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		<title>cocos2d for iPhone &#187; Tag: chipmunk - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/chipmunk</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Sat, 31 Jul 2010 07:55:15 +0000</pubDate>
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			<name>q</name>
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		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/tags/chipmunk/topics" rel="self" type="application/rss+xml" />

		<item>
			<title>max9xs on "Chipmunk Logo Smash effect...how to create bitmap image ?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7833#post-45820</link>
			<pubDate>Mon, 12 Jul 2010 08:21:15 +0000</pubDate>
			<dc:creator>max9xs</dc:creator>
			<guid isPermaLink="false">45820@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;pre&#62;&#60;code&#62;static const unsigned char image_bitmap[] = {
	15,-16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,-64,15,63,-32,-2,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,0,31,-64,15,127,-125,-1,-128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
	0,0,0,127,-64,15,127,15,-1,-64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-1,-64,15,-2,
	31,-1,-64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-1,-64,0,-4,63,-1,-32,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,1,-1,-64,15,-8,127,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
	1,-1,-64,0,-8,-15,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-31,-1,-64,15,-8,-32,
	-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,-15,-1,-64,9,-15,-32,-1,-32,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,31,-15,-1,-64,0,-15,-32,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,
	0,0,63,-7,-1,-64,9,-29,-32,127,-61,-16,63,15,-61,-1,-8,31,-16,15,-8,126,7,-31,
	-8,31,-65,-7,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-2,63,-8,31,-4,-1,15,-13,
	-4,63,-1,-3,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-2,63,-8,31,-4,-1,15,-13,
	-2,63,-1,-3,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13,
	-2,63,-33,-1,-1,-32,9,-25,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13,
	-1,63,-33,-1,-1,-16,9,-25,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13,
	-1,63,-49,-1,-1,-8,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13,
	-1,-65,-49,-1,-1,-4,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13,
	-1,-65,-57,-1,-1,-2,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13,
	-1,-1,-57,-1,-1,-1,9,-57,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1,
	-1,-61,-1,-1,-1,-119,-57,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1,
	-1,-61,-1,-1,-1,-55,-49,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1,
	-1,-63,-1,-1,-1,-23,-49,-32,127,-57,-1,-1,-97,-25,-1,-1,63,-1,-1,-4,-1,15,-13,
	-1,-1,-63,-1,-1,-1,-16,-49,-32,-1,-25,-1,-1,-97,-25,-1,-1,63,-33,-5,-4,-1,15,
	-13,-1,-1,-64,-1,-9,-1,-7,-49,-32,-1,-25,-8,127,-97,-25,-1,-1,63,-33,-5,-4,-1,
	15,-13,-1,-1,-64,-1,-13,-1,-32,-49,-32,-1,-25,-8,127,-97,-25,-1,-2,63,-49,-13,
	-4,-1,15,-13,-1,-1,-64,127,-7,-1,-119,-17,-15,-1,-25,-8,127,-97,-25,-1,-2,63,
	-49,-13,-4,-1,15,-13,-3,-1,-64,127,-8,-2,15,-17,-1,-1,-25,-8,127,-97,-25,-1,
	-8,63,-49,-13,-4,-1,15,-13,-3,-1,-64,63,-4,120,0,-17,-1,-1,-25,-8,127,-97,-25,
	-8,0,63,-57,-29,-4,-1,15,-13,-4,-1,-64,63,-4,0,15,-17,-1,-1,-25,-8,127,-97,
	-25,-8,0,63,-57,-29,-4,-1,-1,-13,-4,-1,-64,31,-2,0,0,103,-1,-1,-57,-8,127,-97,
	-25,-8,0,63,-57,-29,-4,-1,-1,-13,-4,127,-64,31,-2,0,15,103,-1,-1,-57,-8,127,
	-97,-25,-8,0,63,-61,-61,-4,127,-1,-29,-4,127,-64,15,-8,0,0,55,-1,-1,-121,-8,
	127,-97,-25,-8,0,63,-61,-61,-4,127,-1,-29,-4,63,-64,15,-32,0,0,23,-1,-2,3,-16,
	63,15,-61,-16,0,31,-127,-127,-8,31,-1,-127,-8,31,-128,7,-128,0,0
};&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;How can we get the bitmap image arrays like in demo example...&#60;/p&#62;
&#60;p&#62;is there Any converter available? or any trick so we can apply for any image also ...&#60;code&#62;&#60;/code&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jack Here on "Chipmunk collision offset?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8165#post-47514</link>
			<pubDate>Fri, 23 Jul 2010 19:41:34 +0000</pubDate>
			<dc:creator>Jack Here</dc:creator>
			<guid isPermaLink="false">47514@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I have a character that is 32 by 50.  And I have tiles that are 32 by 32.  I am creating the character like so:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;cpShape *square = [smgr addRectAt:cpv(240,160) mass: 3.0 width:32 height:50 rotation:0];
		character = [cpCCSprite spriteWithShape:square file:@&#38;quot;character_.png&#38;quot;];

cpCCSprite *character; //in header&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Then after loading my tilemap I do this:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;for(int x = 0; x &#38;lt; [collision layerSize].width; x++)
	{
		for(int y = 0; y &#38;lt; [collision layerSize].height; y++)
		{
			unsigned int tmpgid = [collision tileGIDAt:ccp(x,y)];

			if(tmpgid == 34)
			{
				cpShape *collision_tile = [sm addRectAt:[collision positionAt:ccp(x,y)] mass:STATIC_MASS width:32 height:32 rotation:0];
				//NSLog(@&#38;quot;gid: %i&#38;quot;,tmpgid);
				//NSLog(@&#38;quot;x: %f, y: %f &#38;quot;,tmp.x, tmp.y);
			}

		}
	}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;To add a cpShape that acts as a collidable object (ground or wall).  The problem is the my character seems to sit below the ground or stops before he hits a wall.  I was wondering if chipmunk needs some sort of offet to correct this problem?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jack Here on "How to make a hero class for chipmunk?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8189#post-47658</link>
			<pubDate>Sun, 25 Jul 2010 06:14:42 +0000</pubDate>
			<dc:creator>Jack Here</dc:creator>
			<guid isPermaLink="false">47658@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Im trying to make a hero class for chipmunk.  So far I have this in my header:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;@interface Hero: cpCCSprite {
	cpShape *shape;
	cpSpace *space;
}
+(id)hero;
-(id)initHero;&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;and this in my m file:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;@implementation Hero

+ (id)hero {
	NSLog(@&#38;quot;inside hero class method&#38;quot;);
	return [[self alloc] initHero];
}

- (id) initHero {
	self = [super initWithFile:@&#38;quot;ball.png&#38;quot;];
	if(self != nil) {
		cpBody *body = cpBodyNew(250.0f, INFINITY);
		body-&#38;gt;p = self.position;

		shape = cpCircleShapeNew(body, 29.0f, cpvzero);
		shape-&#38;gt;data = self;
		shape-&#38;gt;e = 0.8;
		shape-&#38;gt;u = 0.7;
		shape-&#38;gt;collision_type = 2;
	}
	return self;
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;then i init it in my gamescreen with:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;ball = [Hero hero];
		[self addChild:ball];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;However, it does not react in the gamescreen...it should fall to the bottom.  How do I get my hero class to react to the spacemanager?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "Chipmunk/Spacemanager constraints."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8161#post-47497</link>
			<pubDate>Fri, 23 Jul 2010 17:17:40 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">47497@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;Me again!  I'll go away soon ;)&#60;/p&#62;
&#60;p&#62;I want to have a ball with two little legs sticking out of it.  The ball should fall, land on it's legs, which rotate with the impact, then spring to a settled position.&#60;/p&#62;
&#60;p&#62;So, I have my ball body, two leg bodies, two pin constraints and two rotation spring constraints.  Should work yes?  Well, it doesn't because the legs don't rotate with the body, so if the body is upside down, the legs are still pointing at the floor.&#60;/p&#62;
&#60;p&#62;I need a way to have the child bodies inherit the rotation from the parent.  Any ideas?&#60;/p&#62;
&#60;p&#62;Thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Xenetrix on "Chipmunk: How to remove shape and body?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8190#post-47661</link>
			<pubDate>Sun, 25 Jul 2010 07:06:21 +0000</pubDate>
			<dc:creator>Xenetrix</dc:creator>
			<guid isPermaLink="false">47661@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;First, sorry for my English, im not an American. My question is how can I remove the shape and body from the space, this isn't related with collision detection. Im triying to do this with a touch event, specifically I'm trying to clear a ball Touching it (I have a lot of balls in the space), but I have no idea how to do it, I have been looking on Internet and cannot find any help regarding how to do it, all relates to the collisions and that's not what I need.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "Knowing where to position constraints."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8159#post-47484</link>
			<pubDate>Fri, 23 Jul 2010 16:17:48 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">47484@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;I'm having a hard time figuring out where to place Chipmunk constraints.  Is it based on the local or screen space of the shape?  For example:&#60;/p&#62;
&#60;p&#62;&#60;img  alt=&#34;&#34; /&#62;&#60;/p&#62;
&#60;p&#62;To pin the stick to the circle, is the stick the to or the from body?  Would I give the sticks local x and y coords or it's current position in screen space to position the stick?  If the stick is 80 pixels long and 10 high for example, and I wanted it pinned like above would I give x as 5 and y as 5 (roughly)?  Because, if I do, the stick isn't pinned as shown above.&#60;/p&#62;
&#60;p&#62;I've read the docs and checked the example, but just can't get this working.  I want to pin the stick and have it rotate only a specific amount, for which I was going to use a rotate limit.&#60;/p&#62;
&#60;p&#62;Any help would be great, thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jack Here on "How do you change the window size with SpaceManager?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8158#post-47475</link>
			<pubDate>Fri, 23 Jul 2010 15:05:06 +0000</pubDate>
			<dc:creator>Jack Here</dc:creator>
			<guid isPermaLink="false">47475@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Im using chipmunk and spacemanager.  I was wondering how you change the the window containment size?  I have a tile map and want the containment size to be the same as the tilemap. I know how to get the tilemap size but not sure how to manipulate the containment size.  Any suggestions?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jack Here on "How do you stop the movement of a sprite?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8140#post-47391</link>
			<pubDate>Fri, 23 Jul 2010 04:32:36 +0000</pubDate>
			<dc:creator>Jack Here</dc:creator>
			<guid isPermaLink="false">47391@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Im using chipmunk to move my character like this:&#60;/p&#62;
&#60;p&#62;&#60;code&#62;[character applyImpulse:ccp(Velocity.x, 0)];&#60;/code&#62;&#60;/p&#62;
&#60;p&#62;Velocity is calculated via a response to a joystick.  However when I let go of the joystick (the movement is then zero) the character slides from the force of the movement.  Is there a way to get the character to stop as soon as I let go of the joystick?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Zach Winkler on "Sprite collision with rotation problem"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1142#post-6843</link>
			<pubDate>Wed, 05 Aug 2009 19:45:36 +0000</pubDate>
			<dc:creator>Zach Winkler</dc:creator>
			<guid isPermaLink="false">6843@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I have 2 sprites that I am checking to see if they collide. When the sprites are created I rotate them -150 degrees so they are pointing in the right direction but when I put them near each other, it appears that they are checking for collision as if they were still in the starting position. I am wondering how to fix this so their rects rotate to the same position.&#60;/p&#62;
&#60;p&#62; I tried:&#60;br /&#62;
CGRectApplyAffineTransform(rect2, CGAffineTransformMakeRotation(-150.0f));&#60;br /&#62;
but it still isnt lined up right.&#60;/p&#62;
&#60;p&#62;Any ideas on how to fix this? Thanks!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "Stop rotation beyond x with Chipmunk"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7991#post-46604</link>
			<pubDate>Sat, 17 Jul 2010 14:36:48 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">46604@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;I'm using Chipmunk with SpaceManager.  I have an object that uses offset impulses which results in movement and rotation in a direction of choice.  That is all good.  However, I'd like to be able to limit the rotation of the body to say 30 degrees.&#60;/p&#62;
&#60;p&#62;I've tried measuring it's rotation, then applying an opposing force, but this gets in the way of the controls and ends up in a crazy wobble effect.  Any ideas on how I can achieve this?&#60;/p&#62;
&#60;p&#62;Thanks. :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "SpaceManager Move Static or position dynamic?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8020#post-46731</link>
			<pubDate>Sun, 18 Jul 2010 18:28:29 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">46731@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;I am using Chipmunk with Parallax, it's all working well but one thing is really messing with my head :)  I need to have a collision object move in from out of the screen, like it's on the uppermost parallax layer.  Would it best to use a static and move it, then rehash every frame (messy I think) or use a normal body which is not affected by gravity and try to keep it attached to a layer?&#60;/p&#62;
&#60;p&#62;Parallax looks great but is really confusing. :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "Use Chipmunk body to move sprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8010#post-46692</link>
			<pubDate>Sun, 18 Jul 2010 11:16:08 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">46692@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;Very quick question, can I use the location of a Chipmunk physics body to update the location of a CCSprite?  I've tried cpBodyGetPos in a tick method.  I've tried mySprite.position = (cpBodyGetPos(myBody));  I know I'm doing something silly but can't figure it out.&#60;/p&#62;
&#60;p&#62;Also wasn't sure if this was a generic Cocos2D question or a phyiscs question, so feel free to move.&#60;/p&#62;
&#60;p&#62;Any ideas?  Thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>zacware on "Crash when removing shape during collision in spacemanager"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8013#post-46701</link>
			<pubDate>Sun, 18 Jul 2010 14:01:03 +0000</pubDate>
			<dc:creator>zacware</dc:creator>
			<guid isPermaLink="false">46701@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I wrote a game quite a while ago that used scheduleToRemoveAndFreeShape when a collision was called&#60;/p&#62;
&#60;p&#62;I never had a problem. Now I've tried updating the code with the latest versions of SpaceManager, Chipmunk, etc and it crashes everytime.&#60;/p&#62;
&#60;p&#62;I can use scheduleToRemoveAndFreeShape without a problem anywhere else, but if it's inside a collision handling routine it crashes&#60;/p&#62;
&#60;p&#62;I looked at the source for SpaceManager and it is simply calling cpSpaceAddPostStepCallback, so I thought that was the safe way to handle issues during a collision but for some reason it's just crashing.&#60;/p&#62;
&#60;p&#62;Any ideas? Thanks!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "VERY basic parallax/scrolling?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7994#post-46620</link>
			<pubDate>Sat, 17 Jul 2010 18:42:42 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">46620@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;I've read/watched what I can find about the parallax node, but it all seems t be using sprite sheets.  My need is much simpler, so may not need the parallax node at all.&#60;/p&#62;
&#60;p&#62;Basically, I want to move 2-3 layers of sprites depending upon where a Chipmunk shape is in a window.  If the shape moves 50 pixels to the left, the layers move 50 +x amount.  I've read about the camera, this may do what I need, but again may be too complex.&#60;/p&#62;
&#60;p&#62;I come from Flash, so would have done this in AS3 with a simple background.x = foreground.x +/- x amount, possibly using a tween to keep it smooth.  Is this the way to go in Cocos, or should I look elsewhere?&#60;/p&#62;
&#60;p&#62;Thanks. :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>gargantuan on "[Chipmunk] Changing a sprites anchor point when it&#039;s attached to a static shape"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7907#post-46182</link>
			<pubDate>Wed, 14 Jul 2010 16:57:24 +0000</pubDate>
			<dc:creator>gargantuan</dc:creator>
			<guid isPermaLink="false">46182@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I need to have a static shape that's attached to a sprite, (or a sprite that's attached to a static shape, whichever way around it is). But I also need the sprite to have an off centre anchor point. &#60;/p&#62;
&#60;p&#62;But when the anchor point is changed, the sprite and the shape are no longer aligned, as in this image...&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.tomelders.com/bin/cannon.png&#34; alt=&#34;cannon&#34; /&#62;&#60;/p&#62;
&#60;p&#62;the right hand image shows what happens when I change the sprites anchor point. &#60;/p&#62;
&#60;p&#62;I'm using SpaceManager and i'm setting it up like this&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;// create the sensor
		sensor = [spaceMgr addRectAt:pPoint mass:STATIC_MASS width:53 height:81 rotation:0];
		sensor-&#38;gt;sensor = YES;
		sensor-&#38;gt;collision_type = 2;

		//Create sprites
		CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage:@&#38;quot;bownce-sprites-comic-sized.png&#38;quot;];

		barrel = [[cpCCSprite node] initWithShape:sensor texture:texture rect:CGRectMake(3, 428, 53, 82)];
		[self addChild:barrel];

		// set the ancor point
		[self setAnchorPoint:ccp(0.5, 0.3)];
		[barrel setPosition:pPoint];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Anyway, what I would like is to be able to change the anchor point and still have the sprite and the shape aligned properly since I will be rotating the sprite. Am I overlooking something basic here?&#60;/p&#62;
&#60;p&#62;cheers&#60;br /&#62;
-t
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cocosboy on "Collision function is not worrking correctly"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7703#post-45074</link>
			<pubDate>Wed, 07 Jul 2010 11:00:22 +0000</pubDate>
			<dc:creator>cocosboy</dc:creator>
			<guid isPermaLink="false">45074@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi I am using following function&#60;/p&#62;
&#60;p&#62;cpSpaceAddCollisionHandler(space, 1, 2, NULL, &#38;amp;TankCollisionOccured, NULL, NULL, NULL);&#60;/p&#62;
&#60;p&#62;to call the function &#34;TankCollisionOccured&#34; written bellow&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;static int TankCollisionOccured(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data)
{
    cpSpaceRemoveShape(space, a);

    return 1;
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;in this function I am unable to use the space variable that have been defined in the .h file of my current game play class.&#60;/p&#62;
&#60;p&#62;How can i access it. i have to destroy the &#34;cpShape *a, cpShape *b&#34; shapes actually.&#60;/p&#62;
&#60;p&#62;thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cocosboy on "How to ignore Collision to an object in chipmunk physics"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7696#post-45047</link>
			<pubDate>Wed, 07 Jul 2010 06:22:32 +0000</pubDate>
			<dc:creator>cocosboy</dc:creator>
			<guid isPermaLink="false">45047@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I have added some sprites in my game play using chipmunk physics, and my player fires missiles to kill enemies. But some of sprites are not enemies. How can I ignore them?&#60;/p&#62;
&#60;p&#62;thank&#60;/p&#62;
&#60;p&#62;cocosboy
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "Button which keeps applying impulse"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7632#post-44717</link>
			<pubDate>Sun, 04 Jul 2010 17:03:40 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">44717@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;I have an object which is affected by a Chipmunk/SpaceManager impulse.  I'd like to be able to keep my finger down on the button and have the impulse keep triggering, instead of just triggering once.&#60;/p&#62;
&#60;p&#62;So, I'm looking for a way to keep repeating the method, bu holding a button down.  Any ideas? :-)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "Basic newb question: which to start with?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7488#post-43896</link>
			<pubDate>Mon, 28 Jun 2010 20:43:05 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">43896@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;I have a basic question for a basic test game.  If I want to include some very simple Chipmunk physics in my game, would you advise starting with the Coco2D project that includes Chipmunk (which confuses the hell out of me when I look at it), or start with the more simple Helloworld Cocos2D project without Chipmunk, then add the physics later once my foundations are in and working?&#60;/p&#62;
&#60;p&#62;Any help would be kindly received :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>karnak on "Box and Chipmunk dropping to 1 fps when I add fixed time step. What&#039;s wrong?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7549#post-44192</link>
			<pubDate>Wed, 30 Jun 2010 21:08:23 +0000</pubDate>
			<dc:creator>karnak</dc:creator>
			<guid isPermaLink="false">44192@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I'm having a hard time trying to fix the timestep using both of the main physics engines. I'm following the famous &#60;a href=&#34;http://gafferongames.com/game-physics/fix-your-timestep/&#34; rel=&#34;nofollow&#34;&#62;http://gafferongames.com/game-physics/fix-your-timestep/&#60;/a&#62; and some topics I found around here.&#60;/p&#62;
&#60;p&#62;Given Chipmunk template that comes with cocos, I changed the step to the following:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;-(void) stepFixed: (ccTime) delta
{
	float fixedTimeStep = 1.0/60.0f;
	timeAccumulated += delta;

	while(timeAccumulated &#38;gt;= fixedTimeStep) {

		CGFloat dt = fixedTimeStep/(CGFloat)2;

		for(int i=0; i&#38;lt;2; i++){
			cpSpaceStep(space, dt);
		}
		cpSpaceHashEach(space-&#38;gt;activeShapes, &#38;amp;eachShape, nil);
		cpSpaceHashEach(space-&#38;gt;staticShapes, &#38;amp;eachShape, nil);

		timeAccumulated -= fixedTimeStep;
	}
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;And this version:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;-(void) step: (ccTime) delta
{
	float fixedTimeStep = 1.0/60.0f;
	float timeToRun = delta + timeAccumulated;

	while(timeToRun &#38;gt;= fixedTimeStep) {
		CGFloat dt = fixedTimeStep/(CGFloat)2;

		for(int i=0; i&#38;lt;2; i++){
			cpSpaceStep(space, dt);
		}
		cpSpaceHashEach(space-&#38;gt;activeShapes, &#38;amp;eachShape, nil);
		cpSpaceHashEach(space-&#38;gt;staticShapes, &#38;amp;eachShape, nil);

		timeToRun -= fixedTimeStep;
	}

	timeAccumulated = timeToRun;
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Box 2D:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;-(void) tick: (ccTime) dt
{
	int32 velocityIterations = 8;
	int32 positionIterations = 1;
	float fixedTimeStep = 1.0/60.0f;
	float timeToRun = dt + timeAccumulated;	

	while(timeToRun &#38;gt;= fixedTimeStep) {
		world-&#38;gt;Step(fixedTimeStep, velocityIterations, positionIterations);

		//Iterate over the bodies in the physics world
		for (b2Body* b = world-&#38;gt;GetBodyList(); b; b = b-&#38;gt;GetNext())
		{
			if (b-&#38;gt;GetUserData() != NULL) {
				//Synchronize the AtlasSprites position and rotation with the corresponding body
				CCSprite *myActor = (CCSprite*)b-&#38;gt;GetUserData();
				myActor.position = CGPointMake( b-&#38;gt;GetPosition().x * PTM_RATIO, b-&#38;gt;GetPosition().y * PTM_RATIO);
				myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b-&#38;gt;GetAngle());
			}
		}

		timeToRun -= fixedTimeStep;
	}

	timeAccumulated = timeToRun;
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;- Everything starts and runs ok. I add up to 14 sprites and the framerate keeps stable. Until I add 15+ sprites, then the frame rate drops to 1.0 ~ 5.0.&#60;br /&#62;
- Testing on an iPod Touch with iOS4.&#60;br /&#62;
- Wierd thing is: it runs smoothly with the non-fixed-step version (template's default code), even when I add up to 40-50 sprites.&#60;/p&#62;
&#60;p&#62;Thanks in advance.&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://i47.tinypic.com/24od34k.png&#34; alt=&#34;&#34; /&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mrTortex on "Advice please"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7462#post-43746</link>
			<pubDate>Sun, 27 Jun 2010 16:43:51 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">43746@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.  I've been playing with Cocos2D, Obj-C and iPhone dev for a couple of weeks now, and I'm going in circles.  I've gone through every tutorial I can find, and I think I've confused myself more than anything!&#60;/p&#62;
&#60;p&#62;So I've decided to start fresh, on something more simple, and I wonder if anyone can help or point me in the right direction?  My need is simple, currently I'd like to be able to call up views, one after the other (think of them as levels) and populate them.  My test game will probably make use of Chipmunk, so for my test I'd like to have one level load, ball drops, second level load, square drops.&#60;/p&#62;
&#60;p&#62;Can anyone point me to a tutorial, book, part of the documentation I should look at?  I've got views changing, but can't seem to implement that with Cocos.  I have Cocos and Chipmunk working, but then can't get more than one view going.&#60;/p&#62;
&#60;p&#62;Any help would be appreciated. :)&#60;/p&#62;
&#60;p&#62;Thanks, T.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>gvieira on "[GAME] Finger Soccer (promo codes)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7230#post-42406</link>
			<pubDate>Sat, 19 Jun 2010 17:44:14 +0000</pubDate>
			<dc:creator>gvieira</dc:creator>
			<guid isPermaLink="false">42406@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi there,&#60;/p&#62;
&#60;p&#62;Finger Soccer is a board game that simulates a real game, where there is a wooden table, 22 pins (players) and a spherical ball.&#60;br /&#62;
It brings to the screen all the emotion of the real game, and all you have to do is hit (or push) the ball towards the opponent's goal.&#60;/p&#62;
&#60;p&#62;We made it using chipmunk physics engine, in a big table, so you can zoom in and out during the game. We also created a way to pause just the game, which allowed us to continue working with 60 FPS, even when paused. After, all the animations were built with an &#34;improvement&#34; of CCSpriteSheet, since I couldn't use images larger than 1024 pixels (iPhone 3G).&#60;/p&#62;
&#60;p&#62;Finger Soccer allows the player to enjoy short games, with the simplest gameplay ever. Everyone who tried, could successfully play, since all you have to do is hit the ball.&#60;/p&#62;
&#60;p&#62;Here comes some great screenshots of Finger Soccer:&#60;br /&#62;
&#60;img src=&#34;http://letsgotap.com/Images/img/image1.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://letsgotap.com/Images/img/image2.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://letsgotap.com/Images/img/image3.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://letsgotap.com/Images/img/image4.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://letsgotap.com/Images/img/image5.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;And here is a (home made) video of Finger Soccer:&#60;br /&#62;
&#60;object width=&#34;480&#34; height=&#34;385&#34;&#62;&#60;/p&#62;
&#60;param name=&#34;movie&#34; value=&#34;http://www.youtube.com/v/JkeDIF2egog&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;&#34; /&#62;&#38;lt;/param&#38;gt;&#60;/p&#62;
&#60;param name=&#34;allowFullScreen&#34; value=&#34;true&#34; /&#62;&#38;lt;/param&#38;gt;&#60;/p&#62;
&#60;param name=&#34;allowscriptaccess&#34; value=&#34;always&#34; /&#62;&#38;lt;/param&#38;gt;&#60;embed src=&#34;http://www.youtube.com/v/JkeDIF2egog&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;&#34; type=&#34;application/x-shockwave-flash&#34; width=&#34;480&#34; height=&#34;385&#34; /&#62;&#38;lt;/embed&#38;gt;&#60;/object&#62;&#60;/p&#62;
&#60;p&#62;Check our web site out for further information:&#60;br /&#62;
&#60;a href=&#34;http://www.letsgotap.com&#34; rel=&#34;nofollow&#34;&#62;http://www.letsgotap.com&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;And take a look at iTunes for download Finger Soccer:&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/us/app/finger-soccer/id376288237?mt=8#&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/finger-soccer/id376288237?mt=8#&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;I would like to thank cocos2d developers.&#60;br /&#62;
So, here are some promo codes for Finger Soccer. Be fast!&#60;br /&#62;
3RJ9YRAEEYEY&#60;br /&#62;
6JWJ93R6P77P&#60;/p&#62;
&#60;p&#62;And... any review on the app store would be great, ok!?&#60;/p&#62;
&#60;p&#62;Thanks for your attention. See ya...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>darc_pyro on "Box2d/chipmunk or not for jumping"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7082#post-41570</link>
			<pubDate>Mon, 14 Jun 2010 08:08:18 +0000</pubDate>
			<dc:creator>darc_pyro</dc:creator>
			<guid isPermaLink="false">41570@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;hi&#60;br /&#62;
I'm am aiming to make a platform game in the style of Mario and would like to know if going to the extra length of using one of the physics engines is worth it. I mainly need it for jumping and collisions, if the physics way is the way to go, is chipmunk or box2d better/simpler? or is it just personal preference?&#60;br /&#62;
thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Metric on "Chipmunk won&#039;t compile"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4353#post-26011</link>
			<pubDate>Mon, 08 Feb 2010 22:26:14 +0000</pubDate>
			<dc:creator>Metric</dc:creator>
			<guid isPermaLink="false">26011@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey,&#60;/p&#62;
&#60;p&#62;I am trying to add chipmunk to my game, but it won't compile because it is saying that it cannot find &#34;constraints/util.h&#34;.&#60;/p&#62;
&#60;p&#62;I am trying to use the chipmunk included with 0.99.0RC cocos2d.&#60;/p&#62;
&#60;p&#62;I have looked in the folder and util.h is in include/chipmunk/constraints/ so it is there.&#60;/p&#62;
&#60;p&#62;I am also receiving other errors and warnings to do with asm / including { of some sort.&#60;/p&#62;
&#60;p&#62;I have it configured to compile C++, because I have open feint in the application and it compiles just fine. The file I am trying to include chipmunk in is also set to .mm extension.&#60;/p&#62;
&#60;p&#62;Any help would be appreciated,&#60;br /&#62;
Metric
&#60;/p&#62;</description>
		</item>
		<item>
			<title>kre5ton on "What happens to force vector when gravity is changes?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6845#post-40147</link>
			<pubDate>Fri, 04 Jun 2010 18:49:04 +0000</pubDate>
			<dc:creator>kre5ton</dc:creator>
			<guid isPermaLink="false">40147@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I am simulating a ball that has a force applied on it and rolling off screen&#60;br /&#62;
I also control gravity using accelerometer&#60;/p&#62;
&#60;p&#62;My ultimate goal is to make sure that the force vector stays constant in regards to the ground level.&#60;br /&#62;
For example:&#60;br /&#62;
the wind blew horizontally from right&#60;br /&#62;
then iPhone was turned counterclockwise&#60;br /&#62;
the wind vector is still parallel to the ground&#60;/p&#62;
&#60;p&#62;Questions:&#60;br /&#62;
1. What happens to the vector of force is I turn my iPhone and gravity is changed, is it parallel to the iphone orientation or ground?&#60;br /&#62;
2. If the answer is that it's parallel to the iPhone, can I apply an impulse on every step changing it' vector so ti looks like the force has constant vector?&#60;/p&#62;
&#60;p&#62;thank you all
&#60;/p&#62;</description>
		</item>
		<item>
			<title>GolilaBob on "cpConstraint problem."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6855#post-40242</link>
			<pubDate>Sat, 05 Jun 2010 08:59:16 +0000</pubDate>
			<dc:creator>GolilaBob</dc:creator>
			<guid isPermaLink="false">40242@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I tried to connect cpCCSprites with Pin. But when I connect them with Pin or Slide, It moved up and down little bit continuously.(Looks very shaking)&#60;/p&#62;
&#60;p&#62;Of course I tried to find solution in Forum, but I couldn't.&#60;br /&#62;
Could you tell me what is wrong with my source and how to fix it?&#60;/p&#62;
&#60;p&#62;cpCCSprite *BigtargetNode[8];&#60;br /&#62;
cpConstraintNode *BigPinN[8];&#60;/p&#62;
&#60;p&#62;smgr = [[SpaceManager alloc] init];&#60;br /&#62;
[smgr addWindowContainmentWithFriction:0.5 elasticity:0.6 inset:cpvzero];&#60;br /&#62;
[smgr start:1.0/30.0];&#60;/p&#62;
&#60;p&#62;cpShape *target1 = [smgr addCircleAt:cpv(240,350) mass:STATIC_MASS radius:6];&#60;/p&#62;
&#60;p&#62;BigtargetNode[0] = [cpCCSprite spriteWithShape:target1 file:@&#34;targetline.png&#34;];&#60;br /&#62;
BigtargetNode[0].spaceManager = smgr;&#60;br /&#62;
[self addChild:BigtargetNode[0] z:5];&#60;/p&#62;
&#60;p&#62;int i;&#60;br /&#62;
for(i = 1; i &#38;lt; 8; i++){&#60;br /&#62;
	cpShape *target = [smgr addCircleAt:cpv(240,350-i*15) mass:2 radius:6];&#60;br /&#62;
	BigtargetNode[i] = [cpCCSprite spriteWithShape:target file:@&#34;targetline.png&#34;];&#60;br /&#62;
	BigtargetNode[i].spaceManager = smgr;&#60;br /&#62;
	[self addChild:BigtargetNode[i] z:5];&#60;br /&#62;
}&#60;br /&#62;
///////////////////////////////////////////////////////////////////////////&#60;br /&#62;
int j;&#60;br /&#62;
for(j = 0; j &#38;lt; 7; j++){&#60;br /&#62;
	cpConstraint *Pin = [smgr addPinToBody:BigtargetNode[j+1].shape-&#38;gt;body fromBody:BigtargetNode[j].shape-&#38;gt;body];&#60;br /&#62;
	Pin-&#38;gt;maxForce = INFINITY;&#60;br /&#62;
	Pin-&#38;gt;maxBias = 1000.0f;&#60;br /&#62;
	BigPinN[j] = [cpConstraintNode nodeWithConstraint:Pin];&#60;br /&#62;
	BigPinN[j].spaceManager = smgr;&#60;br /&#62;
	[self addChild:BigPinN[j] z:-2];&#60;br /&#62;
}&#60;br /&#62;
///////////////////////////////////////////////////////////////////////////
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Nyvaken on "Should I go chipmunk or Box2D?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6841#post-40119</link>
			<pubDate>Fri, 04 Jun 2010 14:33:47 +0000</pubDate>
			<dc:creator>Nyvaken</dc:creator>
			<guid isPermaLink="false">40119@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi, I'm working on a tank game where the player views and controls a tank from above. I want to add some physics such as collision. When i collide with certain object i want them to respond naturally, to be rotated in a natural way etc.&#60;/p&#62;
&#60;p&#62;This video shows a similar game with the physics I want to achieve (Collision with enemy tanks and the yellow bits).&#60;br /&#62;
&#60;a href=&#34;http://www.youtube.com/watch?v=wC_9rFi9Rqo&#34; rel=&#34;nofollow&#34;&#62;http://www.youtube.com/watch?v=wC_9rFi9Rqo&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;I started out with a normal cocos2d Application project. Should I stick to this or choose any of the other? &#60;/p&#62;
&#60;p&#62;Any help is highly appreciated! :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>horseshoe7 on "Particle System as CCNode Child and Chipmunk Physics"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6690#post-39061</link>
			<pubDate>Thu, 27 May 2010 15:30:16 +0000</pubDate>
			<dc:creator>horseshoe7</dc:creator>
			<guid isPermaLink="false">39061@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;br /&#62;
I'm working on something where discs slide around the screen, and I want to make it such that the user's most recent shot with one of these discs will have a trail behind it, using a CCParticleSystem.&#60;/p&#62;
&#60;p&#62;I could use some help.  I kept the particle system as a member of my Disc class (which itself inherits from CCNode).  I thought that if I add the particle system as a child to my disc class, whenever I update the disc's position, the ParticleSystem will move with it.&#60;/p&#62;
&#60;p&#62;As it so happens, the Chipmunk physics objects are placed in the right spot, but the disc objects as well as the Particle System are drawn at 0,0 and can't be changed.&#60;/p&#62;
&#60;p&#62;If I comment out the initialisation of the Particle System everything works correctly.&#60;/p&#62;
&#60;p&#62;So my question is how does one integrate a particleSystem into their code?  The tests seem to be somewhat simple examples, because the particle system is a child of the Layer, and one changes the position of the emitter directly - I'm trying something a little bit (but not much?) more complicated.&#60;/p&#62;
&#60;p&#62;At any rate, I'm finding this area of Cocos2D doesn't have too much documentation / tutorials associated with it and I'm not the most experienced programmer.&#60;/p&#62;
&#60;p&#62;Any help would be appreciated.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>The_Golden_Gunman on "Removing Collision Callbacks"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6002#post-35424</link>
			<pubDate>Mon, 26 Apr 2010 16:49:41 +0000</pubDate>
			<dc:creator>The_Golden_Gunman</dc:creator>
			<guid isPermaLink="false">35424@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Apologies for posting so many questions on these forums, but I am having some problems and can't seem to figure them out for myself.&#60;/p&#62;
&#60;p&#62;I have a method as follows:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;- (BOOL) handleCollisionWithRect:(CollisionMoment)moment arbiter:(cpArbiter*)arb space:(cpSpace*)space
{
	if (torsoToHeadJoint)
	{
		// Remove Collision from Head.
		[smgr removeCollisionCallbackBetweenType:COLLISION_TYPE_HEAD otherType:COLLISION_TYPE_WALL];

		// Remove Joints from Head.
		// cpBody *body = head-&#38;gt;body;
		// [smgr removeAndFreeConstraintsOnBody:body];

	}

	return YES;
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;In this method, I am trying to de-register calls to this collision detection method. However, when calling this method, my program crashes. After debugging, the removeCollisionCallbackBetweenType method finishes execution, but the program then crashes shortly afterwards.&#60;/p&#62;
&#60;p&#62;Is there any reason for this occurring?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>krowczyk on "Physics Editor?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6389#post-37355</link>
			<pubDate>Thu, 13 May 2010 19:01:25 +0000</pubDate>
			<dc:creator>krowczyk</dc:creator>
			<guid isPermaLink="false">37355@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Is there such a thing as an editor that lets you compose scenes with Chipmunk physics attached?  I saw something on YouTube that referenced &#34;Chipmunk Playground&#34; but can't seem to find anything online really related to it.&#60;/p&#62;
&#60;p&#62;Thanks!&#60;br /&#62;
Andrew
&#60;/p&#62;</description>
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