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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Using the physics engine


What should you do when you realize that your game needs to simulate real-world situations? You know that the answer is to use a physics engine. When you start using a physics engine, you have to use some new classes and methods. In this recipe, you will learn how to use the basic physics engine in Cocos2d-x.

How to do it...

  1. Firstly, you have to create the physics world in your scene. You can create it by using the following code:

    Scene* HelloWorld::createScene()
    {
        auto scene = Scene::createWithPhysics();
        auto layer = HelloWorld::create();
        scene->addChild(layer);
    	return scene;
    }
  2. Next, you have to add the physics bodies in the physics world. A physics body is not visible. It is a physical shape such as a square or a circle or a more complex shape. Here, let's create a square shape. You have to create it and set it to the sprite to be visible.

    bool HelloWorld::init()
    {
        if ( !Layer::init() )
        {
            return false;
        }
        Size visibleSize = Director...
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