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Cocos2d Game Development Blueprints

You're reading from   Cocos2d Game Development Blueprints Design, develop, and create your own successful iOS games using the Cocos2d game engine

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781783987887
Length 440 pages
Edition 1st Edition
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Author (1):
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Jorge Jord√°n Jorge Jord√°n
Author Profile Icon Jorge Jord√°n
Jorge Jord√°n
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Toc

Table of Contents (10) Chapters Close

Preface 1. Sprites, Sounds, and Collisions 2. Explosions and UFOs FREE CHAPTER 3. Your First Online Game 4. Beat All Your Enemies Up 5. Scenes at the Highest Level 6. Physics Behavior 7. Jump and Run 8. Defend the Tower Index

Defining shapes


There are several tools that can help us define the shapes of our objects so we can manage collisions in an accurate way. Some of them are paid and some of them are free.

Between the most important editors, we find Physics Body Editor (former box2d-Editor, http://www.aurelienribon.com/blog/projects/physics-body-editor/) and R.U.B.E (https://www.iforce2d.net/rube/), which are compatible with Chipmunk and PhysicsEditor (https://www.codeandweb.com/physicseditor).

In this chapter, we are going to cover PhysicsEditor as it's the most popular of the previous editors and it has both a trial and paid version.

PhysicsEditor

As mentioned in the preceding section, PhysicsEditor is a popular and powerful tool to define collision shapes, especially when working with concave polygons or shapes.

We saw when talking about CCPhysicsShape that it can create convex polygons by an array of points, but what's the difference between convex and concave polygons?

A convex polygon is a simple polygon defined...

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