Adding Physics To Your Games Using The Chipmunk2D Engine
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Learning Cocos2d-JS Game Development
By : Emanuele Feronato
3.9 (11) Buy this Book
Learning Cocos2d-JS Game Development
3.9 (11)By: Emanuele Feronato
Buy this BookOverview of this book
If you are a Java developer who wants to learn about Java EE, this is the book for you. It's also ideal for developers who already have experience with the Java EE platform but would like to learn more about the new Java EE 7 features by analyzing fully functional sample applications using the new application server WildFly. Table of Contents (11 chapters)Adding the Chipmunk2D engine to your project
As we will create the same game as the one in the previous chapter, I suggest you copy your project into a new folder since we will reuse most of the code already written in the previous chapter. All graphic assets will not change, so simply don't touch the assets folder. The same thing goes for the loadassets.js, main.js and project.json files.
So basically, the only file we will change is gamescript.js. Get ready to dive into the Chipmunk2D world.
A physics game, without physics
As we already built the Totem Destroyer game prototype, we can strip all the physics parts out of it and leave just the bare bones, where we will build the new physics engine.
The physics-stripped version of gamescript.js is:
var gameScene = cc.Scene.extend({ onEnter:function () { this._super(); gameLayer = new game(); gameLayer.init(); this.addChild(gameLayer); } }); var game = cc.Layer.extend({ init:function () { this._super(); var backgroundLayer...
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