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Creating physics game in 1 hour

Creating physics game in 1 hour






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    Creating physics game in 1 hour Creating physics game in 1 hour Presentation Transcript

    • COCOS2D + BOX2D Creating physics game in 1 hour
    • WHO IS ROD?• Founder of Prop Group www.prop.gr• Background in enterprise software, now iPhone+iPad games!• 2D physics game, Payload in the AppStore
    • In Progress...www.cocos2dbook.com
    • WHY COCOS2D• Games are fun! Making a game does not have to be hard.• Write less infrastructure code, spend more time on design and core gameplay• OpenGL ES rendering and performance without having to learn OpenGL ES to get started• It is free!
    • GETTING COCOS2Dhttp://github.com/cocos2d/cocos2d-iphone
    • GETTING COCOS2D - PART 2 1. Clone the Git Repository 2. Install the Templates
    • XCODE TEMPLATES• New Project -> Cocos2D Templates
    • COCOS2D• Objective-C framework for games• Scene Management, Textures, Audio• Everything but the kitchen sink (3D stuff)*• OpenGL ES rendering and optimizations, Actions, Tile Maps, Parallax Scrolling, Scheduler, High Score service, ...
    • COCOS2D ESSENTIALS• Your game is divided into scenes, scenes into layers• Layers have what you care about, the Sprites• Director is used to switch between scenes• Everything uses the CC namespace, so layers are CCLayers, CCScenes, CCSprites ...
    • LAYERS AND SCENES CCLayer CCScene Gameplay GameplayCCSprite(s) Scene CCLayer Background
    • LAYERS AND TOUCHAccelerometer CCLayer CCScene CCLayer Gameplay Scene CCLayer Touch
    • MULTIPLE SCENESCCLayer CCSceneCCLayer Gameplay CCScene SceneCCLayer DirectorCCLayer CCScene LevelCCLayer Completed SceneCCLayer
    • COCOS2D ACTIONS• Actionsare an easy way to apply transitions, effects, and animations to your sprites• MoveTo, MoveBy, ScaleBy, ScaleTo, FadeIn, FadeOut ... CCAction *moveAction = [CCMoveBy actionWithDuration:2.0f position:CGPointMake(50.0f,0.0f)]; [playerSprite runAction:moveAction]; 2 seconds
    • COCOS2D+BOX2D ESSENTIALS 2• Box2D is C++• 2Drigid physics simulation engine with continuous collision detection• All your files that touch C++ or include it must be Objective-C++ (.mm)• Tuned for 1 meter sized objects!• Use a fixed time step!
    • A GAME IN 7 STEPS• Let’s begin
    • STEP 1• Attach the director to the AppDelegatewindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];[window setUserInteractionEnabled:YES];!// cocos2d will inherit these values[window setMultipleTouchEnabled:YES]; // cocos2d will inherit these values// create an openGL view inside a window[[CCDirector sharedDirector] attachInView:window];![window makeKeyAndVisible];! !• Director Options
    • STEP 2• init()• createPhysicsWorld• debug draw• ground body
    • INIT() -(id)init {! if ((self=[super init])) {! ! CGSize screenSize = [CCDirector sharedDirector].winSize;! !! ! // enable touches! ! self.isTouchEnabled = YES;! ! // enable accelerometer! ! self.isAccelerometerEnabled = YES;! !! ! [self createPhysicsWorld];! !! ! [self addNewBodyWithCoords:ccp((screenSize.width/2)+80.0f, screenSize.height/2)! ! ! ! ! withDimensions:ccp(1.0f,0.5f)! ! ! ! ! ! andDensity:3.0f! ! ! ! ! andWithSprite:ICE_BLOCK_FILENAME_1];! !! ! // Start the scheduler to call the tick function! ! [self schedule: @selector(tick:)];! }! return self;}
    • CREATEPHYSICSWORLD() // Define the gravity vector.! b2Vec2 gravity;! gravity.Set(0.0f, -10.0f);!! // Do we want to let bodies sleep?! // This will speed up the physics simulation! bool doSleep = true;!! // Construct a world object, which will hold and simulate the rigid bodies.! world = new b2World(gravity, doSleep);!! world->SetContinuousPhysics(true); b2BodyDef groundBodyDef;! groundBodyDef.position.Set(0, 0); // bottom-left corner!! // Call the body factory which allocates memory for the ground body! // from a pool and creates the ground box shape (also from a pool).! // The body is also added to the world.! b2Body* groundBody = world->CreateBody(&groundBodyDef); b2PolygonShape groundBox;! !!! // bottom! groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0));! groundBody->CreateFixture(&groundBox);
    • STEP 3• Create the dynamic blocks
    • CODE+DEMOPhysics World + Dynamic Blocks
    • STEP 4• Touch Events
    • CODE+DEMO Touch Events Demo
    • STEP 5• Time to add graphics!
    • GRAPHICS DETAILS• Background Layer• Sprites for the static shapes• Sprites for the snowballs• Penguin animation• Instructions Layer
    • STEP 6Let it snow! - Fun withParticle Systems
    • STEP 7Pump up the volume!
    • CLOSING THOUGHTS• Sample Code != Production Code• Cocos2d Website: http://www.cocos2d-iphone.org/ Look at the sample tests included with Cocos2D!
    • THANK YOU• rod@prop.gr• twitter.com/rodstrougo• www.prop.gr• www.cocos2dbook.com
    • EXTRAS• SpriteSheets• Creating Physics Models• Collision detection• Accelerometer Filters• Multi-touch handling
    • HOW-TO PHYSICS MODELS• VertexHelper & Mekanimo http://github.com/jfahrenkrug/VertexHelper http://www.mekanimo.net/• Ricardo’s LevelSVG http://www.sapusmedia.com/levelsvg/