Month: May 2017

Tutorial – Getting started with TypeScript and Cocos2d-x JS -Part 5 – Karma -TypeScript Definition Files – Hello World Scene – Asset Factory – Mock Assets

Tutorial – Getting started with TypeScript and Cocos2d-x JS -Part 5 – Karma -TypeScript Definition Files – Hello World Scene – Asset Factory – Mock Assets

Welcome to Part 5  of this Tutorial Series. You will find the completed source for this tutorial in the project named CocosTsGame on the GitHub repository. We we are going to create our first Cocos2d-x JS scene. Common use for scenes within Cocos2d-x JS is to treat them as the distinct areas or pages (or screens) of …

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Tutorial – Getting started with TypeScript and Cocos2d-x JS – Part 4 – Bootstrapping Cocos2d-x JS – Webpack – Chai – External Modules

Tutorial – Getting started with TypeScript and Cocos2d-x JS – Part 4 – Bootstrapping Cocos2d-x JS – Webpack – Chai – External Modules

Discussion and direction I have decided that for the remainder of this series, we are going to build a simple tap to shoot 2d game. Our main focus will be on building the underlying TypeScript based architecture for Cocos2d-x JS,  but I thought that we might as well make it fun. We are going use TypeScript’s External …

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Tutorial – Getting started with TypeScript and Cocos2d-x JS – Part 3 – Hello Cocos2d-x

Tutorial – Getting started with TypeScript and Cocos2d-x JS – Part 3 – Hello Cocos2d-x

Merging our TypeScript project with Cocos2d-x JS If you followed the preliminary steps in part 1 of this tutorial series you should already have Cocos2d-x installed and ready to go. If not please download from here and refer to the Cocos2d-x command line guide here. The version of Cocos2d-x used in this tutorial is 3.14 …

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Tutorial – Getting started with TypeScript and Cocos2d-x JS – Part 2 – TSlint & Mocha

Tutorial – Getting started with TypeScript and Cocos2d-x JS – Part 2 – TSlint & Mocha

Back in part 1 of this tutorial , we set up a simple hello world project for TypeScript development. We briefly discussed the use of namespaces and triple slash directives as a way to avoid dependencies on external module loading. The aim is to ensure compatibility with Cocos2d-x JSB by avoiding use of external modules due …

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Tutorial – Getting started with TypeScript and Cocos2d-x JS- Part 1 – Hello World

Tutorial – Getting started with TypeScript and Cocos2d-x JS- Part 1 – Hello World

This is part 1 of the tutorial series Getting Started with TypeScript and Cocos2d-x Goals: When dealing with multi-platform games, we need code that will work in both the browser and the Cocos2d-x jsb engine Ideally, we want all of our TypeScript to be compiled into a simple uglified and minified js file We want to …

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