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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

Chapter 3. Understanding Game Physics

In this chapter, we will cover how to add physics to our games by using the built-in engine provided by Cocos2d-x based on the popular Chipmunk framework. We are going to explain the following topics:

  • Setting up the physics world
  • Detecting collisions
  • Handling gravity
  • Handling physics properties

For more information about the Chipmunk physics engine, you may visit https://chipmunk-physics.net.

Physics engines encapsulate all the complexity related to giving our scene realistic motions, such as adding gravity to an object so it is attracted to the bottom of the screen, or detecting collision between bodies and so on.

While working with physics, we should keep in mind that we are dealing with a physics world in our scene, and that all the physics elements participating in the world are known as physics bodies. These bodies have properties such as mass, position, and rotation. These may be changed to customize the bodies. One physics body may be attached...

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