axmol/docs/RELEASE_NOTES.md

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cocos2d-x v3.5 Release Notes

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Misc Information

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

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

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

auto rootps = PUParticleSystem3D::create("advancedLodSystem.pu");
addChild(rootps);
rootps->startParticleSystem();

For more information, please refer to cpp-tests/Particle3DTest