I have a ball (a dynamic body in the shape of a circle) that acts on a surface (trampoline) in the conditions of a gravity force.
When the ball impacts the trampoli
I don't read objective-C, but the problem seems to be clear:
Your impulse b2Vec2(0, [self fullMass]*[GameMaster sharedInstance].usrTrampolineForce)
does not actually include any x component!
Split your impulse into x and y components (pseudocode):
Impulse_magnitude = Ball_mass * Trampoline_Force
# theta is the angle between the horizontal and your impulse
# this will depend on the angle of the trampoline.
Impulse_x = Impulse_magnitude * Cos(theta)
Impulse_y = Impulse_magnitude * Sin(theta)
# Create your impulse vector
Impulse_v = b2Vec(Impulse_x, Impulse_y)