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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

Extending the Sprite class beyond its capabilities

When I say sometimes, I mean most of the time the default Cocos2d-JS classes do not let you do everything you need to do with them.

Although this might seem like a limit of Cocos2d-JS, it's one of its best features. You are provided with a basic set of classes you can extend the way you need to, meaning you can add new capabilities.

So, what does it really mean to extend a class? Imagine a real-world example: you're entering a bike shop and buying a mountain bike. Your mountain bike is a class; with this class, you can do everything you can actually do with a mountain bike, namely pedal and steer.

Unfortunately, you are a bit lazy and don't want to pedal all the time, so you buy a little motor and add it to your mountain bike. Now, you can still do everything you usually did with your bike, but you can also rest your legs, turn on the motor, and let it pedal on your behalf.

You just extended the mountain bike, created a motorized...

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