- In case you need to convert you game from C++ to JavaScript this is a proven test case that it can be done relatively easy .
- The c++ and JavaScript API's are almost the same . and most of the time the JavaScript code is shorter and much easier both to write and understand .
- Very Reusable it can be played on the Web , Mobile , Desktop
- JavaScript is one of the must popular programming script in the world it means you can find programmers very easy . its not the case with c++ where the learning curve much higher .
- No compilation times , you can debug and write your game script in the browser.
- Save Time . as the code is shorter JavaScript is dynamic , no memory handling , no pointers.
- Hot update ! via AssentManager read about it here
Conclusion : its much cheaper with JavaScript .
You can take the code from the previous Tutorial where i developed C++ ZigZag game and compare the code .
To get the free source code of the game please subscribe to my mailing list .
You will get:
- full documented game source code in c++.
- full documented game source code in JavaScript.
- Inkscape graphic file that contains images used in the game.
- first to get more free stuff in the future and site updates.
- First you need to create Cocos2d-x JavaScript project :
You can create one as it explaned here :
Snake Game Using Cocos2d-x HTML5 - PART 1
Once you finished creating the new project . copy the new source files and the resource files and overwrite the project default files . - To test the game you need to run the game from local web server . just browse where you project is created from the web server url .
The game creates endless procedural generated level , using Isometric blocks .
Using FIFO list . and simple random function to place the blocks .
As in the picture :
The source code for the game is in 1 source file where all the game logic is called app.js ,that's it .
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 | ctor:function () { ////////////////////////////// // 1. super init first this._super(); this.init( cc.color(255,255,255, 255) ); this.winSize = cc.winSize; this.origin = cc.director.getVisibleOrigin(); this.visibleSize = cc.director.getVisibleSize(); //set game over screen visible == false this.setGameOverScreen(); //set touch listeners var listener = cc.EventListener.create({ event: cc.EventListener.TOUCH_ONE_BY_ONE, swallowTouches: true, onTouchBegan: function (touch, event) { var target = event.getCurrentTarget(); target.onTouchesBegan(touch, event); return true; }, onTouchMoved: function (touch, event) { }, onTouchEnded: function (touch, event) { } }); cc.eventManager.addListener(listener, this); //setup score lable this.setScoreLabel(); //setup Level this.setLevel(); //start game loop this.schedule(this.gameLoop); return true; }, |
This function is invoked first only once when game starts
Line 10 : call the "Game Over" screen but as invisible at first
Lines 12 - 28 : Set listener to the touch events , once touch detected the onTouchesBegan function will be called
Line 31 : Call the score label which will hold the player score
Line 40 : Call the initial level of blocks
Line 42 : Call the game loop which be called 60 times per second ( or at list will try )
.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 | setLevel:function () { //init variables //keep track on which block the circle is currently on this.currentZorder = 0; //How many block will be visible on every given time on the screen this.blocksNum = MAX_BLOCKS_ON_SCREEN; //how deep the blocks z order supposed to be , if its long play consider to rise the number this.zCount = MAX_Z_ORDER; //the bitwise boolean holder this.currentState = 0; //keep the score this.iScore = 0; //set into score label , this is needed when game restart this.labelScore.setString("0"); //stop game loop indicator this.stopGameLoop = false; //set the start bit to on this.currentState |= OperetionFlags.GAME_START; //the circle must be alwas above all other Spirits this.circle = new cc.Sprite(res.Circle_png); this.circle.setTag(TAGS.CIRCLE); this.addChild(this.circle, this.zCount + 1); //scatter the blocks and Gems var tempSprite = null; for (var i = 0; i < this.blocksNum; i++) { var spriteBlock = new cc.Sprite(res.Block_png); this.blocksList.push(spriteBlock); var back = this.blocksList.length-1; this.blocksList[back].setAnchorPoint(cc.p(0.0, 0.0)); var userData = new UserData(false, false); this.blocksList[back].setUserData(userData); this.blocksList[back].setTag(TAGS.BLOCK); this.zCount = this.zCount - 1; this.addChild(this.blocksList[back], this.zCount); var blockSizeWidth = this.blocksList[back].getContentSize().width; var blockSizHeight = this.blocksList[back].getContentSize().height; if (i == 0) { //Start Game Reposition the blocks this.blocksList[back].setPosition(cc.p(this.visibleSize.width / 2 + this.origin.x - (blockSizeWidth / 2), this.visibleSize.height / 2 + this.origin.y - (blockSizHeight / 2))); this.circleblockY = this.blocksList[back].getPositionY() + blockSizHeight - (this.circle.getContentSize().height / 2); this.circleblockX = this.blocksList[back].getPositionX() + blockSizeWidth / 2; this.circle.setPosition(cc.p(this.circleblockX, this.circleblockY)); } else { //As the first touch is to the right //it is better to give the player some easy learning ajusting to the game var bv2 = cc.p(0,0); if (i < 2) { bv2 = this.setBlockPostion(tempSprite, 0); } else if (i == 2) { bv2 = this.setBlockPostion(tempSprite, 0); } else if (i == 3) { bv2 = this.setBlockPostion(tempSprite, 1); } else if (i == 4) { bv2 = this.setBlockPostion(tempSprite, 1); } else if (i > 4) { bv2 = this.setBlockPostion(tempSprite, this.generateRandDirection(2)); } //set the new position of the block this.blocksList[back].setPosition(cc.p(bv2.x + this.origin.x, bv2.y + this.origin.y)); //some random play ... this.placeRandomGem(this.blocksList[back],i); } tempSprite = this.blocksList[back]; } }, |
This function is generate the level on screen
Line 6 : number of blocks on screen
Line 8 : when building isometric view , there is need to pay attention on your Z order of
Sprites , in our game the first block will start with very high Z order and each block placed after
Will have lower Z order , this is what makes Isometric view its uniqueness.
Line 10: this is the "Multi Boolean" variable it is holding game states in form of on/off bits
Line 18 :turn the "START_GAME" bit on .
Line 22 :set the circle Z order to be the highest so it will be over the blocks
Line 25: creating procedural generated level .
Lines 39 - 76 : because we don't what the player to fail fast , we generate easy start .
first button click will move the Circle to he right , so 3 blocks is generated to the right
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 | invokeGame:function (delta) { var bBelow = false; if ((this.currentState & OperetionFlags.GAME_TOUCH_START) && (this.currentState & OperetionFlags.GAME_START)) { if ((this.currentState & OperetionFlags.TOUCHED) && (this.currentState & OperetionFlags.MOVE_RIGHT)) { var x = this.circle.getPositionX() + (CIRCLE_SPEED * delta); this.circle.setPositionX(x); } else if ((this.currentState & OperetionFlags.TOUCHED) && (this.currentState & OperetionFlags.MOVE_LEFT)) { var x = this.circle.getPositionX() - (CIRCLE_SPEED * delta); this.circle.setPositionX(x); } //iterate the blocks //1.check if circle fell //2.check if gem is on block //3.move the blocks down and below the screen //4.add new block on back var randomSeed = 0; for (var i = 0; i< this.blocksList.length; i++) { var it = this.blocksList[i]; var circleY = Math.round(this.circle.getPositionY()); var circleX = Math.round(this.circle.getPositionX()); var blockHeight = it.getPositionY() + it.getContentSize().height; //calculate dimond shape points var A = cc.p(0,0); A.x = it.getPositionX() + (it.getContentSize().width / 2); A.y = blockHeight - it.getContentSize().width / 2; var B = cc.p(0,0); B.x = it.getPositionX(); B.y = blockHeight - (it.getContentSize().width / 2) / 2; var C = cc.p(0,0); C.x = it.getPositionX() + (it.getContentSize().width / 2); C.y = blockHeight + (it.getContentSize().width / 2); var D = cc.p(0,0); D.x = it.getPositionX() + (it.getContentSize().width); D.y = blockHeight - (it.getContentSize().width / 2) / 2; //our collision detection is based on checking on our block dimond shape is //intersction with the circle , for this we devide the dimond shape to 2 Triangles //and checking each triangle if the circle inside . var insideLeft = this.PointInTriangle(this.circle.getPosition(), A, B, C); var insideRight = this.PointInTriangle(this.circle.getPosition(), A, C, D); if (insideRight || insideLeft) { this.handleCollision((it)); } else { //when circle is out side the block stop the game if (it.getUserData().start == true) { if (this.currentZorder == it.getLocalZOrder()) { it.getUserData().start = false; this.stopGameLoop = true; //if stoped then invoke the circle drop down animation this.setFallingAnim(); } } } if (bBelow) { this.blocksList.shift(); var backSprite = this.blocksList[this.blocksList.length-1]; } var y = it.getPositionY() - (SPEED * delta); //move block down it.setPositionY(y); //check if the sprite is below the screen then next iteration remove it if (it.getPositionY() < 0 - (it.getContentSize().height)) { //mark to remove it in the next iteration bBelow = true; //reuse it as new sprite to be on top of the FIFO list var frontSprite = this.blocksList[0]; //log("frontSprite x:%f y:%f", frontSprite->getPositionX(), frontSprite->getPositionY()); var backSprite = this.blocksList[this.blocksList.length-1]; //log("backSprite x:%f y:%f", backSprite->getPositionX(), backSprite->getPositionY()); var bv2 = this.setBlockPostion(backSprite, this.generateRandDirection(2)); frontSprite.setPosition(cc.p(bv2.x + this.origin.x, bv2.y + this.origin.y)); //new Z order alway lower then the last one this.zCount = this.zCount - 1; frontSprite.setLocalZOrder(this.zCount); //some random play ... this.placeRandomGem(frontSprite, randomSeed); this.blocksList.push(frontSprite); //++stopThis; } else { bBelow = false; } randomSeed++; } } else if ((this.currentState & OperetionFlags.GAME_TOUCH_START) && ((this.currentState & OperetionFlags.GAME_START) == 0)) { var y = circle.getPositionY() - ((CIRCLE_SPEED * 10) * delta); this.circle.setPositionY(y); } }, |
This function is invoked on each game loop
Line 3 : boolean that indicates when the block is below screen
Line 5 : all game logic will start only when player start the game and touched the screen
Line 23 :loop all blocks on screen
Lines 25 - 73 : to check collision detection between the "circle" and the current block we will
need to find simple way to check when the circle is on the diamond shape on top of the blockto do this we will divide the diamond shape to 2 triangles and check if the circle is inside .
As in this picture:
Lines 66 -73: when the circle moves to position where there is no block. stop the game
And trigger the falling circle animation
Lines 78- 82: when block sprite is below the screen set it in temp holder
Lines 85 : move the block sprite down along the Y
Lines 88 - 111: check if block below the screen then:
- pop the front (FIRST) block
- reuse it by give it new random position
- place it in the back of the FIFO list
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 | //set the circle falling animation setFallingAnim:function() { var down = -50; var iMoveSide = -30; if ((this.currentState & OperetionFlags.MOVE_RIGHT)) { iMoveSide = iMoveSide * -1; } var moveSideDir = this.circle.getPositionX() + iMoveSide; //move circle to the side var circleY = this.circle.getPositionY(); var moveSideAction = cc.moveTo(0.2, cc.p(moveSideDir,circleY)); //move the circle down . var circleX = this.circle.getPositionX(); var moveDownAction = cc.moveTo(1, cc.p(circleX, -50)); //call function when circle down animation is done var gameOverAction = cc.callFunc(this.gameOverCallback, this); //order all actions var seq1 = cc.sequence(moveSideAction, moveDownAction , gameOverAction ); //execute all animations on circle this.circle.runAction(seq1); }, //invoke when felling animation sequence is done gameOverCallback:function() { //invoke the game over screen this.setGameOverScreenVisible(true); //turn off game start bit this.currentState &= ~OperetionFlags.GAME_START; }, |
Those functions are to trigger the Circle falling animation and the "Game Over" screen popup
Line 14 : create action that will move the circle 30px to the side
Line 17 : create action that will move the down along the Y untill it reach to Y=-50 below visible screen
Lines 17 :create action that will invoke the function callback to popup the "Game over and retry" screen
Line 24: Execute all actions.
Line 31: call the "Game Over" screen by making it visible
Line 33: set GAME_START bit to off , so the game knows we ended the game
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 | onTouchesBegan:function (touch, event) { //check if game is started if (this.currentState & OperetionFlags.GAME_START) { //check if touch is invoketed if ((this.currentState & OperetionFlags.GAME_TOUCH_START) == 0) { //set touch bit to on this.currentState |= OperetionFlags.GAME_TOUCH_START; } //check if right circle movment bit is off if ((this.currentState & OperetionFlags.MOVE_RIGHT) == 0) { //turn off left bit this.currentState &= ~OperetionFlags.MOVE_LEFT; //turn on touched and move right bit on this.currentState |= OperetionFlags.TOUCHED | OperetionFlags.MOVE_RIGHT; } else if ((this.currentState & OperetionFlags.MOVE_RIGHT)) //check if the right bit if on { //turn off right bit this.currentState &= ~OperetionFlags.MOVE_RIGHT; //turn on touched and move left bit on this.currentState |= OperetionFlags.TOUCHED | OperetionFlags.MOVE_LEFT; } } else if((this.currentState & OperetionFlags.GAME_START) == 0) { //game is ended //Retry touch is trigered reshuffle all blocks and start over var allNodes = this.getChildren(); for (var it = 0; it< this.blocksList.length; it++) { var node = this.blocksList[it]; if (node.getTag() == TAGS.BLOCK) { this.removeChild(node); } else if (node.getTag() == TAGS.CIRCLE) { this.removeChild(node); } } //clean blocks container this.blocksList.length = 0; //set gameover screen to un visible this.setGameOverScreenVisible(false); //Start Level all over again this.setLevel(); } }, |
This function is invoked when player touch the screen
As the game is 1 button tap game allot of logic is happens here especially boolean logic
for this to avoid boolean HELL im using bitwise option you can read about it here
Line 4 : check if game started
Lines 7 - 11: check if first touch is invoked
Lines 13- 19 :check if touch is invoked , first move of the circle will be to the right
Lines 20 - 26 : check if the circle moves to the right , then change the MOVE_RIGHT to off
and MOVE_LEFT to on
Lines 28 - 52 :if the GAME_START bit is off , that means the game is ended , and we need to prepare to generate new level
Those all the main functions that are used in the game , there are some more utility small functions
That glue it all together.
and MOVE_LEFT to on
Lines 28 - 52 :if the GAME_START bit is off , that means the game is ended , and we need to prepare to generate new level
- Remove All Block
- Remove Circle (the player )
- Clear the block container
- Set "Game over" screen visibility to false (hide)
- procedural regenerated the level for new play session
Those all the main functions that are used in the game , there are some more utility small functions
That glue it all together.