I don't think you want to increase the restituion, and it looks like you aren't.
You are setting the restitution to 10.0 each time? That is not increasing it.
However, as I understand it, a restitution of 1.0 will bounce an object away at the same speed it hits. When I've increased this value, it only takes a small value to get my sprites moving really quickly, like 1.4, 1.5, etc. The more collisions, the faster the sprite is moving. A value of 10.0 should make the sprite move pretty fast, depending on the scale of your world, sprite mass, etc.
I'm not good enough with C++ to debug your code, but I'll load it into AppGameKit and take a look. Right now, it seems you haven't assigned a shape to sprite 6?
Anyway, I'll give it a try.
EDIT: Hah! Ninja'd by XanthorXIII! Like he said...
Try this in Tier 1, see how the restitution has a large effect at low values over 1.0, and see how the sprite gets erratic when the speed is really fast... I think the speed is capped in there somewhere, but the sprite looks more jerky as the restitution is higher.
iIndex = 5
collision = 0
fObjX = 50.0
fObjY = 0.0
SetVirtualResolution(320, 480)
SetPrintSize(30)
SetPhysicsGravity(0.0, 100.0)
CreateSprite(3,0)
SetSpritePosition(3, fObjX, fObjY)
SetSpriteSize(3, 35.0, 35.0)
SetSpriteShape(3, 1)
SetSpritePhysicsOn(3,2)
SetSpritePhysicsMass(3, 1.5)
SetSpriteAngle(3, 45.0)
CreateSprite(6, 0)
SetSpriteSize(6, 120, 20)
SetSpritePosition(6, 50.0 - GetSpriteWidth(6)/2.0, 480.0 - GetSpriteHeight(6)/2.0)
SetSpriteShape(6, 1)
SetSpritePhysicsOn(6, 1)
SetSpriteGroup(6,1)
SetPhysicsDebugOn()
restitution# = 1.0
SetSpritePhysicsRestitution(6, 1.0)
do
Print(str(collision) + " " + str(restitution#, 2))
if GetPointerPressed()
fObjX = GetPointerX()
fObjY = GetPointerY()
SetSpritePosition(3, fObjX, fObjY)
SetSpritePhysicsDelete(3)
SetSpritePhysicsOn(3, 2)
endif
if GetPhysicsCollision(3,6)
inc collision
restitution# = restitution# + 0.1
SetSpritePhysicsRestitution(3, restitution#)
endif
Sync()
loop
More Edit: Ah, good, glad you got it sorted!