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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
Author Profile Icon Emanuele Feronato
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

Adding asteroids


As the spaceship flies from left to right (actually it does not, but that's how it seems), you have to add asteroids, which enter the screen from the right-hand side of the game.

Now, you can just place some asteroid sprites on the right-hand side of the screen and make them move to the left-hand side just like you did with the background cityscape, but you wouldn't learn anything new if you did that, so let's see another way to manage sprite movement.

First things first, before you can move an asteroid, you have to create it.

In this game, a new asteroid will appear every half a second, so it's time to schedule another event in the game class declaration:

var game = cc.Layer.extend({
  init:function () {
    this._super();
    cc.eventManager.addListener({
      event: cc.EventListener.MOUSE,
      onMouseDown: function(event){
        ship.engineOn = true;
      },
      onMouseUp: function(event){
        ship.engineOn = false;
      }
    },this)
    background = new ScrollingBG...
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