# cocos2d-x v3.2rc0 Release Notes # **Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)* - [cocos2d-x v3.2rc0 Release Notes](#user-content-cocos2d-x-v32rc0-release-notes) - [Misc Information](#user-content-misc-information) - [Requirements](#user-content-requirements) - [Runtime Requirements](#user-content-runtime-requirements) - [Compiler Requirements](#user-content-compiler-requirements) - [How to run tests](#user-content-how-to-run-tests) - [Mac OSX & iOS](#user-content-mac-osx--ios) - [Android](#user-content-android) - [Windows](#user-content-windows) - [Linux](#user-content-linux) - [How to start a new game](#user-content-how-to-start-a-new-game) - [Highlights of v3.2rc0](#user-content-highlights-of-v32rc0) - [Toolchain requirement changed](#user-content-toolchain-requirement-changed) - [Features in detail](#user-content-features-in-detail) - [Sprite3d](#user-content-sprite3d) - [fbx-conv usage](#user-content-fbx-conv-usage) - [Controller support](#user-content-controller-support) - [Fast tilemap](#user-content-fast-tilemap) - [Node::enumerateChildren](#user-content-nodeenumeratechildren) - [utils::findChildren](#user-content-utilsfindchildren) # Misc Information * Download: http://cdn.cocos2d-x.org/cocos2d-x-3.2rc0.zip * Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.2rc0/CHANGELOG * API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.2rc0/index.html * v3.0 Release Notes can be found here: [v3.0 Release Notes](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md) # Requirements ## Runtime Requirements * Android 2.3 or newer * iOS 5.0 or newer * OS X 10.7 or newer * Windows 7 or newer * Windows Phone 8 or newer * Linux Ubuntu 14.04 or newer * ~~Browsers via Emscripten~~ N/A for the moment ## Compiler Requirements * Xcode 4.6 or newer for iOS or Mac * gcc 4.9 or newer for Linux * ndk-r9d or newer for Android * Visual Studio 2012 or newer for Windows (win32) * Visual Studio 2012 or newer for Windows Phone 8 ## How to run tests ### Mac OSX & iOS * Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj` * Select `iOS` or `OS X` target in scheme toolbar * Click `run` button ### Android You can run the samples... **Using command line:** $ cd cocos2d-x $ ./setup.py $ cd build $ ./android-build.py cpp-empty-test -p 10 $ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10. **Using Eclipse:** $ cd cocos2d-x $ ./setup.py $ cd build $ ./android-build.py cpp-empty-test -p 10 Then * Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android` * Import `cpp-empty-test` Android project into Eclipse, the path used to import is `tests/cpp-empty-test/proj.android` * Build `cpp-empty-test` Android project and run ### Windows * Enter `cocos2d-x/build`, and open `cocos2d-win32.vs2012.sln` * Select `cpp-empty-test` as running target * Click run button ### Linux $ cd cocos2d-x/build $ ./install-deps-linux.sh $ cd ../.. Then $ mkdir build $ cd build $ cmake ../cocos2d-x $ make -j4 Run $ cd bin/cpp-empty-test $ ./cpp-empty-test ## How to start a new game Please refer to this document: [ReadMe](../README.md) # Highlights of v3.2rc0 * `fbx-conv` support generating binary format, and `Sprite3D` support it * about 20% performance improved in `Sprite3D` * game controller support * fast tilemap support, it is faster for static tilemap * physics body supports scale and rotation * added Node::enumearteChildren(), and support c++ 11 regular expression # Toolchain requirement changed `Node::enumerateChildren()` uses `std::regex` which will cause crash using gcc v4.8 or lower version. So * NDK r9d or newer version is required for Android building * gcc 4.9 is required for linux building # Features in detail ## Sprite3d Sample code to use binary version ```c++ auto sprite3d = Sprite3D::create("filename.c3b"); addChild(sprite3d); ``` ### `fbx-conv` usage * Mac OS X ``` $ cd COCOS2DX_ROOT/tools/fbx-conv/mac $ ./fbx-conv [-a|-b|-t] FBXFile ``` * Windows ``` cd COCOS2DX_ROOT/tools/fbx-conv/windows fbx-conv [-a|-b|-t] FBXFile ``` Options: * -a: export both text and binary format * -b: export binary format * -t: export text format ## Controller support Supported controller type: * amazon tv * OUYA * Moga * Nibiru * iOS standard controllers In order to use controller on Android, you should refer to this Android project(`COCOS2DX_ROOT/cocos/platform/android/ControllerManualAdapter`). Full demo please refer to `COCOS2DX_ROOT/tests/game-controler-test`. ## Fast tilemap Fast tilemap has the same API as `TMXTiledMap` without deprecated functions. Sample code ```c++ auto tilemap = FastTMXTiledMap::create("MyFile.tmx"); addChild(tilemap); ``` Full demo please refer to `COCOS2DX_ROOT/tests/cpp-tests/Classes/TileMapTest/TileMapTest2.cpp`. ## Node::enumerateChildren This functions is used to enumerate children of a `Node` recursively. It supports c++ 11 regular expression. ```c++ // Find nodes whose name is 'nameToFind' and end with digits. node->enumerateChildren("nameToFind[[:digit:]]+", [](Node* node) -> bool { ... return false; // return true to stop at first match }); ``` Full test please refer to `NodeNameTest` in `COCOS2DX_ROOT/tests/cpp-tests/NodeTest/NodeTest.cpp`. Because this function uses `std::regex` which is not supported well in gcc 4.8 or lower version. So we use `clang` and `stdc++` instead for Android building. This lead to the result that `NDK r9d` or newer is required. And `gcc 4.9` is required on linux. ## utils::findChildren This is a helper function to find children of a `Node` share a name. The implementation of this function bases on `Node::enumerateChildren`. ```c++ auto children = utils::findChildren(node, "nameToFind"); ... ```