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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

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...

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