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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 FREE CHAPTER 2. Adding Interactivity – The Making of a Concentration Game 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

Configuring the physics world


From now on, all the script will be written in gamescript.js as usual, so be prepared to write your first Cocos2d-JS Box2D script.

Some of the magic happens from the first two lines, which declare global variables:

var world;
var worldScale = 30;

Here, the world variable will represent the physics world we are setting the game in, and will include its own gravity and other properties that we will discover. However, first I want to say a couple of words about worldScale.

Box2D is a realistic physics engine that uses real-world units of measurement. This way, everything you will create in Box2D world will be measured in meters. If you create a box whose side length is 2, you mean it's two meters.

On the other hand, browsers have their own unit of measurement, which is pixels. You can have a game 480 pixels wide, but you'll never find a game two meters wide.

So, we need to find a ratio between pixels and meters. In almost every project, the 1 meter = 30 pixels setting...

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