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


Look at the heading. It says Configuring the physics space. I used space rather than world because Chipmunk2D calls space what Box2D calls world.

Both world and space represent the same thing: the place where physics-driven things happen.

Although Chipmunk2D calls it space, we will continue to use a variable called world to keep as much similarity with Box2D code as we can. This is the best way for you to see the similarities and differences between the two engines.

Change the init function in game declaration as follows:

init:function () {
  this._super();
  var backgroundLayer = cc.LayerGradient.create(cc.color(0xdf,0x9f,0x83,255), cc.color(0xfa,0xf7,0x9f,255));
  this.addChild(backgroundLayer);
  world = new cp.Space();
  world.gravity = cp.v(0, -100);
  this.addBody(240,10,480,20,false,"assets/ground.png","ground");
  this.addBody(204,32,24,24,true,"assets/brick1x1.png","destroyable");
  this.addBody(276,32,24,24,true,"assets/brick1x1.png","destroyable");
 ...
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