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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Platform collision logic


We have in place all the information we need to check for collision through the inline methods found in Player and Block.

In this game, we'll need to check collision between the _player object's bottom side and the block object's top side, and between the _player object's right side and the Block class' left side. And we'll do that by checking the _player object's current position and its next position. We are looking for these conditions:

The diagram represents the conditions for bottom side collision, but the same idea applies to right side collision.

In the current position, the _player object must be above the top of the block or touching it. In the next position, the _player object must be either touching the top of the block or already overlapping it (or has moved past it altogether). This would mean a collision has occurred.

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