Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390075
Length 188 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Emanuele Feronato Emanuele Feronato
Author Profile Icon Emanuele Feronato
Emanuele Feronato
Arrow right icon
View More author details
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

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...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime