# cocos2d-x v3.2 Release Notes # **Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)* - [cocos2d-x v3.2 Release Notes](#user-content-cocos2d-x-v32-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 v3.2](#user-content-highlights-of-v32) - [Documents](#user-content-documents) - [Toolchain requirement changed](#user-content-toolchain-requirement-changed) - [atof issue on Android](#user-content-atof-issue-on-android) - [Features in detail](#user-content-features-in-detail) - [Sprite3D & Animation3D](#user-content-sprite3d--animation3d) - [fbx-conv usage](#user-content-fbx-conv-usage) - [Game controller](#user-content-game-controller) - [Fast tilemap](#user-content-fast-tilemap) - [Node::enumerateChildren](#user-content-nodeenumeratechildren) - [utils::findChildren](#user-content-utilsfindchildren) - [Node::setNormalizedPosition](#user-content-nodesetnormalizedposition) # Misc Information * Download: http://cdn.cocos2d-x.org/cocos2d-x-3.2.zip * Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.2/CHANGELOG * API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.2/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 5.1 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 v3.2 * `Animation3D`/`Animate3D`, new nodes for 3d animation * `fbx-conv` supports generating binary format which is supported by `Sprite3D` * Game controller support * Fast tilemap support * Added `utils::cpatureScreen` to take screenshot * Physics body supports scale and rotation * Added `Node::enumerateChildren` and `utils::findChildren`, and support c++ 11 regular expression * Added `Node::setNormalizedPosition`, `Node`'s position in pixel will be calculated according its parent's content size # Documents * [Sprite3D & Animation3D](http://cocos2d-x.org/wiki/Sprite3D) * [Game controller](http://www.cocos2d-x.org/wiki/Game_Controller) * [How to compile shader on WP8](http://cocos2d-x.org/wiki/How_to_update_wp8_shader) # Toolchain requirement changed `Node::enumerateChildren()` uses `std::regex` which will cause crash using gcc v4.8 or lower version. Because `OTHER_LDFLAGS` can not work in Xcode6 beta3. So we used fat library(including 64-bit libaries) on iOS. But Xcode 5.0 or lower version has building problem by this way. So * NDK r9d or newer version is required for Android building * gcc 4.9 is required for linux building * Xcode 5.1 or newer is required on iOS # atof issue on Android We found a bug of `atof` on Android when using libc++. The bug is that, the return value of `atof` may be `-inf` when passing some valid digit string. For example ```c++ atof("90.099998474121094"); // -> return value is -inf ``` We have reported it to google guys, and they confirmed that it is a bug. In order to work around this issue, we added `utils::atof()`. The corresponding pull request for this issue is [here](https://github.com/cocos2d/cocos2d-x/pull/7440). You can refer to this pull request for demail information. # Features in detail ## Sprite3D & Animation3D Sample code to use binary version ```c++ auto sprite3d = Sprite3D::create("filename.c3b"); addChild(sprite3d); auto animation3d = Animation3D("filename.c3b"); auto animate3d = Animate3D::create(animation3d); sprite3d->runAction(RepeatForEver::create(animate)); ``` Detail information please refer to [Sprite3D & Animation3D](http://cocos2d-x.org/wiki/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 ## Game controller Supported controller type: * Android standard controllers * Amazon tv * OUYA * Moga * Nibiru * iOS standard controllers Sample codes ```c++ // register event listener auto listener = EventListenerController::create(); listner->onKeyDown = ... ... eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); // start connecting controller Controller::startDiscoveryController(); // handler key down/ key up event void GameControllerTest::onKeyDown(Controller *controller, int keyCode, Event *event) { switch (keyCode) { case Controller::Key::BUTTON_A: ... break; ... } } ``` Detail information please refer to [Game controller](http://www.cocos2d-x.org/wiki/Game_Controller). ## Fast tilemap Fast tilemap has the same API as `TMXTiledMap` without deprecated functions. Sample code ```c++ auto tilemap = cocos2d::experimental::TMXTiledMap::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`. 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 }); // Find nodes whose name is 'nameToFind' and end with digits recursively. 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"); ... ``` ## Node::setNormalizedPosition Can use this function to set Node's position(x,y) using value between 0 and 1. `Can use this function when it has a parent node.` The positions in pixels is calculated like the following: ```c++ // pseudo code void setNormalizedPosition(Vec2 pos) { Size s = getParent()->getContentSize(); _position = pos * s; } ``` Full test please refer to `NodeNormalizedPositionTest1/2` in `tests/cpp-tests/Classes/NodeTest/NodeTest.cpp`.