Forgive me for asking this because it probably has been dealt with many times before... maybe.
Since over a year I have "a lot" of experience using Cocos2D2 with Box2D, for making games with ropes and stuff (namely I had balloons and things which used the nifty "local" gravity feature ie you could have another gravity set per body) in them.
This year I use Cocos2D3 and once again I'm creating a game with ropes and stuff in it... and find out that I can't really do the same things in Chipmunk as I used to with Box2D. This could boil down to a couple of things:
- I maybe just don't have enough experience with Chipmunk - I don't think I fully understood how to use all those joints, yet...
- Maybe Chipmunk doesn't really have the features that Box2D had that is needed for ropes and stuff. What bugs me right now is: no local gravity per body, bodies rotate when attached to joints, ignoring "allowsRotation = NO" (edit: Using "CCPhysicsJoint connectedRotaryLimitJointWithBodyA:bodyB:min:max" it looks like it's possible to stop rotation of bodies attached to each other using distance or spring joints, also doing body.allowsRotation = YES; then instantly body.allowsRotation = NO; seems to be able to "fix" this issue sometimes) .
- What was the reason to go with Chipmunk instead of Box2D in Cocos2D3?
- Maybe I should just give up on Chipmunk for this project again and try to use Box2D - in that case I hope someone already did that and github:ed it (?) Edit: https://github.com/vladubogdan/LevelHelper2-Cocos2d-v3
- I was basically using this class for the graphical side of the rope: https://github.com/gregharding/VRope it seems to take some effort to have it work with Cocos2D3/Chipmunk. Did anyone do it yet?
Here are the games from last year, they use Cocos2D2 with Box2D, and ropes and balloons They are free so check them out.