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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 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

First things first – the game


We are making a little game just to test our virtual pads: a landscape game with a shopping cart surrounded by falling bombs and strawberries trying to catch strawberries while avoiding bombs? Does it sound crazy? It is.

This is the content of our assets folder:

The making of the entire game is very similar to the making of the endless space runner, so there's no need to talk about code you should already know.

This is the content of main.js:

cc.game.onStart = function(){
  var screenSize = cc.view.getFrameSize();
  cc.view.setDesignResolutionSize(480, 320, cc.ResolutionPolicy.SHOW_ALL);
  cc.LoaderScene.preload(gameResources, function () {
    cc.director.runScene(new gameScene());
  }, this);
};
cc.game.run();

Just look at the resolution policy to make the game work in landscape mode.

This is the content of loadassets.js:

var gameResources = [
  "assets/bomb.png",
  "assets/cart.png",
  "assets/strawberry.png",
  "assets/leftbutton.png",
  "assets/rightbutton.png...
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