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Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (19) Chapters Close

Learning Cocos2d-x Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started FREE CHAPTER 2. Displaying the Hero and Controls 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Summary


In this chapter, we saw various ways in which collisions could be detected in games, and we implemented box collision detection for the game. We added scoring, the game over condition, and display text on the screen.

Collision detection is a vital part of any game, and its implementation could make or break the game. There is a tradeoff between precision and performance when you use a simple method, such as box collision detection versus pixel perfect collision. This is where the job of the game designer becomes critical. They have to pay close attention to the size and shape of the characters. The characters have to be simple so that they look interesting, and at the same time, we need to make sure that it is easier to compute collision on the character. An odd-shaped character would call for an advanced collision detection method, demanding high precision, which would take more time in testing and debugging, eventually either delaying the project or leading to reworking on the character...

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