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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Setting up the physics world

In order to enable physics in our game, we need to add the following lines to our HelloWorldScene.h header file:

cocos2d::Sprite* _sprBomb;
  void initPhysics();
  bool onCollision(cocos2d::PhysicsContact& contact);
  void setPhysicsBody(cocos2d::Sprite* sprite);

Here we have created an instance variable for the _sprBomb variable, so that it can be accessed from within all the instance methods. In this particular case, we would like to have access to the bomb instance in the onCollision method that will be called each time the collisions between the physics bodies are detected, so that we can make the bomb disappear by simply setting its visible attribute to false.

Now let us move to our HelloWorld.cpp implementation file, and make a few changes in order to set up our physics world.

First, let us modify our createScene method, so that it will now look like this:

Scene* HelloWorld::createScene()
{
  auto scene = Scene::createWithPhysics();
  scene->getPhysicsWorld...
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