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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

Building a level


Normally, tile-based levels are stored in two-dimensional arrays, and Cocosban follows this trend. So, the first global variable we'll declare in gamescript.js, which is an array containing level data, is as follows:

var level = [
  [1,1,1,1,1,1,1],
  [1,1,0,0,0,0,1],
  [1,1,3,0,2,0,1],
  [1,0,0,4,0,0,1],
  [1,0,3,1,2,0,1],
  [1,0,0,1,1,1,1],
  [1,1,1,1,1,1,1]
];

Each item represents a tile, and each value represents an item, which I coded this way:

  • 0: This item is an empty tile

  • 1: This item is a wall

  • 2: This item is the place where to drop a crate

  • 3: This item is the crate

  • 4: This item is the player

  • 5: This item is the crate on a place where to drop a crate (3+2)

  • 6: This item is the player on a place where to drop a crate (4+2)

Our gameScene declaration is always the same:

var gameScene = cc.Scene.extend({
  onEnter:function () {
  this._super();
    gameLayer = new game();
    gameLayer.init();
    this.addChild(gameLayer);
  }
});

And finally, we are ready to extend the game...

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