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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

Chapter 7. Adding Physics to Your Games Using the Box2D Engine

If you ask me what the biggest revolution in casual gaming is, no doubt I'll say physics engines. A lot of top-selling casual games such as Crayon Physics, Totem Destroyer, Crush the Castle, Angry Birds, Tiny Wings, just to mention a few use physics engines to add a realistic behavior that wouldn't be possible without such engines.

The most popular among physics engines in the 2D world is Box2D, initially written in C++, then ported to all major languages, including JavaScript.

Cocos2d-JS supports Box2D, and this chapter will cover the creation of a physics game, including these concepts:

  • Configuring and setting up Cocos2d-JS to add the Box2D engine to your games
  • Creating a physics world
  • Giving the world a realistic gravity
  • Combining bodies, shapes, and fixtures to create a physics object
  • Creating a material
  • Creating static objects
  • Creating dynamic objects
  • Attaching sprites to physics objects
  • Selecting physics objects...
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