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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

Handling gravity

Now that we have successfully used the built-in physics engine to detect the collision, let us play a little bit with gravity. Go to the createScene method and modify the parameters that we have sent to the constructor. In our game, we have used the (0,0) value, since we did not want our world to have any gravity force that moves our bodies on either the x or the y axis.

Now, give it a try, change the values to positive or negative. When we use a negative value on the x axis, it will attract the body toward the left, and when we use the negative value on the y axis, it will attract the body toward the bottom.

Note

Changing these values and understanding the physics added to our game might give you some ideas for your next games.

Handling physics properties

Now that we have created our scene, which corresponds to the physics world, we now have the ability to change the physics properties, such as the velocity, linear damping, force, impulse, and torque for each body.

Applying...

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