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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Toc

Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Collision detection

First, let us implement our onCollision instance method. This is going to be called each time a collision between two physics bodies is detected. As we can see in the following code, when the bomb physics body collides with our player, it makes the bomb invisible:

bool HelloWorld::onCollision(PhysicsContact& contact){
  _sprBomb->setVisible(false);
  return false;
}

Note

This is a good place for putting some logs during the development process in order to find out when the collisions are being detected. In Cocos2d-x 3.4 you can print the log messages using the CCLOG macro. This could be turned on by defining the macro COCOS2D_DEBUG as follows: #define COCOS2D_DEBUG 1.

As we can see, this method returns a Boolean value. It indicates whether these two bodies can collide again. In this particular case, we will return false, indicating that as soon as these two physics bodies collide they should not continue to collide. If we return the true indication, then these two...

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