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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 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

Detecting swipes

If we analyze a swipe, we can break it down into three parts:

  1. The player is touching the stage at a certain point.
  2. The player is dragging their finger in a certain direction.
  3. The player is releasing the finger.

By comparing the coordinates of the points where the drag started and ended, we can determine the direction of the swipe and move the player accordingly.

We need to add three new global variables:

var startTouch;
var endTouch;
var swipeTolerance = 10;

Their names are quite self-explicative: startTouch and endTouch will store the starting and ending points of the swipe, while swipeTolerance is the minimum allowed distance in pixels between startTouch and endTouch in order to consider the whole action as a swipe.

Now, we will let game detect when a touch starts or ends:

var game  = cc.Layer.extend({
  init:function () {
    // same as before
    cc.eventManager.addListener(listener, this);
     }
});

As usual, we added a listener attached to a variable called listener, which...

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