var director = cocos.Director.sharedDirector(); var scene = new cocos.Scene(); scene.init(); // our test sprite var sprite = new cocos.Sprite(); sprite.initWithFile("Icon.png"); var pt = new cocos.Point(); pt.x = 240; pt.y = 160; sprite.position = pt; // will call "update" every frame if there's an update property sprite.scheduleUpdate(); sprite.speed = new cocos.Point(); sprite.speed.x = Math.random() * 10 - 5; sprite.speed.y = Math.random() * 10 - 5; // the actual update function sprite.update = function () { var curPos = this.position; curPos.x += this.speed.x; curPos.y += this.speed.y; this.position = curPos; if (curPos.x >= 480 || curPos.x <= 0) this.speed.x *= -1; if (curPos.y >= 320 || curPos.y <= 0) this.speed.y *= -1; }; // adds the sprite to the scene scene.addChild(sprite); // let the games begin director.runWithScene(scene);