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cocos2d-x v3.2-alpha0 Release Notes
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- cocos2d-x v3.2-alpha0 Release Notes
- Misc Information
- Requirements
- Highlights of v3.2 alpha0
- Features in detail
Misc Information
- Download: http://cdn.cocos2d-x.org/cocos2d-x-3.2alpha0.zip
- Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.2alpha0/CHANGELOG
API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0/index.html- v3.0 Release Notes can be found here: v3.0 Release Notes
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 12.04 or newer
Browsers via EmscriptenN/A for the moment
Compiler Requirements
- Xcode 4.6 or newer for iOS or Mac
- gcc 4.7 or newer for Linux
- gcc 4.7 and ndk-r9 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, opencocos2d_test.xcodeproj
- Select
iOS
orOS 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 istests/cpp-empty-test/proj.android
- Build
cpp-empty-test
Android project and run
Windows
- Enter
cocos2d-x/build
, and opencocos2d-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
Highlights of v3.2 alpha0
Animation3D
/Animate3d
, new nodes for 3d animation. lua-binding and WP8 is not supported now.- Updated libcurl.a to use OpenSSL v1.0.1h, news for it
- Added
utils::captureScreen
to take screeshot
Features in detail
Animation3D
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.
Work flow
- Artist produce 3D models in modeling tools and then export it to FBX file
- Use
fbx-conv
convert FBX file to c3t file - Load c3t file in the game
Note
- The API may change in final version
- binary format of c3t will be added in final version
- the bones in the FBX file should not be more than 50.
fbx-conv
usage
- windows
cd COCOS2DX_ROOT/tools/fbx-convert/win32
fbx-conv FBXFile
- mac os x
cd COCOS2DX_ROOT/tools/fbx-convert/mac
./fbx-conv FBXFile
Sample code
//load Sprite3D
auto sprite = Sprite3D::create("girl.c3t");
addChild(sprite);
sprite->setPosition(Vec2( 0, 0));
//load animation and play it
auto animation = Animation3D::getOrCreate("girl.c3t");
if (animation)
{
auto animate = Animate3D::create(animation);
sprite->runAction(RepeatForever::create(animate));
}
Full sample please refer to Sprite3D test.
captureScreen
Please refer to here for usage.