Loading graphic assets
Needless to say, the first thing you should do is place your graphic assets in the assets
folder, but there is something new about this step.
In previous examples, we always filled our assets
folder with one PNG
image for each game actor—the spaceship and asteroid had their own image. This also applies for all Concentration tiles and so on.
Cocos2d-JS has no problems in dealing with multiple images, but as a golden rule, remember the less images you have to deal with, the better your game performs.
So, where's the trick? In order to have a spaceship and an asteroid, you would think you have to load a spaceship image and an asteroid image, but there's another better way to do it, using sprite sheets.
A sprite sheet is a single image made by combining various small images into it. If you are in to web designing, they are called CSS sprites, and if you have already made some native iOS applications, they are called texture atlases.
Does this mean that you have to manually...