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.
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.
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.
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.
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.