mirror of https://github.com/axmolengine/axmol.git
177 lines
4.8 KiB
Markdown
177 lines
4.8 KiB
Markdown
# cocos2d-x v3.2-alpha0 Release Notes #
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**Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)*
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- [cocos2d-x v3.2-alpha0 Release Notes](#user-content-cocos2d-x-v32-alpha0-release-notes)
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- [Misc Information](#user-content-misc-information)
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- [Requirements](#user-content-requirements)
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- [Runtime Requirements](#user-content-runtime-requirements)
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- [Compiler Requirements](#user-content-compiler-requirements)
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- [How to run tests](#user-content-how-to-run-tests)
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- [Mac OSX & iOS](#user-content-mac-osx--ios)
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- [Android](#user-content-android)
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- [Windows](#user-content-windows)
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- [Linux](#user-content-linux)
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- [How to start a new game](#user-content-how-to-start-a-new-game)
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- [Highlights of v3.2 alpha0](#user-content-highlights-of-v32-alpha0)
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- [Features in detail](#user-content-features-in-detail)
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- [Animation3D](#user-content-animation3d)
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- [fbx-conv usage](#user-content-fbx-conv-usage)
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- [Sample code](#user-content-sample-code)
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- [captureScreen](#user-content-capturescreen)
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# Misc Information
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* Download: http://cdn.cocos2d-x.org/cocos2d-x-3.2alpha0.zip
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* Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.2alpha0/CHANGELOG
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* ~~API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0/index.html~~
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* 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)
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# Requirements
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## Runtime Requirements
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* Android 2.3 or newer
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* iOS 5.0 or newer
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* OS X 10.7 or newer
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* Windows 7 or newer
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* Windows Phone 8 or newer
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* Linux Ubuntu 12.04 or newer
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* ~~Browsers via Emscripten~~ N/A for the moment
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## Compiler Requirements
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* Xcode 4.6 or newer for iOS or Mac
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* gcc 4.7 or newer for Linux
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* gcc 4.7 and ndk-r9 or newer for Android
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* Visual Studio 2012 or newer for Windows (win32)
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* Visual Studio 2012 or newer for Windows Phone 8
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## How to run tests
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### Mac OSX & iOS
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* Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj`
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* Select `iOS` or `OS X` target in scheme toolbar
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* Click `run` button
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### Android
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You can run the samples...
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**Using command line:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
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$ ./android-build.py cpp-empty-test -p 10
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$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
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Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10.
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**Using Eclipse:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
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$ ./android-build.py cpp-empty-test -p 10
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Then
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* Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android`
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* Import `cpp-empty-test` Android project into Eclipse, the path used to import is `tests/cpp-empty-test/proj.android`
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* Build `cpp-empty-test` Android project and run
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### Windows
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* Enter `cocos2d-x/build`, and open `cocos2d-win32.vs2012.sln`
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* Select `cpp-empty-test` as running target
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* Click run button
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### Linux
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$ cd cocos2d-x/build
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$ ./install-deps-linux.sh
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$ cd ../..
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Then
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$ mkdir build
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$ cd build
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$ cmake ../cocos2d-x
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$ make -j4
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Run
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$ cd bin/cpp-empty-test
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$ ./cpp-empty-test
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## How to start a new game
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Please refer to this document: [ReadMe](../README.md)
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# Highlights of v3.2 alpha0
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* `Animation3D`/`Animate3d`, new nodes for 3d animation. lua-binding and WP8 is not supported now.
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* Updated libcurl.a to use OpenSSL v1.0.1h, [news](http://cocos2d-x.org/news/286) for it
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* Added `utils::captureScreen` to take screeshot
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# Features in detail
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## Animation3D
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Animation3D is skeletal animation in 3D Game. It allows the artist animate a 3D model using bone in 3D modeling tools. Then export the model file and use it in the game.
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Work flow
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* Artist produce 3D models in modeling tools and then export it to FBX file
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* Use `fbx-conv` convert FBX file to c3t file
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* Load c3t file in the game
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Note
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* The API may change in final version
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* binary format of c3t will be added in final version
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* the bones in the FBX file should not be more than 50.
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### `fbx-conv` usage
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* windows
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```
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cd COCOS2DX_ROOT/tools/fbx-convert/win32
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fbx-conv FBXFile
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```
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* mac os x
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```
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cd COCOS2DX_ROOT/tools/fbx-convert/mac
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./fbx-conv FBXFile
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```
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### Sample code
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```c++
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//load Sprite3D
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auto sprite = Sprite3D::create("girl.c3t");
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addChild(sprite);
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sprite->setPosition(Vec2( 0, 0));
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//load animation and play it
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auto animation = Animation3D::getOrCreate("girl.c3t");
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if (animation)
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{
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auto animate = Animate3D::create(animation);
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sprite->runAction(RepeatForever::create(animate));
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}
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```
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Full sample please refer to [Sprite3D test](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp).
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## captureScreen
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Please refer to [here](https://github.com/cocos2d/cocos2d-x/blob/v3/tests/cpp-tests/Classes/NewRendererTest/NewRendererTest.cpp) for usage.
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