mirror of https://github.com/axmolengine/axmol.git
136 lines
3.6 KiB
Markdown
136 lines
3.6 KiB
Markdown
# cocos2d-x v3.5 Release Notes #
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<!-- START doctoc generated TOC please keep comment here to allow auto update -->
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<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
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**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
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- [Misc Information](#misc-information)
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- [Requirements](#requirements)
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- [Runtime Requirements](#runtime-requirements)
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- [Compiler Requirements](#compiler-requirements)
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- [How to run tests](#how-to-run-tests)
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- [Mac OSX & iOS](#mac-osx-&-ios)
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- [Android](#android)
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- [Windows](#windows)
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- [Linux](#linux)
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- [How to start a new game](#how-to-start-a-new-game)
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- [v3.5beta0](#v35beta0)
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- [Highlights of v3.5beta0](#highlights-of-v35beta0)
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- [Features in detail](#features-in-detail)
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- [3D Particles](#3d-particles)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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# Misc Information
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* [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.4/CHANGELOG)
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* 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)
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# Requirements
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## Runtime Requirements
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* Android 2.3 or newer
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* iOS 5.0 or newer
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* OS X 10.7 or newer
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* Windows 7 or newer
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* Windows Phone 8 or newer
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* Linux Ubuntu 14.04 or newer
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## Compiler Requirements
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* Xcode 5.1 or newer for iOS or Mac
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* gcc 4.9 or newer for Linux
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* ndk-r10c for Android
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* Visual Studio 2012 or newer for Windows (win32)
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* Visual Studio 2012 or newer for Windows Phone 8
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## How to run tests
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### Mac OSX & iOS
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* Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj`
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* Select `iOS` or `OS X` target in scheme toolbar
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* Click `run` button
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### Android
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You can run the samples...
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**Using command line:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
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$ ./android-build.py cpp-empty-test -p 10
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$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
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Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10.
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**Using Eclipse:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
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$ ./android-build.py cpp-empty-test -p 10
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Then
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* Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android`
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* Import `cpp-empty-test` Android project into Eclipse, the path used to import is `tests/cpp-empty-test/proj.android`
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* Build `cpp-empty-test` Android project and run
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### Windows
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* Enter `cocos2d-x/build`, and open `cocos2d-win32.vs2012.sln`
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* Select `cpp-empty-test` as running target
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* Click run button
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### Linux
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$ cd cocos2d-x/build
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$ ./install-deps-linux.sh
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$ cd ../..
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Then
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$ mkdir build
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$ cd build
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$ cmake ../cocos2d-x
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$ make -j4
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Run
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$ cd bin/cpp-empty-test
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$ ./cpp-empty-test
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## How to start a new game
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Please refer to this document: [ReadMe](../README.md)
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# v3.5beta0
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## Highlights of v3.5beta0
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## Features in detail
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### 3D Particles
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It allows to import particles from Particle Universe (http://www.fxpression.com). The usage of particles is as follow,
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Option 1, create 3D particle with particle (.pu) file and material file
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```c++
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auto rootps = PUParticleSystem3D::create("lineStreak.pu", "pu_mediapack_01.material");
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addChild(rootps);
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rootps->startParticleSystem();
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```
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Option 2, you can also create 3d particle with particle (.pu) file only, it will load all the material files in the material path
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```c++
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auto rootps = PUParticleSystem3D::create("advancedLodSystem.pu");
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addChild(rootps);
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rootps->startParticleSystem();
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```
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For more information, please refer to `cpp-tests/Particle3DTest`
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