Axmol Engine – A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A radical fork of Cocos2d-x-4.0)
Go to file
James Chen 61134426a8 Some fixes detected by xcode analyze 2014-04-09 20:41:09 +08:00
build closed #4635: ControlSwitch's marksprite is shown at a wrong place 2014-04-02 11:26:39 +08:00
cocos Some fixes detected by xcode analyze 2014-04-09 20:41:09 +08:00
docs Update RELEASE_NOTES.md 2014-04-06 21:42:34 -07:00
extensions issue #4636. refactor Scale9Sprite 2014-04-03 10:07:47 +08:00
external Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into develop_socket 2014-04-01 11:40:21 +08:00
licenses add licenses for AA-EDT 2014-03-21 10:49:07 +08:00
plugin@547ce2ea62 Update the reference of submodule plugin-x 2014-04-08 14:31:21 +08:00
templates [AUTO][ci skip]: updating cocos2dx_files.json 2014-04-09 08:09:22 +00:00
tests Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into develop_new_label 2014-04-09 16:25:44 +08:00
tools not excute android autotest now. 2014-04-09 16:30:08 +08:00
.gitattributes fix line end in windows 2013-09-20 22:23:13 +08:00
.gitignore added .user to Visual Studio ignores 2014-03-28 15:32:23 -07:00
.gitmodules Re-add bindings-generator submodule. 2014-03-10 17:46:30 +08:00
.travis.yml Re-add CocosRobot send bindings glue codes to cocos2d-x repo. 2014-03-10 18:13:39 +08:00
AUTHORS Update AUTHORS [ci skip] 2014-04-09 16:47:36 +08:00
CHANGELOG.REMOVED.git-id Update CHANGELOG [ci skip] 2014-04-09 16:49:48 +08:00
CMakeLists.txt Updates templates for linux platform 2014-04-01 01:49:24 -07:00
README.md Update README.md 2014-03-24 11:28:03 -04:00
setup.py Add environment variable into file .bashrc on Linux. 2014-04-09 14:33:10 +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, Windows Phone, OS X, Windows and Linux.

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. Run setup.py
  3. Run the cocos script

Example:

$ cd cocos2d-x
$ ./setup.py
$ source FILE_TO_SAVE_SYSTEM_VARIABLE
$ cocos new MyGame -p com.your_company.mygame -l cpp -d /home
$ cd /home/MyGame

Build and run new project for android

$ cocos run -p android -j 4

Build and run new project for iOS

$ cocos run -p ios

Build and run new project for OSX

$ cocos run -p mac

Build and run new project for linux

if you never run cocos2d-x on linux, you need to install all dependences by the script in cocos2d/build/install-deps-linux.sh

$ cd cocos2d-x/build
$ ./install-deps-linux.sh

Then

$ cd /home/MyGame
$ cocos run -p linux

Run

$ bin/MyGame

Build and run new project for win32

$ cocos run -p win32

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+
  • Python 2.7.5

Runtime Requirements

  • iOS 5.0+ for iPhone / iPad games
  • Android 2.3+ for Android games
  • Windows Phone 8+ for Windows Phone 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 cocos_tests.xcodeproj
  • For Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cmake ..
$ make

Run Samples

$ bin/cpp-empty-test/cpp-empty-test
or
$ bin/lua-empty-test/lua-empty-test
  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 once.
  • For Windows

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

  • For Android
$ cd cocos2d-x/build
$ python ./android-build.py cpp-empty-test -p 10
$ adb install ../tests/cpp-empty-tst/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.

Contributing to the Project

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

Contact us