Nice tutorial. It seems that there is a physics engine that comes with Creator but not entirely integrated into it. So I have a couple of questions:
1- Would you refer me to the documentation of Chipmunk?
2- Why are you making the meteor & Bullet nodes instead of prefabs?
3- I don’t understand this:
It is what i did to find out how it works, i also read the source code of chipmunk ported to js (it is included in cocos creator engine repo). And it is what i would kindly advise anybody to do - read sources.
For sure there is many ways to achieve same thing in Cocos Creator. Prefab is an awesome concept and i use in the tutorial too. And it is applicable here of course. But to make a Prefab you need to create Node in editor and drag it to Assets window, which confuses me a bit. What should i do if i dont need the node in the Scene but only the Prefab? Did not find an answer yet.
It is rect “encoded” as chipmunk engine wants it. So it is basically [x1,y1,x2,y2,...]. So the getRect() wont work, because it returns an object not an array.
p.s.: srsly, i am not mean or something, i like to explain things and to learn from others, but the bests way to learn is to code and to read sources.
i am getting black screen when i tried to run your project in stimulator. But i can run it in Browser but with an error message on browser window that says
ERROR : Sorry can not load “particles/meteor-tail-particles.plist” because it is not placed in the “resources” folder.
ERROR : Should not add cc.Sprite to a node which size is already used by its other component.