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 6a662c094f Re-adding the submodule of plugin which was deleted in pull request #3623. 2013-09-16 20:53:27 +08:00
CocosDenshion issue #2784:Add js-binding and lua-binding document 2013-09-13 11:41:20 +08:00
cocos2d_libs.xcodeproj Fixing iOS and Mac project config. 2013-09-16 18:20:52 +08:00
cocos2dx Removing unneeded log in win32/CCEGLView.cpp. 2013-09-16 20:41:03 +08:00
document update version in doxygen configuration 2012-12-04 16:50:14 +08:00
extensions Merge branch 'develop' into 2youyouo2-develop 2013-09-16 20:12:03 +08:00
external closed #2434: Use android_mk_generator.py to generate Box2D and chipmunk's Android.mk file 2013-08-22 17:47:49 +08:00
licenses fixed #2270: Adding licenses of jsoncpp and sigslot. 2013-06-09 11:13:45 +08:00
plugin@d583b83c58 Re-adding the submodule of plugin which was deleted in pull request #3623. 2013-09-16 20:53:27 +08:00
rpm Qt 5: Add CCAccelerometer implementation 2013-07-24 20:23:08 +02:00
samples Merge branch 'develop' into 2youyouo2-develop 2013-09-16 20:12:03 +08:00
scripting [AUTO] : updating submodule reference to latest autogenerated bindings 2013-09-16 08:58:07 +00:00
template Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into developTest 2013-09-16 16:58:30 +08:00
tools Merge pull request #3606 from dabingnn/issue_2808_glfw_bug_enhancement 2013-09-15 20:18:02 -07:00
.gitignore issue #2732: Adding 'tools/tolua/userconf.ini' to ignore list. 2013-08-27 17:20:40 +08:00
.gitmodules Add plugin code as submodule 2013-09-05 14:09:09 +08:00
.travis.yml Update .travis.yml 2013-07-10 15:34:29 +08:00
AUTHORS [skip ci] 2013-09-10 10:06:06 +08:00
CHANGELOG update CHANGELOG 2013-07-30 09:28:39 +08:00
Emscripten.TODO Add libjpeg linkage. 2013-05-06 22:28:13 -07:00
Makefile Refactored toplevel Makefile 2013-08-05 10:42:56 +02:00
README.md fix some format in ReadMe.md 2013-08-07 11:20:56 +08:00
build-emscripten.sh updated emscripten script so there is no need to edit it to make emscripten work 2013-07-22 17:52:46 +02:00
build-nacl.sh [NaCl] update build-nacl.sh 2013-06-20 12:56:15 -07:00
build-win32.bat no more VC2010 2013-07-10 00:18:23 +04:00
cocos2d-win32.vc2012.sln Fixing a bug that vs express can't work. Reported at https://github.com/cocos2d/cocos2d-x/issues/2859 2013-06-10 21:20:44 +08:00
cocos2dx-qt5.pro Qt 5: Build test application (Cpp/TestCpp) 2013-07-24 20:23:07 +02:00
create-multi-platform-projects.py Improved README.md 2013-08-06 15:07:42 -07:00
install-deps-linux.sh Merge branch 'develop' of https://github.com/cocos2d/cocos2d-x into iss2345_refactor_ccimage 2013-08-06 13:37:38 +08:00
make-all-linux-project.sh issue #2808:glfw linux scripts 2013-09-16 10:11:46 +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 Github or from cocos2d download site

  2. Run the create-multi-platform-projects.py script

Example:

$ cd cocos2d-x
$ ./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 13.04+
  • 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
  • Tizen 2.2+
  • Emscripten
  • Google Native Client

Running Tests

Select the test you want from Xcode Scheme chooser.

  • For OS X / iOS
$ cd cocos2d-x/samples
$ open samples.xcodeproj
  • For Linux
$ cd cocos2d-x
$ ./make-all-linux-projects.sh

or open the cocos2d-x/cocos2dx-qt5.pro file using QT Creator 5.

  • For Windows

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

  • For Android
$ cd cocos2d-x/samples/Cpp/HelloCpp/proj.android
$ ./build_native.sh

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