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Learning Cocos2d-JS Game Development

You're reading from   Learning Cocos2d-JS Game Development Learn to create robust and engaging cross-platform HTML5 games using Cocos2d-JS

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390075
Length 188 pages
Edition 1st Edition
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Author (1):
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Emanuele Feronato Emanuele Feronato
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Emanuele Feronato
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Toc

Table of Contents (11) Chapters Close

Preface 1. Hello World – A Cross-platform Game 2. Adding Interactivity – The Making of a Concentration Game FREE CHAPTER 3. Moving Sprites Around the Screen – An Endless Runner 4. Learn about Swipes through the making of Sokoban 5. Become a Musical Maestro 6. Controlling the Game with Virtual Pads 7. Adding Physics to Your Games Using the Box2D Engine 8. Adding Physics to Your Games Using the Chipmunk2D Engine 9. Creating Your Own Blockbuster Game – A Complete Match 3 Game Index

Checking for collisions among bodies


To complete the prototype, we need to check whether the idol touches the ground. The simplest way, according to what you have learned about Box2D until now, is to continuously scan through idol collisions and check whether one of the bodies it collides with is the ground.

We need to add some lines to the update function:

update:function(dt){
  world.Step(dt,10,10);
  for (var b = world.GetBodyList(); b; b = b.GetNext()) {
    if (b.GetUserData() != null) {
      var mySprite = b.GetUserData().asset;
      mySprite.setPosition(b.GetPosition().x * worldScale, b.GetPosition().y * worldScale);
      mySprite.setRotation(-1 * cc.radiansToDegrees (b.GetAngle()));
      if(b.GetUserData().type=="totem"){
        for(var c = b.GetContactList(); c; c = c.m_next){
          if(c.other.GetUserData() && c.other.GetUserData().type=="ground"){
            console.log("Oh no!!!!");
          }
        }
      }
    }
  }
}

In the way that we looped through bodies...

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