Hi,
I am spawning a rotate action and a jump to action to simulate the fruit ninja type effect. It works well, with the objects flying up and rotating at random speeds, to random positions over random times...my issue being they should all come down at the same rate I guess under gravity, but this is not the case.
What's the best way to combat this, I thought of adjusting the speed of the action to simulate acceleration under gravity, but can't use ccSpeed with my actions as I am ccSpawning two actions together (rotate and jump)...I could jump to the peak of the jump only perhaps, and them kill the action and just continue to apply the x velocity while accelerating down...Manually in a scheduled update.
Perhaps I can simply use physics to fire the objects into the screen space, although i am not sure how much random force to apply to ensure the object always enters screen space and doesn't fly too far....actions seem simpler for this problem...as I simply create random x and y and jump to that.
Any advice appreciated...
Regards
I