# 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 _ccGridSize CCRect CCDirector CCNode CCSprite CCScene CCSpriteFrameCache CCSpriteFrame CCAction CCAnimate CCAnimation CCRepeatForever CCLayer CCTouch CCSet CCMoveBy CCMoveTo CCRotateTo CCRotateBy CCRenderTexture CCMenu CCMenuItem CCMenuItemLabel CCMenuItemSprite CCMenuItemImage CCLabelTTF CCSequence CCActionInterval CCFiniteTimeAction CCFileUtils CCEaseBackInOut CCEaseBackOut CCEaseElasticIn CCEaseElastic CCEaseElasticOut CCEaseElasticInOut CCEaseBounceIn CCEaseBounce CCEaseBounceInOut CCEaseBackIn CCEaseBounceOut CCEaseIn CCEaseOut CCEaseExponentialIn CCEaseInOut CCEaseExponentialOut CCEaseExponentialInOut CCEaseSineIn CCEaseSineOut CCEaseSineInOut CCActionEase CCEaseRateAction CCParticleSystem CCParticleSystemQuad CCParticleSystemPoint CCDelayTime CCTexture2D CCTextureCache CCSpriteBatchNode CCTextureAtlas CCParallaxNode CCTintTo CCTintBy CCLayerColor CCBlink CCSpeed CCWaves3D CCGridAction CCGrid3DAction CCTransitionScene CCTransitionSceneOriented CCTransitionRotoZoom CCTransitionFadeDown CCTransitionJumpZoom CCTransitionMoveInL CCTransitionMoveInR CCTransitionMoveInT CCTransitionMoveInB CCTransitionSlideInL CCTransitionSlideInR CCTransitionSlideInB CCTransitionSlideInT CCTransitionShrinkGrow CCTransitionFlipX CCTransitionFlipY CCTransitionFlipAngular CCTransitionZoomFlipX CCTransitionZoomFlipY CCTransitionZoomFlipAngular CCTransitionFade CCTransitionCrossFade CCTransitionTurnOffTiles CCTransitionSplitCols CCTransitionSplitRows CCTransitionFadeTR CCTransitionFadeBL CCTransitionFadeUp CCFadeOutBLTiles CCProgressFromTo CCFadeOutUpTiles CCAnimationCache CCPlace CCLabelBMFont CCReverseTime CCFadeOutTRTiles CCCamera CCProgressTo CCWavesTiles3D CCMotionStreak CCTransitionRadialCCW CCFadeOutDownTiles CCTurnOffTiles CCDeccelAmplitude CCProgressTimer CCActionInstant CCReuseGrid CCStopGrid CCTwirl CCShakyTiles3D CCTransitionRadialCW CCAtlasNode CCWaves CCShow CCOrbitCamera CCShatteredTiles3D CCHide CCToggleVisibility CCActionCamera CCShuffleTiles CCLayerGradient CCFlipX CCRepeat CCFlipY CCBezierBy CCPageTurn3D CCLens3D CCRipple3D CCApplication CCFlipX3D CCJumpTo CCTransitionPageTurn CCFlipY3D CCLiquid CCTiledGrid3DAction CCJumpBy CCFollow CCSkewBy CCAccelDeccelAmplitude CCLabelAtlas CCAccelAmplitude CCSkewTo CCShaky3D CCSplitCols CCFadeOut CCTileMapAtlas CCFadeTo CCJumpTiles3D CCFadeIn CCSplitRows CCScaleBy CCScaleTo CCBezierTo CCTMXTiledMap CCTMXLayer CCApplication CCUserDefault 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 ### Before hitting the "Build" button In debug mode, (when there's a `#define DEBUG` somewhere), the javascript code will be read from somewhere else and not from the JS directory in the app bundle. To make sure this works, modify the absolute path in `ScriptingCore.cpp`: ```c++ void ScriptingCore::runScript(const char *path) { #ifdef DEBUG std::string dpath("/Users/rabarca/Desktop/testjs/testjs/"); // <~ this is what you want to modify! dpath += path; const char *realPath = dpath.c_str(); #else const char *realPath = CCFileUtils::fullPathFromRelativePath(path); #endif ... } ``` Basically, the dpath string should point to wherever the JS directory is located. This affects every script run through the `runScript` function from `ScriptingCore`. If you don't want that behaviour, then just set the dpath string to `""`. It also allows for the "reload script" button to work on the demo: ![screenshot 1](http://dl.dropbox.com/u/29043245/testjs1.png) If you set the dpath string to `""` (empty string, the default setting) then the reload button will try to reload the script from inside the bundle. In the test scenes the buttons represent: * top left: will reload the current script * left arrow: previous test scene in the script * center button: will reload the current scene * right arrow: next test scene in the script The current test script can be changed in the AppDelegate (or by modifying the source and then hitting reload script): ```c++ # AppDelegate.cpp bool AppDelegate::applicationDidFinishLaunching() { ... // run the main script ScriptingCore::getInstance().runScript("JS/1to1/test_actions.js"); // ScriptingCore::getInstance().runScript("JS/1to1/test_layer.js"); return true; } ``` Change the script name there and relaunch the simulator. ### 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