mirror of https://github.com/axmolengine/axmol.git
186 lines
5.3 KiB
Markdown
186 lines
5.3 KiB
Markdown
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
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<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
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**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
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- [Cocos2d-x 3.10 Release Notes](#cocos2d-x-
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- -release-notes)
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- [Misc Information](#misc-information)
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- [Requirements](#requirements)
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- [Runtime Requirements](#runtime-requirements)
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- [Compiler Requirements](#compiler-requirements)
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- [How to run tests](#how-to-run-tests)
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- [Cocos Console](#cocos-console)
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- [Mac OSX & iOS](#mac-osx-&-ios)
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- [Android](#android)
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- [Windows](#windows)
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- [Linux](#linux)
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- [How to start a new game](#how-to-start-a-new-game)
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- [v3.10](#v310)
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- [Highlights features, improvements and API updates of v3.10](#highlights-features-improvements-and-api-updates-of-v310)
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- [The main features in detail of Cocos2d-x v3.10:](#the-main-features-in-detail-of-cocos2d-x-v310)
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- [UI System](#ui-system)
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- [AudioEngine](#audioengine)
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- [Others](#others)
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- [Other changes](#other-changes)
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- [NEW APIS](#new-apis)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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# Cocos2d-x 3.11 Release Notes #
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# Misc Information
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* [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)
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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 8.1
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* Windows 10 UWP
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* Linux Ubuntu 14.04 or newer
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* Mordern browsers and IE 9+ (On mobile platforms, only iOS and Android 5 activated WebGL support)
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## Compiler Requirements
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* Xcode 5.1 or newer for iOS or Mac
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* gcc 4.9 or newer for Linux
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* ndk-r10c for Android
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* Visual Studio 2013 or newer for Windows (win32)
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* Visual Studio 2013 update4 or newer for Windows 8.1 universal Apps
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* Visual Studio 2015 RC or newer and Windows 10.0 (build 10074 or higher) for Windows 10.0 UWP Apps
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## How to run tests
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### Cocos Console
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You can use [Cocos Console](www.cocos2d-x.org/wiki/Cocos2d-console) command line tool to run the test cases on almost all supported platforms.
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In console application:
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```
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// Enter cpp test folder
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cd tests/cpp-tests
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// Or enter js test folder
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cd tests/js-tests
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// Or enter lua test folder
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cd tests/lua-tests
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// Compile or run test case
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cocos compile -p ios|mac|android|win32|win8_1|metro|web -m debug|release
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cocos run -p ios|mac|android|win32|win8_1|metro|web -m debug|release
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```
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For example, if you want to run cpp test in release mode on Android, you can use the following command:
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```
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cocos run -p android -m release
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```
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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 `cpp-tests`, `lua-tests`, `js-tests` for `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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* For win32 project, enter `cocos2d-x/build`, and open `cocos2d-win32.sln`
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* For win 8.1 project, enter `cocos2d-x/build`, and open `cocos2d-win8.1-universal.sln`
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* For win 10 project, enter `cocos2d-x/build`, and open `cocos2d-win10.sln`
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* Select 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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Use Cocos Console to create a new game:
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```
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cocos new -l cpp|js|lua MyNewGame
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```
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# v3.11
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## Highlights features
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* upgrade Chipmunk to v7.0.1
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* use new memory model in JSB, don't have to invoke `retain/release` in JS, it is disabled by default
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* support Tizen platform
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* upgrade Culr to v7.48
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* upgrade OpenSSL to 1.0.2g
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## The main features in detail of Cocos2d-x v3.11
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### New memory model in JSB
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With new memory model, you don't have to care about object lifecycle. Which means you don't have to invoke `retain/release` in JS any more.
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Though we have finished many tests about this new memory model, we can't make sure it is too perfect to enable it by default. But you are appreciated if you can enable it to have a try. If you want to enable it, you should:
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```
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TBD
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```
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### OpenSSL
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Beginning July 11, 2016, Google Play will block publishing of any new apps or updates that use older versions of OpenSSL. So coocs2d-x upgrades OpenSSL to latest version(v1.0.2g).
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If you use v2.x or use older versions of v3.x, you can just update CURL and OpenSSL. This guild shows you how to do. [TBD: Add guide link]()
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### Tizen support
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TBD: doc links of Tizen
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## Other changes
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You can also take a look at the [full changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG).
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