mirror of https://github.com/axmolengine/axmol.git
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# By James Chen (23) and others # Via James Chen (19) and others * master: (57 commits) Update AUTHORS [ci skip] fixed #2151: Commenting a log in CCFileUtils::fullPathForFilename. Update AUTHORS [ci skip]. fixed #2105: Refactoring travis build script. Assert statement modifies 'mType'. fixed #2151: Custom font can't be loaded correctly if using full path of filename. fixed #2150: Updating AUTHORS. fixed #2150: Adding tests for this issue and fix compilation error of CCScale9Sprite. fixed #2150: Updating ccb and ccbi files. Update AUTHORS fixed #2105: Updating the URL of 'Building Status' for travis. fixed #2105: Adding Travis build support. Moving script to 'tools/travis-script'. fixed #2149: "const CCSize& CCScrollView::getContentSize()" --> "const CCSize& CCScrollView::getContentSize() const". Update AUTHORS Update AUTHORS Update AUTHORS issue #2103 Add more lua test case(Replace encoding error) Added const to CCNode::getChildrenCount() Fix for wrong alignment using texture format sizes other than 4 bytes. For example RGBA4444 is 2 bytes per pixel. A texture with width of 1 passes the previous power of 2 test, but the alignment value needs to be 2, not 4. issue #2103 Add more lua test case(Add PerformanceSpriteTest of PerformanceTest) ... |
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create-android-project.bat | ||
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README.mdown
cocos2d-x
cocos2d-x is a multi-platform 2D game framework in C++, branched on cocos2d-iphone and licensed under MIT. The master branch on github uses OpenGL ES 2.0 rendering, while the old gles11 branch uses OpenGL ES 1.1 rendering. Currently we focus on gles20 developmenet.
Supported Platforms
- iOS: stable, well tested on iOS 5.x ~ 6.x SDK.
- Android: stable, well tested on 2.0~4.x, ndk r5 ~ r8. If you use gles20 branch or cocos2d-x v2.0 above, only android 2.3 and higher are supported
- Windows Phone 8 and Win8 Metro: stable, it's in another repo http://github.com/cocos2d-x/cocos2dx-win8.
- Bada: cocos2d-x v1.x supports Bada SDK 1.0 & 2.0. Bada support was deprecated since cocos2d-x v2.0.
- BlackBerry: stable, contribued by staffs in RIM, supports Playbook & BB10.
- Marmalade: stable since cocos2d-x v0.11.0, contributed by Marmalade's staff.
- Native Client (NaCl): contributed by the Native Client authors.
- Windows: stable, well tested on WinXP/Vista/Win7. Please upgrde the drive of your video card if you meet problems on OpenGL functions
- Linux: support but not very stable.
- Emscripten: Alpha-level. Most features implemented. Needs testing. Contributed by Zynga staff.
You can visit our continuous integration system http://ci.cocos2d-x.org to check the stability on edge version.
Supported Programming Languages
- C++ is the major programming language of cocos2d-x. Tons of top-chart cocos2d-x games were written in C++.
- Lua binding is also widely used. Glu mobile, Zynga, UCWEB, 4399, Renren Games are using lua on cocos2d-x.
- Javascript binding is our recommendation since 2012 H2. Cocos2d community are cooperating on the same Javasciprt API on cocos2d-iphone/-x/-html5.
Documentations
Contact us
- Forum: http://forum.cocos2d-x.org
- Twitter: http://www.twitter.com/cocos2dx
- Weibo: http://t.sina.com.cn/cocos2dx