cocos2d iphone - Box2D and sonic-like physics for platformer -
I am working on a platform for the iPhone which is using Box2D and cocos2D.
I am trying to find a way to create a behavior similar to my controlled character, as is found in Sonic Hedgehog Games, but want to keep using Box 2D Physics Library because I Conducting projectiles and some level objects according to realistic physics is some situations related to controlled conditions (Jump, Barringling in objects D).
The main issues that I am running are characterized on the earth, from when contacting the ground by going to convex curves and maintaining emotion, unless there is no significant distance from it. Is performed. When I want to react only to the character on the left and right commands on the ground, but if there is a slight decrease, my shape is the habit of leaving the ground, as the reaction time is delayed for a while unless we reinstall it. Apparently there is no separation, but it is enough to change the situation on the ground or not, besides the character "throat" does not grow the way I would curves.
When I have tried to raise an additional downward force on the ground, but it does not work quickly for large curves, and big forces interfere with the character's regular movement to be effective. Any thoughts on these issues?
In my experience, you need to feel like a true console, unreal physics, especially the player for.
I believe that in Box 2D you can use impulses to hack the movement system, while reaching for the detection of confrontation is still reaching. It was either, or is making a non-moving object to your character, and I am making a movement, I forgot that it seemed to work for me; It has been a few months; I believe that something In cases where I have done anything to fix the bugs (slopes) to fix anything to the vectors on the Y axis.
If your movement is working properly for the general case, then you can create an agitation when there is a special case in connection with the land with the curve, where you take the physics in your hand , And just hang out in the real world to find collision.
To use one more option, most items use "fake" physics, and only to detect collision, or box2d for "realistic" objects.
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