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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

Asteroid versus spaceship collision


The easiest way to see whether two sprites collide, which is also the most used in simple fast paced arcade games like the one you are currently building, is by checking whether sprite bounding boxes intersect somehow.

The bounding box of an image is the smallest rectangle, which entirely contains the image itself, and the principle of this method can be explained by the following image:

In this 4x zoomed image, you can see the three different ways the bounding box collision will react:

  1. Bounding boxes do not intersect. There is no collision.

  2. Bounding boxes intersect. There is a collision.

  3. Bounding boxes intersect, although there isn't a collision.

In sophisticated collision engines, to prevent case 3, once bounding boxes intersect, a pixel perfect collision is performed, but this is CPU-consuming and at the moment, you don't want such a high level of precision.

So, if you want to make case 3 occur as seldom as possible, you can draw your sprites with shapes as...

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