Tag Archives: Cocos2d-x

2dx_icon_512_rounded

Cocos2dx-js + Chipmunk – Part 7: Detecting collisions

Hello, after some tutorials about creating static and dynamic physics object, now is time to learn how to detect collisions between these objects.

As always, I assume that you have project created with previous parts of this tutorial.

Continue reading

2dx_icon_512_rounded

Cocos2dx-js + Chipmunk – Part 6: Creating static physics object

Welcome in the next part of Cocos2dx-js + Chipmunk tutorial. As far we learnt how to create circle, square, rectangle and complex physics object. Each kind of them is smoothly simulated in the physics space. But what to do when we want to create a static object, for example some kind of platform? This we learn in today’s tutorial.

As always, I assume that you have project created with previous parts of this tutorial.

Continue reading

2dx_icon_512_rounded

Cocos2dx-js + Chipmunk – Part 5: Creating polygon physics object with PhysicsEditor

Alright, you know already how to create circle, rectangle and square physics object. But what if our physics sprite is created from complex sprite? In this tutorial I will show you how to use PhysicsEditor to do that.

As always, I assume that you have project created with previous parts of this tutorial.

Continue reading

2dx_icon_512_rounded

Cocos2dx-js + Chipmunk – Part 4: Creating rectangle & square physics object

Hello, today we will learn how to add not only circle physics shapes but also the square and rectangle ones.
As always, I assume that you have project created with previous parts of this tutorial.

Continue reading

2dx_icon_512_rounded

Cocos2dx-js + Chipmunk – Part 3: Creating circle physics object

Hello, today we will finally have fun with physics simulations – we create our first real physics object – circle.
As always, I assume that you have project created with previous parts of this tutorial.

Continue reading

2dx_icon_512_rounded

Cocos2dx-js + Chipmunk – Part 1: Creating physics space

Hello. In this tutorial we’ll start learning Cocos2dx-js with Chipmunk physics engine.
The first step to get familiar with Chipmunk is to create a physics space. Physics space is an area where physics simulations is shown.

Continue reading

0

How to create multiplatform Cocos2d-x-JSB project with CocosBuilder, Eclipse ADT and XCode on Mac?

In this tutorial I’ll show you how to create Cocos2d-x-JSB (ver. 2.2.6) project which you will be able to run both on Android and iOS devices.

Continue reading