Physics, Physics, Physics

  • Static vs. Dynamic: Static bodies don't move when collisions are calculated, so you should use them when creating something that will never change (i.e. the ground). Dynamic bodies are the opposite - they move and interact with their environment according to the laws of your physics node.
  • Polygon vs. Round: At a low level, physical simulation is actually a set of equations being calculated every frame. Every calculation takes up processing power. More calculations are needed for polygon objects than round objects. More calculations are necessary still for a polygon object with many points than a polygon object with few points. Keep in mind that as you shape your physics objects to mach your sprites, it may be worth it to use fewer points if you can still achieve a enough precision in collision detection.
  • Using physics joints: Physics joints are used to hold two physics bodies together. They can be of fixed, variable, or zero length.
  • Physics as visual polish: The physics simulation itself is quite realistic, but you often need tricks to make the game appear more realistic. Keep in mind that even if the physics joints may not affect gameplay, they may still have a place in adding to a game's visual appeal.
  • CCPhysicsCollisionPair: This object possesses information about the two colliding physics bodies. You can use its properties (totalKineticEnergy for example) to customize interactions.

Particle Effects

  • Particle effects as visual polish: To give a game a professional feel, some visual response is necessary in almost every interaction. Particle effects are a great way to create the movement and liveliness needed to polish your game.
  • The gist: Particle effects are versatile. Experiment a little; you can customize essentaily every part to create a unique effect.

iPad Compatibility

  • Image scaling: iPads have a greater number of pixels than phones. As such, we need a different image size to fit the screen properly.
  • Root node size: The root node must contain the entirety of the height of the screen, regardless of which device you're using.
  • Reference corners: Using reference corners is a great way to get uniform positioning regardless of screen size.


The solution to this tutorial is available on GitHub.


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository or comment below.

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