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Learning Cocos2d-JS Game Development

You're reading from   Learning Cocos2d-JS Game Development Learn to create robust and engaging cross-platform HTML5 games using Cocos2d-JS

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390075
Length 188 pages
Edition 1st Edition
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Author (1):
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Emanuele Feronato Emanuele Feronato
Author Profile Icon Emanuele Feronato
Emanuele Feronato
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Toc

Table of Contents (11) Chapters Close

Preface 1. Hello World – A Cross-platform Game 2. Adding Interactivity – The Making of a Concentration Game FREE CHAPTER 3. Moving Sprites Around the Screen – An Endless Runner 4. Learn about Swipes through the making of Sokoban 5. Become a Musical Maestro 6. Controlling the Game with Virtual Pads 7. Adding Physics to Your Games Using the Box2D Engine 8. Adding Physics to Your Games Using the Chipmunk2D Engine 9. Creating Your Own Blockbuster Game – A Complete Match 3 Game Index

Controlling the spaceship


Players will be able to give thrust to the spaceship by holding the mouse or finger pressed on the screen.

As you should be able to detect when the player touches the screen, I am going to show you a mouse-only way to control the spaceship to make you learn something new. You are free to replace this way to control the ship with the one you prefer.

You are going to manage ship control in just a few lines, first by adding a new global variable:

var background;
var gameLayer;
var scrollSpeed = 1;
var ship;
var gameGravity = -0.05;
var gameThrust = 0.1;

The gameThrust variable represents engine power, the force that will make the ship fly through the air.

You are controlling the game with the mouse, so that's how you change the game declaration:

var game = cc.Layer.extend({
  init:function () {
    this._super();
    cc.eventManager.addListener({
      event: cc.EventListener.MOUSE,
      onMouseDown: function(event){
        ship.engineOn = true;
      },
      onMouseUp...
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