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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 spaceship


The spaceship you are going to add is just another sprite, but you are going to give it behavior like it was ruled by gravity.

First, let' s add a couple of variables:

var background;
var gameLayer;
var scrollSpeed = 1;
var ship;
var gameGravity = -0.05;

The ship variable will be the spaceship itself, whereas gameGravity is the force that will attract the spaceship toward the bottom of the screen.

Then, inside the init function in game declaration, you add the ship in the same way you added the background:

var game = cc.Layer.extend({
  init:function () {
    this._super();
    background = new ScrollingBG();
    this.addChild(background);
    this.scheduleUpdate();
    ship = new Ship();
    this.addChild(ship);
  },
  update:function(dt){
    background.scroll();
    ship.updateY();
  }
});

Then, in the update function (remember this function is automatically called at each frame). Thanks to the scheduleUpdate method, an updateY custom method is called.

The creation of the...

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