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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

Adding the Chipmunk2D engine to your project


As we will create the same game as the one in the previous chapter, I suggest you copy your project into a new folder since we will reuse most of the code already written in the previous chapter. All graphic assets will not change, so simply don't touch the assets folder. The same thing goes for the loadassets.js, main.js and project.json files.

So basically, the only file we will change is gamescript.js. Get ready to dive into the Chipmunk2D world.

A physics game, without physics

As we already built the Totem Destroyer game prototype, we can strip all the physics parts out of it and leave just the bare bones, where we will build the new physics engine.

The physics-stripped version of gamescript.js is:

var gameScene = cc.Scene.extend({
  onEnter:function () {
    this._super();
    gameLayer = new game();
    gameLayer.init();
    this.addChild(gameLayer);
  }
});

var game = cc.Layer.extend({
  init:function () {
    this._super();
    var backgroundLayer...
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