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Learning Cocos2d-x Game Development

Learning Cocos2d-x Game Development

By : Siddharth Shekar
3 (1)
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Learning Cocos2d-x Game Development

Learning Cocos2d-x Game Development

3 (1)
By: Siddharth Shekar

Overview of this book

If you are a hobbyist, novice game developer, or programmer who wants to learn about developing games/apps using Cocos2d-x, this book is ideal for you.
Table of Contents (13 chapters)
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12
Index

Theory of collision detection

In the case of mobile games, the most common forms of collision detection are circle and rectangle collision. The most popular games on the mobile platform use these simplistic forms of collision detection. We will look at complex forms of collision detection and see why, at this stage at least, they are not used in mobile devices.

Circular collision

While detecting a collision between two objects in programs, unlike natural things that can detect collision automatically, you have to tell the object that it has collided with something else. This is done by checking whether one part of object is intersecting with another part of the object or the object itself.

In circular collision, this intersection is calculated with the help of radius. The logic here is that if the distance between the centers is less than the sum of the radii of the both the circles, the object is said to be colliding. Imagine two circles, one with radius R and another small circle with radius...

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