axmol/docs/RELEASE_NOTES.md

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cocos2d-x v3.2-alpha0 Release Notes

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Misc Information

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 Emscripten N/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, 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

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.