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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

Time for action – changing a b2Body fixture

All you have to do is make a call to body->DestroyFixture. Not surprisingly, this should be done outside the simulation step.

  1. Inside the methods makeCircleShape and makeBoxShape in the Eskimo class, you will find these lines:
    if (_body->GetFixtureList() ) {
        _body->DestroyFixture(_body->GetFixtureList());
    }

    Here we just state that if there is a fixture for this body, destroy it. We can then switch from a box to a circle fixture when the player taps the screen, but use the same body throughout.

  2. We use this feature with platforms too. Platforms inside the pool that are not being used in the current level are set to inactive as follows:
    _body->SetActive(false);

    This removes them from the simulation.

  3. And when they are reinitialized to be used in a level, we destroy their existing fixture, update it to match the data from the .plist file, and set the body to active once again. This is how we do that:
    //Define shape
    b2PolygonShape box...
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