axmol/docs/RELEASE_NOTES.md

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# cocos2d-x v3.2 Release Notes #
**Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)*
- [cocos2d-x v3.2 Release Notes](#user-content-cocos2d-x-v32-release-notes)
- [Misc Information](#user-content-misc-information)
- [Requirements](#user-content-requirements)
- [Runtime Requirements](#user-content-runtime-requirements)
- [Compiler Requirements](#user-content-compiler-requirements)
- [How to run tests](#user-content-how-to-run-tests)
- [Mac OSX & iOS](#user-content-mac-osx--ios)
- [Android](#user-content-android)
- [Windows](#user-content-windows)
- [Linux](#user-content-linux)
- [How to start a new game](#user-content-how-to-start-a-new-game)
- [Highlights of v3.2](#user-content-highlights-of-v32)
- [Documents](#user-content-documents)
- [Toolchain requirement changed](#user-content-toolchain-requirement-changed)
- [atof issue on Android](#user-content-atof-issue-on-android)
- [Features in detail](#user-content-features-in-detail)
- [Sprite3D & Animation3D](#user-content-sprite3d--animation3d)
- [fbx-conv usage](#user-content-fbx-conv-usage)
- [Game controller](#user-content-game-controller)
- [Fast tilemap](#user-content-fast-tilemap)
- [Node::enumerateChildren](#user-content-nodeenumeratechildren)
- [utils::findChildren](#user-content-utilsfindchildren)
- [Node::setNormalizedPosition](#user-content-nodesetnormalizedposition)
# Misc Information
* Download: http://cdn.cocos2d-x.org/cocos2d-x-3.2.zip
* Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.2/CHANGELOG
* API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.2/index.html
* 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)
# 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
* ~~Browsers via Emscripten~~ N/A for the moment
## Compiler Requirements
* Xcode 5.1 or newer for iOS or Mac
* gcc 4.9 or newer for Linux
* ndk-r9d or newer 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](../README.md)
# Highlights of v3.2
* `Animation3D`/`Animate3D`, new nodes for 3d animation
* `fbx-conv` supports generating binary format which is supported by `Sprite3D`
* Game controller support
* Fast tilemap support
* Added `utils::cpatureScreen` to take screenshot
* Physics body supports scale and rotation
* Added `Node::enumerateChildren` and `utils::findChildren`, and support c++ 11 regular expression
* Added `Node::setNormalizedPosition`, `Node`'s position in pixel will be calculated according its parent's content size
# Documents
* [Sprite3D & Animation3D](http://cocos2d-x.org/wiki/Sprite3D)
* [Game controller](http://www.cocos2d-x.org/wiki/Game_Controller)
* [How to compile shader on WP8](http://cocos2d-x.org/wiki/How_to_update_wp8_shader)
# Toolchain requirement changed
`Node::enumerateChildren()` uses `std::regex` which will cause crash using gcc v4.8 or lower version.
Because `OTHER_LDFLAGS` can not work in Xcode6 beta3. So we used fat library(including 64-bit libaries) on iOS. But Xcode 5.0 or lower version has building problem by this way.
So
* NDK r9d or newer version is required for Android building
* gcc 4.9 is required for linux building
* Xcode 5.1 or newer is required on iOS
# atof issue on Android
We found a bug of `atof` on Android when using libc++. The bug is that, the return value of `atof` may be `-inf` when passing some valid digit string.
For example
```c++
atof("90.099998474121094"); // -> return value is -inf
```
We have reported it to google guys, and they confirmed that it is a bug. In order to work around this issue, we added `utils::atof()`.
The corresponding pull request for this issue is [here](https://github.com/cocos2d/cocos2d-x/pull/7440). You can refer to this pull request for demail information.
# Features in detail
## Sprite3D & Animation3D
Sample code to use binary version
```c++
auto sprite3d = Sprite3D::create("filename.c3b");
addChild(sprite3d);
auto animation3d = Animation3D("filename.c3b");
auto animate3d = Animate3D::create(animation3d);
sprite3d->runAction(RepeatForEver::create(animate));
```
Detail information please refer to [Sprite3D & Animation3D](http://cocos2d-x.org/wiki/Sprite3D).
### `fbx-conv` usage
* Mac OS X
```
$ cd COCOS2DX_ROOT/tools/fbx-conv/mac
$ ./fbx-conv [-a|-b|-t] FBXFile
```
* Windows
```
cd COCOS2DX_ROOT/tools/fbx-conv/windows
fbx-conv [-a|-b|-t] FBXFile
```
Options:
* -a: export both text and binary format
* -b: export binary format
* -t: export text format
## Game controller
Supported controller type:
* Android standard controllers
* Amazon tv
* OUYA
* Moga
* Nibiru
* iOS standard controllers
Sample codes
```c++
// register event listener
auto listener = EventListenerController::create();
listner->onKeyDown = ...
...
eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
// start connecting controller
Controller::startDiscoveryController();
// handler key down/ key up event
void GameControllerTest::onKeyDown(Controller *controller, int keyCode, Event *event)
{
switch (keyCode)
{
case Controller::Key::BUTTON_A:
...
break;
...
}
}
```
Detail information please refer to [Game controller](http://www.cocos2d-x.org/wiki/Game_Controller).
## Fast tilemap
Fast tilemap has the same API as `TMXTiledMap` without deprecated functions.
Sample code
```c++
auto tilemap = cocos2d::experimental::TMXTiledMap::create("MyFile.tmx");
addChild(tilemap);
```
Full demo please refer to `COCOS2DX_ROOT/tests/cpp-tests/Classes/TileMapTest/TileMapTest2.cpp`.
## Node::enumerateChildren
This functions is used to enumerate children of a `Node`. It supports c++ 11 regular expression.
```c++
// Find nodes whose name is 'nameToFind' and end with digits.
node->enumerateChildren("nameToFind[[:digit:]]+", [](Node* node) -> bool {
...
return false; // return true to stop at first match
});
// Find nodes whose name is 'nameToFind' and end with digits recursively.
node->enumerateChildren("nameToFind[[:digit:]]+", [](Node* node) -> bool {
...
return false; // return true to stop at first match
});
```
Full test please refer to `NodeNameTest` in `COCOS2DX_ROOT/tests/cpp-tests/NodeTest/NodeTest.cpp`.
Because this function uses `std::regex` which is not supported well in gcc 4.8 or lower version. So we use `clang` and `stdc++` instead for Android building. This lead to the result that `NDK r9d` or newer is required. And `gcc 4.9` is required on linux.
## utils::findChildren
This is a helper function to find children of a `Node` share a name. The implementation of this function bases on `Node::enumerateChildren`.
```c++
auto children = utils::findChildren(node, "nameToFind");
...
```
## Node::setNormalizedPosition
Can use this function to set Node's position(x,y) using value between 0 and 1. `Can use this function when it has a parent node.` The positions in pixels is calculated like the following:
```c++
// pseudo code
void setNormalizedPosition(Vec2 pos)
{
Size s = getParent()->getContentSize();
_position = pos * s;
}
```
Full test please refer to `NodeNormalizedPositionTest1/2` in `tests/cpp-tests/Classes/NodeTest/NodeTest.cpp`.