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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

Checking for collisions among bodies


In the previous chapter, to check for collision, we iterated through idol contact points to see when it hit the ground.

Both Box2D and Chipmunk2D have more interesting ways to check for collisions, as they handle collision listeners.

Add the highlighted line to the init function:

init:function () {
  this._super();
  var backgroundLayer = cc.LayerGradient.create(cc.color(0xdf,0x9f,0x83,255), cc.color(0xfa,0xf7,0x9f,255));
  this.addChild(backgroundLayer);
  world = new cp.Space();
  world.gravity = cp.v(0, -100);
  this._debugNode = cc.PhysicsDebugNode.create(world);
  this._debugNode.setVisible( true );
  this.addChild( this._debugNode );
  this.scheduleUpdate();
  this.addBody(240,10,480,20,false,"assets/ground.png","ground");
  this.addBody(204,32,24,24,true,"assets/brick1x1.png","destroyable");
  this.addBody(276,32,24,24,true,"assets/brick1x1.png","destroyable");
  this.addBody(240,56,96,24,true,"assets/brick4x1.png","destroyable");
  this.addBody(240...
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