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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

Overview of virtual pads

The oldest, simplest, and highly discouraged way to create virtual pads is placing directional buttons on the screen and controlling the character according to the button pressed by the player.

I also used this kind of virtual pad in the first version of my Sokoban game before I made the game playable with swipes, as I showed you during the creation of Cocosban game.

Overview of virtual pads

The Sokoban game

In this game, you move the character by clicking or tapping exactly on an arrow button. It can fit in a slow-paced puzzle game, but becomes unplayable in a fast-paced arcade.

That's why famous platform games such as Mikey Shorts use ghost buttons. Ghost buttons act like normal buttons, but the sensible area is way bigger than the icon itself.

Overview of virtual pads

Although the buttons aren't bigger than the ones used in my Sokoban game, the sensible area covers the entire screen: the actual red button sensible area is the whole column of the screen covering the red button icon, the blue button sensible...

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