to see if the direction will change, but that didn't help either. My only work around that worked is to change the gravity direction, But I would like to avoid this. Any help or direction would be appreciated.
I think the solution you may be looking for is in Sprite Kits SKFieldNode class.
https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKFieldNode_Ref/#//apple_ref/occ/clm/SKFieldNode/linearGravityFieldWithVector:
The linearGravityFieldWithVector: is probably your best bet. It applies a linear gravity field in a direction you set.
You can also check out electricField which is similar however you can change the charge to positive or negative.

how to add frictionless effect to an object on a plane

I'm new to Unity and the is working on a personal project. In the following picture, you can see a blue plane in the middle, I want to use it as a ice plane and there should be no friction when user is walking on it. In another way, if I press 'w', the object should move forward until it hits an object. I know there's a built-in function called physic material, but it works only when the plane is tilt at some angle so that the object will slide down from the top to the bottom, but if the plane is placed in a horizontal level it will not work. Anybody has any suggestions for it, thanks.
Answering from my phone and off the top of my head, but look at using input.getaxisraw() to get your direction data then add forces. use triggers to stop the movement when you reach a trigger on another object. There were some good tutorials on Collisions and triggers on unity tutorials. To elaborate more, you can add colliders to the objects that you want your player object to interact with physically. So for your player object you can add code like:
OnTriggerEnter(collider c) {
// stop movement
}

Can I move dynamic physics bodies using SKAction when only contact detection is needed?

I am looking at tutorial where things are defined like this:
planes are sprites with dynamic physics bodies
plane moving is done with actions by following the path
there is contact detection between bullet and plane
bullet is sprite and it has physics body set to be static (which is little unusual in my opinion)
Here is the link to tutorial for more information.
Questions:
When we use actions to move physicsBodies is there a difference how we set body's dynamic property? Because bullet is static but still there is no problem for movement.
When we have situation like this, where we don't need collision detection, but just contact detection, and we can't move sprites (enemies) by applying forces or impulses, what is a good approach? Is this approach correct?
I think this is nice way, but I would like to be fully aware what is really happening when we use this method and are there any drawbacks or possible problems.
There are posts on SO that suggest we shouldn't use actions for moving dynamic physics bodies. I am aware that we can't use this approach in every case. For example this would not work for moving platform with other object on it, because there would be no correct physics simulation between body on the platform and platform moved by action. But in cases like from this tutorial, where we only need contact detection for object that can be moved only by actions (moved along path) I suppose it's not a problem ?
static means that the body isnt affected by physics. That doesnt mean it cant be manually repositioned or moved. So if something is set to static, it participates in the physics simulation, but it isnt affected by it. Think of a plane hitting a mountain. The plane is dynamic, the mountain is just going to sit there even though its participating in the physics. But you could still move that mountain around manually using a position or an action.
Not totally understanding your question, but I'll give it a shot.
You can move physicsBody's manually (using position property or actions), but you need to ask yourself why you're doing that. You typically don't want to do it because they're bypassing the physics simulation. If you're forcing it to move around, what's the point of using a physics body in the first place.. right?
But if your physicsbody is something like a powerup that is totally static, and you just want it to move around in a circle using an action then thats fine. You probably just want to use contact detection for the bullet, powerup, etc without actually moving it around using physics. Nothing wrong with that.

Cocos2d - Creating collidable Sprites?

Hello everyone I an very new to cocos2d, so I apologize if this is a simple question. I would like to create to sprites that collide when they hit each other.
For instance, one sprite, spriteA, is in a fixed position on the screen. And another sprite, spriteB, is moving around the screen. SpriteB will collide with spriteA. If that doesn't make sense or you don't understand it, tell me and I will elaborate further. Any help is appreciated. Thank YOU!
Try using Chipmunk or Box2d physics systems. These are included with Cocos2d and work by having a physics simulation that updates with every time the graphics change on screen.
The physics simulation will tell you if two objects are overlapping, and will provide physical attributes like weight, slipperiness (friction), speed and direction, which creates reactions like bouncing, sliding, realistic loss of speed and changes of direction on impact.
If you are new to physics simulation, here's a 30 second run down:
Create "bodies" in the physics simulation that represent each graphical sprite
Bodies are usually defined more simply than their graphical counterparts, like a circle, square or simple polygon shape
In order to update the graphics on the screen accurately, first you establish a pixels to meters ratio. Meters are notional (i.e. made up) measurement that is used in the physics sim
Each time the physics simulation "ticks", you update the graphics on screen accordingly
So if a body in the physics sim moves 1 meter, you might transform the pixel sprite 32 pixels
Here's a good tute on collision detection using Box2d.
http://www.raywenderlich.com/606/how-to-use-box2d-for-just-collision-detection-with-cocos2d-iphone
enjoy
Its actually very simple:
Just schedule a timer: [self schedule:#selector(checkForCollision:)];
Specify the method: - (void)checkForCollision:(ccTime)dt {}
In the curly braces, make CGRects for each sprite using CGRectMake.
Then in the same method, just call: if (CGRectIntersectsRect) {}
That easy!
Well technically speaking when the 2 sprites interact, or share at least one common point, then they are colliding. I'm a little confused by your question. Are you asking for direction on how to make the sprite move on screen, or are you asking how to handle the actual collision(such as calling a method if they collide)?

Dragging a Sprite (Cocos2D) while Chipmunk is simulating

I have a simple project built with Cocos2D and Chipmunk. So far it's just a Ball (body, shape & sprite) bouncing on the Ground (a static line segment at the bottom of the screen).
I implemented the ccTouchesBegan/Moved/Ended methods to drag the ball around.
I've tried both:
cpBodySlew(ballBody, touchPoint, 1.0/60.0f);
and
ballBody->p = cgPointMake(touchPoint.x,touchPoint.y);
and while the Ball does follow my dragging, it's still being affected by gravity and it tries to go down (which causes velocity problems and others).
Does anyone know of the preferred way to Drag an active Body while the physics simulation is going on?
Do I need somehow to stop the simulation and turn it back on afterwards?
Thanks!
Temporarily remove the body from the space.
If you want the object to have inertia when you release it, that's a different story. The cleanest way is to attach a fairly stiff spring between the ball and a temporary sensor body that moves under the control of your finger. When you let go with your finger, the ball will retain whatever kinematics it had while you were dragging it. Be sure not to remove the ball from the space in this case.
You aren't updating the velocity of the object when you aren't using cpBodySlew(). That is why it falls straight down.
A better way to do it is to use a force clamped pivot joint like the official demos do to implement mouse control. http://code.google.com/p/chipmunk-physics/source/browse/trunk/Demo/ChipmunkDemo.c#296