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Collision without physics (Cocos2D + Box2D iOS)


Collision without physics (Cocos2D + Box2D iOS)

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Collision without physics (Cocos2D + Box2D iOS)
Tag : ios , By : Longchao Dong
Date : November 25 2020, 07:06 PM


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Simple collision detection in cocos2d box2d..nothing happens on collision


Tag : objective-c , By : rixtertech
Date : March 29 2020, 07:55 AM
I wish this helpful for you well to check for collision between the two sprites you'll have to call a method every frame (or how ever often you choose) to check if collision has occurred. Add Following code to the init method:
[self scheduleUpdate];
-(void)update:(ccTime)delta {
   if (CGRectIntersectsRect(player.boundingBox, rock.boundingBox)) {
       //Do Stuff
   }
}
NSMutableArray *rockArray;
rockArray = [NSMutableArray array];
-(void) addRock {
   CCSprite *rock = [CCSprite spriteWithFile:@"rock.png" 
                                     rect:CGRectMake(0, 0, 27, 40)];
   //...

   [rockArray addObject:rock];
   [self addChild:[rockArray lastObject]];
}
for (CCSprite *_rock in rockArray) {
   if (CGRectIntersectsRect(player.boundingBox, rock.boundingBox)) {
           //Do Stuff e.g remove that rock from the scene
           [self removeChild:_rock cleanup:YES];
       }
}

Checking collision on two bodies without interfering in physics (Box2D)


Tag : actionscript-3 , By : smbrant
Date : March 29 2020, 07:55 AM
hope this fix your issue That's it, sensors dont move on collision. All you have to do is to change your stars's fixture definition on creation.
StarFixtureDef.isSensor = YES;

box2d Detecting the collision but avoid the physics results


Tag : development , By : micaleel
Date : March 29 2020, 07:55 AM
I hope this helps . I've found the trick !
All I had to do is to set the plane's fixture as a sensor.
myPlaneFixtureDef.isSensor = YES;

Box2d Why isn't the physics collision perfect?


Tag : java , By : Grant
Date : March 29 2020, 07:55 AM
it helps some times This imprecision is likely caused because box2d does all calculations in discrete steps, so in each step, a body will move a certain distance all at once, as opposed to continuously. Since your character is exactly the width of the gap, it's highly unlikely it will ever be at a point where it fits exactly between that gap. A good resource to look into how exactly box2d handles collisions can be found here at iforce2d.net. As is shown in that tutorial, collisions are never exact for normal bodies, during a collision, two bodies will instead slightly overlap, which may be what's causing your buggy movement since the gap is exactly the width of the character trying to enter it.
//Increase velocityIterations and positionIterations for increased precision
//Decreasing the timeStep could also help, but that would slow down everything as well
b2World.step(timeStep, velocityIterations, positionIterations);

Sprite Kit physics variables comparing to Cocos2d+Box2d


Tag : ios , By : silvervino
Date : March 29 2020, 07:55 AM
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