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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

Creating the world


The first object of Box2D that you will create is the world that holds the simulation itself. In addition to the world, you will also create a few other things in the CreateWorld function from the GameWorld.cpp file:

void GameWorld::CreateWorld()
{
  // create world
  b2Vec2 gravity;
  gravity.Set(0, -10.0f);
  world_ = new b2World(gravity);
  // tell world we want to listen for collisions
  world_->SetContactListener(this);

  // create the moving container that will hold all the game elements
  game_object_layer_ = CCNode::create();
  addChild(game_object_layer_, E_LAYER_FOREGROUND);

#ifdef ENABLE_DEBUG_DRAW
  debug_draw_ = new GLESDebugDraw(PTM_RATIO);
  world_->SetDebugDraw(debug_draw_);
  uint32 flags = 0;
  flags += b2Draw::e_shapeBit;
  //   flags += b2Draw::e_jointBit;
  //    flags += b2Draw::e_aabbBit;
  //    flags += b2Draw::e_pairBit;
  //    flags += b2Draw::e_centerOfMassBit;
  debug_draw_->SetFlags(flags);
#endif
}

We begin by creating a variable...

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