Hi guys,
I decided to give Cocos2d a try for our new platform jump game and what I see so far I like it a lot. But: Ideally I'd like to use sprite actions (like JumpBy) for the main character, however I stumbled over the problem that I don't seem to have enough control over an action once it has been issued.
Lets assume we have a couple of platforms and a main character. The main character jumps on the platforms, two problems here:
1.) I need to manually check in a step-function whether the jumping is in the rising phase or falling phase, since collissions with the platforms only make sense in the falling phase.
2.) When the character has reached y/2 of the screen, the movement needs to stop and instead the force factor needs to be applied to the virtual camera, hence the platforms need to move instead to give the illusion of a scrolling playfield.
Both seems to indicate that I rather want to control all the positions myself rather than to rely on the actions, or am I missing something?
If i am to control all movements myself, will this have a performance impact?
Best regards,
Mickey.