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I wonder if chopmunk allows the object to be made static inside a callback issued from the guts of the physics engine. What if you set a flag on the object and after updating physics you set things static? It would be worth checking the documentation on cpSpaceRemoveBody. I looked into the source code for chipmunk, and here's the relevant function: void ...


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I don't know what was wrong, but after restarting SpriteBuilder the images are recognized correctly.


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Quoted from @mannewalis The reason your scene is not the running scene is because it it only gets set the next frame, or even later if there is a transition running. You could add you HUD create code in the new scene onEnter method, I believe runningScene will be set by then, but possibly not if there is a transition running, in which case ...


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My answer won't be a clean solution but for a side note, and if you really need it to be fixed before attempting trying to find a clean working solution, I use the approach below. I have a lot of action-chain used in my game. I found the exact same problem as you mention about that code section you posted. I have spent so much time checking that whether ...


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I ended up altering the contentSize of the CCTableView. So, someTableView.contentSize = CGSizeMake(200, 300); ...and then I placed a CCSprite over it with a hole in the middle that had transparency. This way, the table view was clipped how I wanted it clipped. I added the tableView to my scene with a lower z-order than that of the sprite. Did not need ...



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