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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
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Emanuele Feronato
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Toc

Table of Contents (11) Chapters Close

Preface 1. Hello World – A Cross-platform Game FREE CHAPTER 2. Adding Interactivity – The Making of a Concentration Game 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

Making assets react to clicks and touches

There are two ways to pick a tile, irrespective of whether you are playing with a touch or mouse-driven device. You can tap on a tile or you can click on it.

Picking a tile as an initial attempt

No matter the way you use Cocos2d-JS, all in all you are creating cross-platform games. You have to tell Cocos2d-JS you are going to let the user touch or click on some tiles, so the MemoryTile class will change this way:

var MemoryTile  = cc.Sprite.extend({
  ctor:function() {
    this._super();
    this.initWithFile("assets/cover.png");
    cc.eventManager.addListener(listener.clone(), this);
  }
})

What just happened? You just added an event listener to the event manager. The event manager is the entity that triggers events fired by the game or by the player. The addListener method adds a listener to the event manager, but you don't have a listener at the moment. Let's create one:

var listener = cc.EventListener.create({
  event: cc.EventListener...
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