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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

Tile-based collision detection


Tile-based games having been there for so long, there are a whole bunch of different techniques developers have used to implement collision detection in their games. While learning the subject myself, I came across this brilliant article written by a programmer named Rodrigo Monteiro (http://higherorderfun.com/blog/). He has described a few of the techniques used for tile-based collision detection and cataloged a lot of information on them in the article, which you can find here: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/.

The algorithm we will be using is based on the pseudo code that Rodrigo describes in the article. The reason we are discussing collision detection before any of the other gameplay is because this algorithm is flexible in nature and can be plugged in to any other tile-based game with little or no modifications necessary. It can be used even in games that are not made with Tiled. I can vouch for this...

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