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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started 2. Displaying the Hero and Controls FREE CHAPTER 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Theory of collision detection


In the case of mobile games, the most common forms of collision detection are circle and rectangle collision. The most popular games on the mobile platform use these simplistic forms of collision detection. We will look at complex forms of collision detection and see why, at this stage at least, they are not used in mobile devices.

Circular collision

While detecting a collision between two objects in programs, unlike natural things that can detect collision automatically, you have to tell the object that it has collided with something else. This is done by checking whether one part of object is intersecting with another part of the object or the object itself.

In circular collision, this intersection is calculated with the help of radius. The logic here is that if the distance between the centers is less than the sum of the radii of the both the circles, the object is said to be colliding. Imagine two circles, one with radius R and another small circle with radius...

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