Axmol Engine – A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A radical fork of Cocos2d-x-4.0)
Go to file
minggo 16ed9155c0 Merge pull request #4460 from Dhilan007/label_distanceField
new label:add support for distanceField
2013-12-16 23:18:41 -08:00
build issue #2790: Removes CCBValue. 2013-12-09 17:55:56 +08:00
cocos Merge pull request #4460 from Dhilan007/label_distanceField 2013-12-16 23:18:41 -08:00
docs Add doxygen comments for the CocoStudio 2013-11-20 15:07:34 +08:00
extensions bug fix 2013-12-16 12:27:30 +08:00
external Merge pull request #4460 from Dhilan007/label_distanceField 2013-12-16 23:18:41 -08:00
licenses #3049:Add LICENSE_JSON4LUA and some constant values. 2013-10-30 10:52:04 +08:00
plugin@cb3fdd9903 Update the JS binding code & samples for latest cocos2d engine. 2013-11-18 14:13:46 +08:00
samples Merge pull request #4460 from Dhilan007/label_distanceField 2013-12-16 23:18:41 -08:00
template new label:add support for distanceField 2013-12-13 12:42:15 +08:00
tools Removes FileUtils::getFileData binding. 2013-12-16 14:14:12 +08:00
.gitattributes fix line end in windows 2013-09-20 22:23:13 +08:00
.gitignore ignore output files from script make-all-linux-project.sh 2013-11-07 01:43:26 +04:00
.gitmodules Changed submodule URL for 'auto-generated'. 2013-10-17 16:15:51 +08:00
.travis.yml Update travis.yml, only build master and develop branch [ci skip] 2013-11-04 13:46:56 +08:00
AUTHORS Update AUTHORS [ci skip] 2013-12-16 17:48:59 +08:00
CHANGELOG Update CHANGELOG [ci skip] 2013-12-16 17:46:38 +08:00
CMakeLists.txt new label:add support for distanceField 2013-12-13 12:42:15 +08:00
README.md [ci skip] 2013-11-12 11:24:59 +08:00

README.md

cocos2d-x

Build Status

cocos2d-x is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications. It is based on cocos2d-iphone, but instead of using Objective-C, it uses C++. It works on iOS, Android, OS X, Windows, Linux, Emscripten, Google Native Client, BlackBerry and Tizen.

cocos2d-x is:

  • Fast
  • Free
  • Easy to use
  • Community Supported

How to start a new game

  1. Download the code from cocos2d download site

  2. Enter tools/project-creator

  3. Run the create-projects.py script

Example:

$ cd cocos2d-x/tools/project-creator
$ ./create-multi-platform-projects.py -p mygame -k com.your_company.mygame -l cpp
$ cd ../../projects/mygame

Main features

  • Scene management (workflow)
  • Transitions between scenes
  • Sprites and Sprite Sheets
  • Effects: Lens, Ripple, Waves, Liquid, etc.
  • Actions (behaviours):
    • Trasformation Actions: Move, Rotate, Scale, Fade, Tint, etc.
    • Composable actions: Sequence, Spawn, Repeat, Reverse
    • Ease Actions: Exp, Sin, Cubic, Elastic, etc.
    • Misc actions: CallFunc, OrbitCamera, Follow, Tween
  • Basic menus and buttons
  • Integrated with physics engines: Box2d and Chipmunk
  • Particle system
  • Skeleton Animations: Spine and Armature support
  • Fonts:
    • Fast font rendering using Fixed and Variable width fonts
    • Support for .ttf fonts
  • Tile Map support: Orthogonal, Isometric and Hexagonal
  • Parallax scrolling
  • Motion Streak
  • Render To Texture
  • Touch/Accelerometer on mobile devices
  • Touch/Mouse/Keyboard on desktop
  • Sound Engine support (CocosDenshion library) based on OpenAL
  • Integrated Slow motion/Fast forward
  • Fast and compressed textures: PVR compressed and uncompressed textures, ETC1 compressed textures, and more
  • Resolution Independence
  • Language: C++, with Lua and JavaScript bindings
  • Open Source Commercial Friendly: Compatible with open and closed source projects
  • OpenGL ES 2.0 (mobile) / OpenGL 2.1 (desktop) based

Build Requirements

  • Mac OS X 10.7+, Xcode 4.6+
  • or Ubuntu 12.10+, CMake 2.6+
  • or Windows 7+, VS 2012+

Runtime Requirements

  • iOS 5.0+ for iPhone / iPad games
  • Android 2.3+ for Android games
  • OS X v10.6+ for Mac games
  • Windows 7+ for Win games

Running Tests

Select the test you want from Xcode Scheme chooser.

  • For OS X / iOS
$ cd cocos2d-x/build
$ open samples.xcodeproj
  • For Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cmake ..
$ make
  You may meet building errors when building libGLFW.so. It is because libGL.so directs to an error target, 
  you should make it to direct to a correct one. `install-deps-linux.sh` only has to be run onece.
  • For Windows

Open the cocos2d-x/build/cocos2d-win32.vc2012.sln

  • For Android
$ cd cocos2d-x/build
$ python ./android-build.py hellocpp

Import HelloCpp Android project using Eclipse(released with Android SDK). The path to be imported is cocos2d-x/samples/Cpp/HelloCpp/proj.android.

Contributing to the Project

Did you find a bug? Do you have feature request? Do you want to merge a feature?

Contact us