95208d7543
* upstream/develop: modify autotest.py in tools/jenkins-scripts Adjust layout [EventDispatcher] Adds 'pauseEventListenersForTarget', 'resumeEventListenersForTarget' and 'removeEventListenersForTarget'. Add method for editor fixed incorrect effect of Gaussian Blur. Add "override" optimize scissor clipping Fixed bug of label Add clone method to LayoutParameter Fixed bug of reader. Fixed bugs. Fixed bug of reader Fixed bugs |
||
---|---|---|
build | ||
cocos | ||
docs | ||
extensions | ||
external | ||
licenses | ||
plugin@a914bd4ca3 | ||
template | ||
tests | ||
tools | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
.travis.yml | ||
AUTHORS | ||
CHANGELOG | ||
CMakeLists.txt | ||
README.md | ||
install.py |
README.md
cocos2d-x
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
- Download the code from cocos2d download site
- Enter
tools/project-creator
- Run the
create_project.py
script
Example:
$ cd cocos2d-x/tools/project-creator
$ ./create_project.py -n mygame -k com.your_company.mygame -l cpp -p /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 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+
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?
Contact us
- Forum: http://forum.cocos2d-x.org
- Twitter: http://www.twitter.com/cocos2dx
- Weibo: http://t.sina.com.cn/cocos2dx
- IRC: https://webchat.freenode.net/ (#cocos2d and #cocos2d-x channels)