mirror of https://github.com/axmolengine/axmol.git
2.6 KiB
2.6 KiB
cocos2d-x multiplatform
cocos2d-x is a multi-platform 2D game engine in C++, based on cocos2d-iphone and licensed under MIT. Now this engine has been ported to WOPhone, iOS 4.1, Android 2.1 and higher, WindowsXP & Windows7.
Multi Platform
- cocos2d-iphone-cpp: tested on iPhone 3.2, 4.1 & 4.2 SDK
- cocos2d-android-ndk: based on ndk-r4(crystax.net version) & ndk-r5, tested on Android 2.1, 2.2, 2.3 emulator, HTC G2, G3, G6, G7 device
- cocos2d-wophone: well tested on WOPhone of ChinaUnicom, both emulator & device.
- cocos2d-win32: well tested on WindowsXP & Windows7. It depends on PowerVR OpenGL ES 1.1 libraries for win32 system
Document
- Website: www.cocos2d-x.org
- Online API References
Contact us
- Forum: http://forum.cocos2d-x.org
- Twitter: http://www.twitter.com/cocos2dx
- Sina mini-blog: http://t.sina.com.cn/cocos2dx
Lua Support FIX Readme
- CCScheduler support local function
- Support autorelease C++ object
- When C++ object deletd set Lua object userdata to nil
- Add CCNode:setPosition(x, y), CCNode::getPosition(), huge performance boost
- Remove needless class and functions from tolua++ .pkg files, improved performance
How to use:
local scheduler = CCScheduler:sharedScheduler()
local handle -- save script callback handle
local frameCount = 0
local function onEnterFrame(dt)
print("onEnterFrame:", frameCount)
frameCount = frameCount + 1
if frameCount >= 60 then
-- remove script callback
scheduler:unscheduleScriptFunc(handle)
end
end
handle = scheduler:scheduleScriptFunc(onEnterFrame, 1.0 / 60, false)
TODO:
- When C++ object deleted, remove Lua object userdata
- CCMenuItem support script function