I am a newbie to Spritebuilder and trying to make MARIO Game prototype. What i am doing is I am having 2 sprites, one sprite has fast walking character and other has normally walking character. I am changing the sprite through a button. When i click on the button the normally walking sprite is replaced by fast walking sprite and again clicking back on that button make the normal sprite appear.
Problem :
For the very first time when the game starts, collision is detected between ground and character on jumping. But as soon as i change the sprite to fast walking character, no collision is detected on jumping. When i again switch back to normal walking character, then also no collision is detected on jumping.
When i make the sprite jump and it starts falling down, to ground some sort of activity (i would prefer saying bouncing) is observed which i also can't say whether it is bouncing back or not. I dont know why it is coming and how to rectify it. I searched stack overflow and some forums. What i found was to use
CCPhysicsBody.iterations
But i dont know how to use it. For more detailed explanation you can see the video at this link to undersatnd the full problem. https://www.dropbox.com/s/0fz3qehie76r60k/Game.mp4?dl=0
Please help. Any suggestions are welcomed.
Edit : Here is the code where i am changing the sprites:
-(void)setCharacterAnimationFast
{
if (_turboButton.selected)
{
//changing button state;
_turboButton.selected=NO;
//changing value of background speed from screen;
speeedParameter = 50.0;
speedParameterOfBackgroundObjects=10.0;
//loading new chracter
_character =(RightCharacter*)[CCBReader load:@"RightCharacter"];
//position the laser at helicopter origin
CGPoint _characterPosition = _fastCharacter.position;
//transform the world position to the node space to which the laser will be added (_physicsNode)
_character.position = [_physicsNode convertToNodeSpace:_characterPosition];
//defining zorder for moving it to background
_character.zOrder= _fastCharacter.zOrder;
// add the laser to the physicsNode of this scene (because it has physics enabled)
[_physicsNode addChild:_character];
//removing the existing character
[_fastCharacter removeFromParentAndCleanup:YES];
CCLOG(@"ground : %@", _ground);
CCLOG(@"ground : %@", _ground.physicsBody);
CCLOG(@"ground : %@", _ground.physicsNode);
_ground.physicsBody.collisionMask=@[@"character"];
_character.physicsBody.collisionMask=@[@"ground"];
_ground.physicsBody.collisionType=@"ground";
_ground.physicsBody.elasticity=0;
_character.physicsBody.collisionType=@"character";
_character.physicsBody.elasticity=0;
_physicsNode.iterations=1000;
_fastCharacter=nil;
}
else
{
//changing button state
_turboButton.selected=YES;
//changing value of background speed from screen;
speeedParameter = 80.0;
speedParameterOfBackgroundObjects= 20.0;
//loading new fast character
_fastCharacter =(RightCharacterFast*)[CCBReader load:@"RightCharacterFast"];
//position the laser at helicopter origin
CGPoint _fastCharacterPosition = _character.position;
//transform the world position to the node space to which the laser will be added (_physicsNode)
_fastCharacter.position = [_physicsNode convertToNodeSpace:_fastCharacterPosition];
//defining zorder for moving it to background
_fastCharacter.zOrder= _character.zOrder;
// add the laser to the physicsNode of this scene (because it has physics enabled)
[_physicsNode addChild:_fastCharacter];
//removing the existing character
[_character removeFromParentAndCleanup:YES];
CCLOG(@"ground : %@", _ground);
CCLOG(@"ground : %@", _ground.physicsBody);
CCLOG(@"ground : %@", _ground.physicsNode);
_ground.physicsBody.collisionMask=@[@"fastCharacter"];
_fastCharacter.physicsBody.collisionMask=@[@"ground"];
_ground.physicsBody.elasticity=0;
_ground.physicsBody.collisionType=@"ground";
_fastCharacter.physicsBody.collisionType=@"fastCharacter";
_fastCharacter.physicsBody.elasticity=0;
_physicsNode.iterations=1000;
_character=nil;
}
}
And here is the link to the video of debug draw: https://www.dropbox.com/s/vt557ngpyj6z9g3/DebugDraw.mp4?dl=0
Use the same proxy body node for collisions, its very efficient using less intensive nodes for collision: