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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Listening for collisions


If you remember, right after we created the world, we called its SetContactListener function and passed in a reference to GameWorld. We could do this because our GameWorld class inherits not only from CCLayer, but also from b2ContactListener. As a result of this, GameWorld can receive information about any and all pairs of fixtures colliding by implementing the BeginContact function as follows:

void GameWorld::BeginContact(b2Contact *contact)
{
  b2Body* body_a = contact->GetFixtureA()->GetBody();
  b2Body* body_b = contact->GetFixtureB()->GetBody();

  // only need to observe collisions that involve GameObjects
  if(body_a->GetUserData() == NULL || body_b->GetUserData() == NULL)
  {
    return;
  }

  // identify type of the objects involved in the collision
  EGameObjectType game_object_a_type = 
    ((GameObject*)body_a->GetUserData())->GetType();
  EGameObjectType game_object_b_type = 
    ((GameObject*)body_b->GetUserData())->GetType...
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