A maze-driven game that uses Cocos2d-x and Cocos2d-js, and hence can run in Web, iOS and Android (potentially others). It is intended as a playground/demonstration and currently doesn't do much.
I'm using:
- npm, browserify for dependency management
- grunt for building
- cocos2d-x (3.6) and cocos2d-js (3.6) as the game engine
- chipmunk as the physics engine
- Inkscape for graphics
Requirements:
- node 0.10.24 to trigger everything else
- Cocos2d-x, Cocos2d-js and all their requirements:
- Python
- Android NDK r9d
- Android SDK 2.3 or higher (Level 9+)
Click here to see the web version in action
I'm playing around with Cocos2d-x/Cocos2d-js and one of the most annoying things is just how alien it is to a javascript developer.
The inclusion of Javascript as a scripting language for game logic was clearly and afterthought and it seems to have been driven by people from outside of the Javascript community.
On the other hand, performance in Cocos is really great, in particular due to the inclusion of C versions of the physics engines and I really like it as way to deliver native applications that are developed mostly in reusable Javascript.
What I'm trying to fix:
- I need jshint in my workflow
- I need requirejs or similar modular includes
- I need to be able to test the code
Cocos2d-js doesn't allow any of that, which will necessarily mean messy code. Just take a look at the Javascript examples and shiver.
So here's a project attempting to fix it. Please feel free to borrow from it all you want, and contact me if you face any trouble applying a similar pattern it to your own projects.
The best approach I've found, and this is my third attempt, is to use
grunt to run jshint and any other pre-processing I may need, then
use browserify to create a 'bundle' with all the javascript (but including
source maps for debugging), and then to use the cocos console
command line for
everything else (building native, running).
Concessions!
cocos console
wants to use the foldersrc
they way I would use adist
folder. To try to not mess to much with the cocos structure, I keep the actual source files inbase-src
, and insrc
the generated browserified bundle.
-
Make sure you have
node
installed. If not, get it from the nodejs website. -
Install
grunt
. To do so,npm install -g grunt-cli
. -
Get a copy of the repository using
git
.
git clone https://github.com/osuka/js-multiplatform-game03
- Use the node package manager to download all the external libraries.
npm install -g grunt-cli
npm install
You may need to add sudo
to the first command (but not the second) depending on your system.
- Make sure you have google's Android NDK 9 (cocos doesn't work with 10 so far) and Android SDK 15 or higher.
- Download
cocos2d-x
andcocos2d-js
. Unpack them somewhere and runsetup.py
in them.
You are almost done!
You can run the HTML5 version in your computer executing the following:
grunt server
This opens a browser to http://localhost:8000.
Alternatively, you can use grunt build
and then cocos run -p web
to run it via cocos. I prefer to use Grunt because of the livereload feature.
grunt build
cocos run -p ios
- The game project itself is in
frameworks/runtime-src/proj.ios_mac/js-multiplatform-game03.xcodeproj
.
grunt build
cocos run -p android
- The game project itself is in
frameworks/runtime-src/proj.android/js-multiplatform-game03.xcodeproj
.
This project uses (and enforces) a strict Javascript syntax and policy. It's using the common jshint
tool to do it.
The exact policy is defined in the file .jshintrc
. It may seem annoying at the beginning but it helps a lot in keeping code tidy and identifies a lot of common errors like use of undefined variables, unintended redefinition variables and so on.
If you use Sublime text editor you can have it automatically invoke jshint
and highlight on screen any possible errors. I highly recommend you give it a try.
To enable it, just make sure the linter is globally available by running:
npm install -g jshint
And then in Sublime:
- Install Package Control
- Use it to install
SublimeLinter
andSublimeLinter-jshint
packages - Restart the editor
To make life even easier, you can define the following User Settings:
- "tab_size": 2
- "translate_tabs_to_spaces": true
- "rulers": [80],