2010-11-20 22:07:03 +08:00
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cocos2d-x multiplatform
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==================
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[cocos2d-x][1] is a multi-platform 2D game engine in C++, based on [cocos2d-iphone][2] and licensed under MIT.
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2011-11-18 20:35:35 +08:00
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Now this engine has been ported to WOPhone, iOS 4.1, Android 2.1 and higher, WindowsXP & Windows7.
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2010-11-20 22:07:03 +08:00
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Multi Platform
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-------------
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2010-12-17 20:59:38 +08:00
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* [cocos2d-iphone-cpp][3]: tested on iPhone 3.2, 4.1 & 4.2 SDK
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* [cocos2d-android-ndk][4]: based on ndk-r4(crystax.net version) & ndk-r5, tested on Android 2.1, 2.2, 2.3 emulator, HTC G2, G3, G6, G7 device
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2011-03-09 17:28:35 +08:00
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* [cocos2d-wophone][5]: well tested on WOPhone of ChinaUnicom, both emulator & device.
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2010-12-17 20:59:38 +08:00
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* [cocos2d-win32][6]: well tested on WindowsXP & Windows7. It depends on PowerVR OpenGL ES 1.1 libraries for win32 system
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2010-11-20 22:07:03 +08:00
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Document
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------------------
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2010-12-17 21:38:03 +08:00
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* Website: [www.cocos2d-x.org][7]
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2011-11-18 20:35:35 +08:00
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* [Online API References][8]
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2010-11-20 22:07:03 +08:00
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Contact us
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------------------
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2010-12-17 21:38:03 +08:00
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* Forum: [http://forum.cocos2d-x.org][9]
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* Twitter: [http://www.twitter.com/cocos2dx][10]
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* Sina mini-blog: [http://t.sina.com.cn/cocos2dx][11]
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2011-11-18 20:35:35 +08:00
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2010-11-20 22:07:03 +08:00
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[1]: http://www.cocos2d-x.org "cocos2d-x"
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[2]: http://www.cocos2d-iphone.org "cocos2d for iPhone"
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2011-01-17 21:16:25 +08:00
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[3]: http://www.cocos2d-x.org/wiki/cocos2d-x/Cocos2d-iphone-cpp "cocos2d-iphone-cpp"
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[4]: http://www.cocos2d-x.org/wiki/cocos2d-x/Cocos2d-android-ndk "cocos2d-android-ndk"
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2011-03-09 17:28:35 +08:00
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[5]: http://www.cocos2d-x.org/wiki/cocos2d-x/Cocos2d-wophone "cocos2d-wophone"
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2011-01-17 21:16:25 +08:00
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[6]: http://www.cocos2d-x.org/wiki/cocos2d-x/Cocos2d-win32 "cocos2d-win32"
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2011-04-04 10:02:45 +08:00
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[7]: http://www.cocos2d-x.org "www.cocos2d-x.org"
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2011-01-17 21:16:25 +08:00
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[8]: http://www.cocos2d-x.org/embedded/cocos2d-x/classes.html "API References"
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2010-12-17 21:38:03 +08:00
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[9]: http://forum.cocos2d-x.org "http://forum.cocos2d-x.org"
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[10]: http://www.twitter.com/cocos2dx "http://www.twitter.com/cocos2dx"
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[11]: http://t.sina.com.cn/cocos2dx "http://t.sina.com.cn/cocos2dx"
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2011-11-23 13:38:56 +08:00
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Lua Support FIX Readme
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------------------
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* CCScheduler support local function
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* Support autorelease C++ object
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* When C++ object deletd set Lua object userdata to nil
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* Add CCNode:setPosition(x, y), CCNode::getPosition(), huge performance boost
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* Remove needless class and functions from tolua++ .pkg files, improved performance
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**How to use:**
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local scheduler = CCScheduler:sharedScheduler()
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local handle -- save script callback handle
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local frameCount = 0
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local function onEnterFrame(dt)
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print("onEnterFrame:", frameCount)
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frameCount = frameCount + 1
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if frameCount >= 60 then
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-- remove script callback
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scheduler:unscheduleScriptFunc(handle)
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end
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end
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handle = scheduler:scheduleScriptFunc(onEnterFrame, 1.0 / 60, false)
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**TODO:**
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* When C++ object deleted, remove Lua object userdata
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* CCMenuItem support script function
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