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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

So what is a physics engine?

The famous Isaac Newton said, every action has a reaction. Right after he said, who the hell threw that apple?

So far in our games, we have covered very simple collision systems, basically only ever checking to see if simple shapes (circles and rectangles) overlapped each other. The reactions from these collisions were also very simple in our games so far: with vector inversions or simply by making things disappear once they touch. With Box2D, you get way more!

Box2D is a very robust collision detection engine and can certainly be used just for that purpose. But the simulation will also process and return a bunch of information derived from the collisions and the interactions between bodies, meaning how the objects should behave, based on their shapes, mass, and all the forces at play in the simulation.

Meeting Box2D

At the core of the engine, you have the b2World object. This is the simulation. You fill the world with b2Body objects, and then you step through...

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