Still not going to give away any details on the game this soon, BUT here is another video teaser of my iPhone game using Cocos2D and Box2D and a ton of radial gravity.
There are no fancy graphics yet, and won’t be for quite some time.
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Tags: box2d, cocos2d, Development, Game, gravity, iPhone, physics, radial gravity
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I’m intrigued. Could you share how you worked out the multiple points of gravity?
Yes, in time. Check back frequently.
I wanted to create lines like these, how do i create them? I”m starting new still with cocos2d.
Are you referring to the curvy lines? See the Box2D test bed, specifically “Edge Shapes.”
Here is a snippet from that example:
// Ground body { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); float32 x1 = -20.0f; float32 y1 = 2.0f * cosf(x1 / 10.0f * b2_pi); for (int32 i = 0; i < 80; ++i) { float32 x2 = x1 + 0.5f; float32 y2 = 2.0f * cosf(x2 / 10.0f * b2_pi); b2PolygonShape shape; shape.SetAsEdge(b2Vec2(x1, y1), b2Vec2(x2, y2)); ground->CreateFixture(&shape, 0.0f); x1 = x2; y1 = y2; } }Let me know if you have any questions. This is Box2D specific, NOT Cocos2D.