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That error occurs on this line: CCTexture *texture = [CCTexture textureWithFile:image]; And this is the right way to do this: CCTexture *texture = [[CCTexture alloc] initWithCGImage:image.CGImage contentScale:image.scale];


You can check the velocity in your update function and set it to some max value if the calculated value will be greater than that max. This way you still use force and allow it to stop when it collides with another object, but it will never be able to go faster than the maximum velocity you set.


Found the following answer over here. Grab the following image: http://i.stack.imgur.com/O5DRf.png. It is 2x30. I want to make a bar that is 15 pixels high. Normally, the dimensions would be 1x15, but since I assume you're working with retina display, we have to double such dimensions to 2x30. Create a CCSprite with it, and set the anchor point to ...

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