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Learning Cocos2d-JS Game Development

You're reading from   Learning Cocos2d-JS Game Development Learn to create robust and engaging cross-platform HTML5 games using Cocos2d-JS

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390075
Length 188 pages
Edition 1st Edition
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Author (1):
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Emanuele Feronato Emanuele Feronato
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Emanuele Feronato
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Toc

Table of Contents (11) Chapters Close

Preface 1. Hello World – A Cross-platform Game FREE CHAPTER 2. Adding Interactivity – The Making of a Concentration Game 3. Moving Sprites Around the Screen – An Endless Runner 4. Learn about Swipes through the making of Sokoban 5. Become a Musical Maestro 6. Controlling the Game with Virtual Pads 7. Adding Physics to Your Games Using the Box2D Engine 8. Adding Physics to Your Games Using the Chipmunk2D Engine 9. Creating Your Own Blockbuster Game – A Complete Match 3 Game Index

Adding bodies to the space


We already have the addBody function with all required arguments, so it's time to define it:

addBody: function(posX,posY,width,height,isDynamic,spriteImage,type){
  if(isDynamic){
    var body = new cp.Body(1,cp.momentForBox(1,width,height));
  }
  else{
    var body = new cp.Body(Infinity,Infinity);
  }
  body.setPos(cp.v(posX,posY));
  if(isDynamic){
    world.addBody(body);
  }
  var shape = new cp.BoxShape(body, width, height);
  shape.setFriction(1);
  shape.setElasticity(0);
  shape.name=type;
  world.addShape(shape);
}

This is where big differences between Box2D and Chipmunk2D start to show. Thus, we will explain the addBody function line-by-line:

if(isDynamic) {
  var body = new cp.Body(1,cp.momentForBox(1,width,height));
}
else{
  var body = new cp.Body(Infinity,Infinity);
}

We have two ways to create a body, irrespective of whether it's static or dynamic. Both use the cp.Body method, whose arguments are the mass and the moment of inertia. The moment of inertia...

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