axmol/docs/RELEASE_NOTES.md

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# cocos2d-x v3.5 Release Notes #
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**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
- [Misc Information](#misc-information)
- [Requirements](#requirements)
- [Runtime Requirements](#runtime-requirements)
- [Compiler Requirements](#compiler-requirements)
- [How to run tests](#how-to-run-tests)
- [Mac OSX & iOS](#mac-osx-&-ios)
- [Android](#android)
- [Windows](#windows)
- [Linux](#linux)
- [How to start a new game](#how-to-start-a-new-game)
- [v3.5beta0](#v35beta0)
- [Highlights of v3.5beta0](#highlights-of-v35beta0)
- [Features in detail](#features-in-detail)
- [3D Particles](#3d-particles)
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# Misc Information
* [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.4/CHANGELOG)
* 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
## Compiler Requirements
* Xcode 5.1 or newer for iOS or Mac
* gcc 4.9 or newer for Linux
* ndk-r10c 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)
# v3.5beta0
## Highlights of v3.5beta0
## Features in detail
### 3D Particles
It allows to import particles from Particle Universe (http://www.fxpression.com). The usage of particles is as follow,
Option 1, create 3D particle with particle (.pu) file and material file
```c++
auto rootps = PUParticleSystem3D::create("lineStreak.pu", "pu_mediapack_01.material");
addChild(rootps);
rootps->startParticleSystem();
```
Option 2, you can also create 3d particle with particle (.pu) file only, it will load all the material files in the material path
```c++
auto rootps = PUParticleSystem3D::create("advancedLodSystem.pu");
addChild(rootps);
rootps->startParticleSystem();
```
For more information, please refer to `cpp-tests/Particle3DTest`