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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Using joints


Joints are used to connect two physics bodies to each other. Then, you can create a complex shape to join some shapes. In addition, you can create objects such as a gear or a motor to use joints. Cocos2d-x has many different types of joints. In this recipe, we explain a typical joint type.

Getting ready

You will create a method that creates a physics object. That's why you have to create multiple physics objects. This method is called makeSprite. You have to add the following code in HelloWorld.h:

cocos2d::Sprite* makeSprite();

You have to add the following code in HelloWorld.cpp:

Sprite* HelloWorld::makeSprite()
{
    auto sprite = Sprite::create("CloseNormal.png");
    auto physicsBody = PhysicsBody::createCircle(sprite->getContentSize().width/2);
    physicsBody->setDynamic(true);
    physicsBody->setContactTestBitmask(true);
    sprite->setPhysicsBody(physicsBody);
    return sprite;
}

How to do it...

In this recipe, we explain PhysicsJointGear. This joint works to...

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