I Need The Right Physics Body Type

In my game you control a character on the screen using tilt, and if you collide with an object I have created on the sides of the screen, you loose, and there are also falling objects that if you collide with, you also loose.

My issue is the physics body type. If I set my character to anything other than dynamic, the collision detection no longer works with the “wall” objects, but still works with the falling objects. If I set my character to dynamic, it falls because of gravity or spins off screen if hit.

The setup I have now is walls are static, character is kinematic and falling objects are dynamic.

Any idea’s on the proper way to accomplish this? Thanks!

-Kyle [import]uid: 9968 topic_id: 4812 reply_id: 304812[/import]

create a newRect as a floor for the player and have it so the player stops falling if it touches this you can either set it’s alpha to 0.01 or set it’s location just off the screen so it won’t be seen then set the isFixedRotation to true formthe player [import]uid: 7911 topic_id: 4812 reply_id: 15485[/import]

So I have a wall on the left and right side of the screen. My player object moves left and right with the accelerometer. Enemies spawn and fall due to gravity that I have set.

So I have set the walls to “static” considering I dont want them to fall with gravity.

So here is my issue. If I set the chopper to “dynamic”, the second it collides with an enemy, it goes flying off the screen. If I set the chopper to “static” then it doesn’t detect a collision with the walls. If I set it to “kinematic”, it is giving the same result as dynamic.

So I guess my question is what combination of body types between the 3 actors will allow my player to detect collision with both the walls on the left and right and the enemies that fall down using gravity?
Should I just do away with gravity and have the enemies move down in a different way?

Thanks for your suggestion jstrahan, but it doesn’t seem to be what im looking for. Thanks for any help everyone!

[import]uid: 9968 topic_id: 4812 reply_id: 15583[/import]