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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Chapter 8. Getting Physical – Box2D

It's time to tackle physics! Cocos2d-x comes bundled with Box2D and Chipmunk. These are so-called 2D physics engines – the first written in C++ and the second in C. Chipmunk has a more recent Objective-C port but Cocos2d-x must use the original one written in C for portability.

We'll be using Box2D for the examples in this book. The next two games I'll show you will be developed with that engine, starting with a simple pool game to illustrate all the main points about using Box2D in your projects.

In this chapter, you will learn:

  • How to set up and run a Box2D simulation
  • How to create bodies
  • How to use the debug draw feature to quickly test your concepts
  • How to use collision filters and listeners
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