Book Image

Cocos2d-X Game Development Blueprints

By : Karan Sequeira
Book Image

Cocos2d-X Game Development Blueprints

By: Karan Sequeira

Overview of this book

Table of Contents (17 chapters)
Cocos2d-x Game Development Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating a fairy tale


Since we are dealing with a dragon here, it seems only fair that the environment should also be out of a fairy tale. Hence, we will build our environment with a castle, a midnight sky full of twinkling stars, and a few dark silhouettes. Since we will need this exact same environment in our other major scene, that is, the game world, it's a good idea to separate it out into another class. Thus, we have the FairytaleManager class defined in the fairytaleManager.js file:

var MAX_SCROLLING_SPEED = 6;
var CASTLE_SPRITE_Y = -50;
var SILHOUETTE_SPRITE_Y = 100;
var MAX_STARS = 15;

function FairytaleManager(parent)
{
  // save reference to GameWorld
  this.parent = parent;
  this.screenSize = parent.screenSize;
  // initialise variables
  this.castleSpriteSize = cc.SIZE_ZERO;
  this.castleSprites = [];
  this.lastCastleIndex = 0;
  this.silhouetteSpriteSize = cc.SIZE_ZERO;
  this.silhouetteSprites = [];
  this.lastSilhouetteIndex = 0;
}

First, we declare a few global quantities...