mirror of https://github.com/axmolengine/axmol.git
28 lines
1014 B
Markdown
28 lines
1014 B
Markdown
|
# TestJS
|
||
|
|
||
|
Simple iOS (and soon Android) example of cocos2d-x game running javascript bindings
|
||
|
|
||
|
*NOTE* This is a WIP and the bindings are not yet complete! What's working:
|
||
|
|
||
|
CCPoint CCSize CCRect CCDirector CCNode CCSprite CCScene CCSpriteFrameCache
|
||
|
CCSpriteFrame CCAction CCAnimate CCAnimation CCRepeatForever CCLayer CCTouch
|
||
|
CCSet CCMoveBy CCMoveTo CCRotateTo CCRotateBy CCRenderTexture
|
||
|
|
||
|
This is just a proof of concept and there are plans around this in order to make a more js-friendly API, right now
|
||
|
the bindings were created automatically and the final idea is not to use them as they are but to create a higher
|
||
|
level wrapper.
|
||
|
|
||
|
You can follow the progress of the js-bindings in the current [development fork](https://github.com/funkaster/cocos2d-x/tree/js-bindings).
|
||
|
|
||
|
For a sneak peak, you can take a look at what's in the JS directory.
|
||
|
|
||
|
## How to Build
|
||
|
|
||
|
### iOS
|
||
|
|
||
|
Just open the xcode project and run. It's using the latest spidermonkey and js-bindings for cocos2d-x
|
||
|
|
||
|
### Android
|
||
|
|
||
|
Instructions to be added here
|