Cocos2D Gravity? - ios

I am really looking to try to have gravity in my game. I know everyone says use Box2D, but in my case I can't. I need to use Cocos2D for the gravity.
I know Cocos2D does not have any gravity API built in so I need to do something manually. The thing is there is like no tutorials or examples anywhere on the web that show this.
Can anyone show me what they have done or can some explain step by step on how to apply a non-constant gravity (One that gets slightly stronger while falling).
I think this will help a lot of people that are facing the same issue that I am having!
Thanks!

Gravity is nothing but a constant velocity applied to the body for every physics step. Have a look at this exemplary update method:
-(void) update:(ccTime)delta
{
// use a gravity velocity that "feels good" for your app
const CGPoint gravity = CGPointMake(0, -0.2);
// update sprite position after applying downward gravity velocity
CGPoint pos = sprite.position;
pos.y += gravity.y;
sprite.position = pos;
}
Every frame the sprite y position will be decreased. That's the simple approach. For a more realistic effect you will want to have a velocity vector for each moving object, and apply gravity to the velocity (which is also a CGPoint).
-(void) update:(ccTime)delta
{
// use a gravity velocity that "feels good" for your app
const CGPoint gravity = CGPointMake(0, -0.2);
// update velocity with gravitational influence
velocity.y += gravity.y;
// update sprite position with velocity
CGPoint pos = sprite.position;
pos.y += velocity.y;
sprite.position = pos;
}
This has the effect that velocity, over time, increases in the downward y direction. This will have the object accelerate faster and faster downwards, the longer it is "falling".
Yet by modifying velocity you can still change the general direction of the object. For instance to make the character jump you could set velocity.y = 2.0 and it would move upwards and come back down again due to the effect of gravity applied over time.
This is still a simplified approach but very common in games that don't use a "real" physics engine.

Related

SUVAT Maths don't add up in SpriteKit's physics engine (iOS - Objective C)

I am using SpriteKit's built in Physics Engine to build a game for iOS. Basically it involves a bouncing ball which moves via me manually setting it's initial velocity and bounces via resetting the velocity within the contact event with the floor.
The issue is, the actual maths for this environment do not add up. Using 'SUVAT' equations it's easy to determine how far the ball's x-displacement should be when it reaches the floor after being thrown with a certain velocity, however (with gravity set to -9.81), it barely moves a couple of pixels.
I simplified the problem to just trying to shoot a ball a certain distance upwards (in the y-direction) and the same thing happened, it moves a couple of points up and then just falls to the floor, at least a 20th of how far it should move.
This is how I have set the physics environment up:
self.physicsWorld.contactDelegate = self;
self.physicsWorld.gravity = CGVectorMake(0.0, -9.81);
And then this is my function for generating this ball (shooting upwards) example. Mathematically it should reach the height of the tower:
-(void)generateTestBall {
self.ball = [SKSpriteNode spriteNodeWithImageNamed:#"ball"];
SKSpriteNode * tower = [SKSpriteNode spriteNodeWithImageNamed:#"player"];
self.ball.position = CGPointMake(self.scene.size.width/2,self.scene.size.height/2);
self.ball.size = CGSizeMake(20,20);
self.ball.color = [SKColor redColor];
self.ball.colorBlendFactor = 1;
tower.position = CGPointMake(self.scene.size.width/2 + 20,self.scene.size.height/2+100);
tower.size = CGSizeMake(20,200);
tower.color = [SKColor blueColor];
tower.colorBlendFactor = 1;
[self addChild:tower];
[self addChild:self.ball];
self.ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:10];
self.ball.physicsBody.affectedByGravity = YES;
self.ball.physicsBody.linearDamping = NO;
self.ball.physicsBody.dynamic = YES;
CGFloat ballVel = sqrt(2*9.81*tower.size.height);
NSLog(#"%f",ballVel);
self.ball.physicsBody.velocity = CGVectorMake(0.0f, ballVel);
}
Please can someone explain what I am doing wrong? I've double checked my maths (I'm a maths student so fingers crossed that's not the issue)!
Thanks!
Steve
So I FINALLY managed to figure it out. Just incase anyone else is experiencing the same issue I'll post the answer here:
The issue was that, although gravity is (apparently) in ms^-2 and velocity m2^-1 (to replicate earth), any distances in Objective C are measured in POINTS rather than the required form of METRES. Therefore any calculation done with x,y position / size values taken from SKSpriteNodes etc will be a certain factor out.
After running a few tests I found the factor to roughly be 157. This means that you must multiply any sizes / distances in POINTS by 157 to get the relative 'METRE' value which will work with SUVAT.
The actual numbers themselves seem a bit ridiculous as they're all very big (velocity, distance etc) but that doesn't actually pose a problem anyway as they all now work relative to each other!
Hope this helps anyone!
Steve

Spritekit physics and camera smoothing

I've been struggling with this problem for a while, which appears to be buried deep inside the spritekit physics engine.
My first question would be: Does Spritekit process its physics updates in a different thread than the main thread?
I have a "world" node in the scene which I move around to simulate a "camera" view. As such, I can center the "camera" on my player character node. Since the player jumps up and down a lot, I want to smooth the camera. Without camera smoothing, there's no problems. But when I add camera smoothing, as such: (this code is called from didFinishUpdate)
CGPoint ptPosition = self.position;
float fSmoothY = m_fLastCameraY + (ptPosition.y - m_fLastCameraY) * 0.1;
CGPoint pointCamera = [self.scene convertPoint:CGPointMake(ptPosition.x, fSmoothY) fromNode:self.parent];
[gameScene centerOnPoint:pointCamera];
m_fLastCameraY = fSmoothY;
If I call the above code from didSimulatePhysics, it does the exact same thing. It stutters whenever it falls down (due to the Y camera smoothing).
When plotting it out, you can see that the player Y (the red line) is stuttering over the course of the frames.
How can I fix this, or work around it if it can't be truly "fixed"?
I suggest you apply an infinite impulse response (IIR) filter to smooth the camera. You can do that by...
First, declare the instance variables
CGFloat alpha;
CGFloat fSmoothY;
and then Initialize alpha and fSmoothY
// alpha should be in [0, 1], where a larger value = less smoothing
alpha = 0.5;
fSmoothY = ptPosition.y;
Lastly, apply the filter with
fSmoothY = fSmoothY * (1-alpha) + ptPosition.y * alpha;

Moving layer causes physics object to stay in place

I'm fiddling around with cocos2d v3 in combination with sprite builder.
The game is a simple catch and avoid game, objects coming down an the hero is standing in the bottom of the screen and you can move him around with the accelerometer.
I have a level file (cclayer) with some objects (ccnode) in it, the have physics enabled.
In my update function I move the layer slowly down.
If the objects have physics enabled, they just drop down. If I switch it to statics physics, they stay in place.
The only way I can find to move the object along with the layer is to turn off the physics completely. But then the collisions won't work anymore...
This kept me buys for the past 4 hours or so.
What is the best approach for this situation?
Thanks in advance guys!
this is my update function:
- (void)update:(CCTime)delta {
float maxX = winSize.width - _hero.contentSize.width/2;
float minX = _hero.contentSize.width/2;
CMAccelerometerData *accelerometerData = _motionManager.accelerometerData;
CMAcceleration acceleration = accelerometerData.acceleration;
CGFloat newXPosition = _hero.position.x + acceleration.x * 1000 * delta;
newXPosition = clampf(newXPosition, minX, maxX);
_hero.position = CGPointMake(newXPosition, _hero.position.y);
//level position
CGPoint oldLayerPosition = _levelNode.position;
float xNew = oldLayerPosition.x;
float yNew = oldLayerPosition.y -1.4f;
_levelNode.position = ccp(xNew, yNew);
}
This is a design decision made within the physics engine. Physics bodies do not move with their parents. See: https://github.com/cocos2d/cocos2d-iphone/issues/570
You need to change the design of your game so that your hero moves, and the obstacles stay in the same position. Then you implement a camera like mechanism to follow your moving hero.
We have used the same approach in our flappy bird tutorial.

How to calculate the speed of falling ball in sprite kit

I'm trying to get a bouncing ball effect which i'm not really having a problem with.
what i'm trying to figure out is how can i calculate the speed of the ball.
I know this is how its done in Box2d
b2Vec2 velocity = b->GetLinearVelocity();
float32 speed = velocity.Length();
how are these lines converted to sprite kit?
Thanks
Edit:
i'm trying this any idea if this is correct for speed
static inline CGFloat CGPointLength(const CGVector a) {
return sqrtf(a.dx * a.dx + a.dy * a.dy);
}
CGVector velocity=circle.physicsBody.velocity;
float speed=CGPointLength(velocity);
The SKNode's physicsBody has a CGVector property for velocity that you would use to calculate the speed.

Jumping effect in games

I'm currently trying to make a basic platformer with XNA and I'm wondering how to create a "jumping effect." I currently have basic keyboard input which allows for sideways movement, but I would like my sprite to slowly progress into a jump rather than instantly teleporting there (right now I have something like Rectangle.Y += 40 every time I jump, making the sprite instantly appear there). Does anyone have any insight?
I'm not totally across how to implement this in XNA/C#, but in Flash games I've made I just added a vertical velocity property. I'll try write everything as C# as I can..
Example; create the velocity property:
float verticalVelocity = 0;
Vertical velocity should be constantly reduced (by gravity). Set up a gravity property somewhere accessible from your player:
float Gravity = 2.5;
And in your update() method for the player, increment the verticalVelocity by Gravity. Also increment the Y position of your player by the verticalVelocity. This will simulate falling:
verticalVelocity += Gravity;
Position.Y += verticalVelocity; // this may be -= in XNA, not sure where the y axis beings
When you hit a surface, the velocity should be reset to 0.
And finally, to jump, simply subtract a given value from verticalVelocity:
public void Jump(float height)
{
// Only jump if standing on a surface.
if(verticalVelocity == 0)
verticalVelocity -= height;
}
You'll eventually want to add gravity and possibly other forces to your game, so I highly recommend you save yourself a lot of pain and implement some kind of basic force system. This can be done using Vector2s, as you can just add them to the speed of your character. Then just apply an instantaneous force to your character to push it up.
If you really don't want to use a physics engine, you can make a Vector2 with the high point of the jump for the Y and the characters X, and then use the Vector2.Lerp method to interpolate between the characters position and the end point of the jump.
This is generally a very bad system to use, and I highly recommend you either use an existing physics engine, or make your own simple one.
use a sinusoidcode should look something like this:
float ground = 0.0f;
float angle = 330.0f;
jump(){
if(ground == 0.0f)ground = Rectangle.Y;
if(Rectangle.Y <= ground)
{
Rectangle.Y+=Math.Sin(angle/(Math.Pi*180));
angle++;
}
}
You can accurately create a gravity effect if you modify the ySpeed dynamically, as opposed to just adding 40.
You want to declare a ySpeed
ySpeed = 0;
Then you want to use an acceleration variable
acceleration = 0.25;
Okay, now that we've done that, let's add gravity, provided that our player isn't touching the floor.
if(playerLocationY + playerHeight > floorLocationY)
{
gravity = false;
}
else
{
gravity = true;
}
if(gravity)
{
ySpeed += acceleration;
}
Now that we've got that down, we want to include something that allows us to jump.
if(KeyPressed == UP)
{
ySpeed -= acceleration;
}
This will move our player in the upward direction
We now want to make sure we actually move, so let's add one last line and we're done.
playerLocationY += ySpeed;
Congratulations, you made it.

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