mirror of https://github.com/axmolengine/axmol.git
194 lines
5.1 KiB
Markdown
194 lines
5.1 KiB
Markdown
<img src="http://www.cocos2d-x.org/attachments/801/cocos2dx_portrait.png" width=200>
|
|
|
|
|
|
cocos2d-x
|
|
=========
|
|
|
|
[![Build Status](https://travis-ci.org/cocos2d/cocos2d-x.png?branch=master)](https://travis-ci.org/cocos2d/cocos2d-x)
|
|
|
|
[cocos2d-x][1] is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications.
|
|
It is based on [cocos2d-iphone][2], 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 [cocos2d download site][4]
|
|
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/mygame
|
|
$ cd /home/mygame
|
|
|
|
### Build new project for android ###
|
|
|
|
$ cd proj.android
|
|
$ ./build_native.py
|
|
|
|
### Build new project for ios & osx ###
|
|
|
|
* Enter *proj.ios_mac* folder, open *mygame.xcodeproj*
|
|
* Select ios or osx targets in scheme toolbar
|
|
|
|
### Build 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/build
|
|
$ ./install-deps-linux.sh
|
|
$ ../..
|
|
|
|
Then
|
|
|
|
$ mkdir build
|
|
$ cd build
|
|
$ cmake ..
|
|
$ make -j4
|
|
|
|
Run
|
|
|
|
$ bin/mygame
|
|
|
|
### Build new project for win32 ###
|
|
|
|
* Enter *proj.win32*, open *mygame.sln* by vs2012
|
|
|
|
|
|
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][5] and [Chipmunk][6]
|
|
* Particle system
|
|
* Skeleton Animations: [Spine][7] 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+
|
|
|
|
|
|
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
|
|
|
|
|
|
Running Tests
|
|
--------------------
|
|
|
|
Select the test you want from Xcode Scheme chooser.
|
|
|
|
* For OS X / iOS
|
|
|
|
```
|
|
$ cd cocos2d-x/build
|
|
$ open samples.xcodeproj
|
|
```
|
|
|
|
* For Linux
|
|
|
|
```
|
|
$ cd cocos2d-x/build
|
|
$ ./install-deps-linux.sh
|
|
$ cmake ..
|
|
$ make
|
|
```
|
|
|
|
Run Samples
|
|
|
|
```
|
|
$ bin/hellocpp/hellocpp
|
|
or
|
|
$ bin/testlua/testlua
|
|
```
|
|
|
|
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 hellocpp
|
|
```
|
|
|
|
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?
|
|
|
|
* [contributing to cocos2d-x][8]
|
|
|
|
|
|
Contact us
|
|
----------
|
|
|
|
* Forum: [http://forum.cocos2d-x.org][9]
|
|
* Twitter: [http://www.twitter.com/cocos2dx][10]
|
|
* Weibo: [http://t.sina.com.cn/cocos2dx][11]
|
|
* IRC: [https://webchat.freenode.net/][12] (#cocos2d and #cocos2d-x channels)
|
|
|
|
[1]: http://www.cocos2d-x.org "cocos2d-x"
|
|
[2]: http://www.cocos2d-iphone.org "cocos2d for iPhone"
|
|
[3]: http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Download
|
|
[4]: http://www.cocos2d-x.org/download/version#Cocos2d-x
|
|
[5]: http://www.box2d.org "Box2D"
|
|
[6]: http://www.chipmunk-physics.net "Chipmunk2D"
|
|
[7]: http://esotericsoftware.com/ "http://esotericsoftware.com/"
|
|
[8]: http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Contribution
|
|
[9]: http://forum.cocos2d-x.org "http://forum.cocos2d-x.org"
|
|
[10]: http://www.twitter.com/cocos2dx "http://www.twitter.com/cocos2dx"
|
|
[11]: http://t.sina.com.cn/cocos2dx "http://t.sina.com.cn/cocos2dx"
|
|
[12]: https://webchat.freenode.net/ "https://webchat.freenode.net/"
|