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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Started 2. Displaying the Hero and Controls FREE CHAPTER 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Chapter 4. Collision Detection and Scoring

Continuing from where we left off in the previous chapter, we will look at collision detection and keeping track of the score in the game in this chapter. Apart from just coding collision detection, we will also look at the different types of collision mechanics in games, be it circular, box, per-pixel, or Box2D collision. Bear in mind that what we will be going through are just few ways of collision detection. A whole book can be dedicated to the topic. What is important for any developer is that they make sure the collision is detected without taxing the CPU too much.

In this chapter, we will cover the following topics:

  • Theory of collision detection
  • Circular collision detection
  • Box collision detection
  • Per pixel collision detection
  • Box2D collision detection
  • Coding collision detection
  • Keeping track of the score and the game over condition
  • Storing high score
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