Axmol Engine – A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A radical fork of Cocos2d-x-4.0)
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Carsten Sandtner b74f1fb161 Merge branch 'master' into XMLHttpRequest_cchttpclient
# 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)
  ...
2013-05-13 17:02:17 +02:00
CocosDenshion Merge pull request #2434 from ggggamer/master 2013-05-07 22:49:55 -07:00
cocos2dx fixed #2151: Commenting a log in CCFileUtils::fullPathForFilename. 2013-05-13 21:48:25 +08:00
document update version in doxygen configuration 2012-12-04 16:50:14 +08:00
extensions Merge branch 'master' into XMLHttpRequest_cchttpclient 2013-05-13 17:02:17 +02:00
external Revert "Add freetype 2.4.11 to repo" 2013-05-06 21:29:43 -07:00
licenses issue #1555:update to v2.1 beta3 2012-11-14 18:05:15 +08:00
plugin use portrait mode and adjust spaces between labels for umeng xcode project 2013-04-28 16:04:41 +08:00
samples fixed #2150: Adding tests for this issue and fix compilation error of CCScale9Sprite. 2013-05-13 17:57:30 +08:00
scripting changed xmlhttprequest to use cchttpclient instead of raw curl. XHR is now async. 2013-05-13 16:57:55 +02:00
template [BB]Adding COCOS2D_DEBUG=1 . 2013-04-27 15:17:18 +08:00
tools fixed #2105: Refactoring travis build script. 2013-05-13 20:43:28 +08:00
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.travis.yml fixed #2105: Refactoring travis build script. 2013-05-13 20:43:28 +08:00
AUTHORS Update AUTHORS [ci skip] 2013-05-13 22:15:31 +08:00
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Emscripten.TODO Add libjpeg linkage. 2013-05-06 22:28:13 -07:00
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README.mdown fixed #2105: Updating the URL of 'Building Status' for travis. 2013-05-13 16:04:08 +08:00
build-nacl.sh Use same top level Makefile for nacl and linux builds. 2013-03-06 13:02:55 -08:00
build-win32.bat return to current directory after run 2013-03-03 16:38:25 +04:00
cocos2d-win32.vc2010.sln Adding Box2D and chipmunk dependence for TestLua. Removing the definition of GL_RGB565 in CCTexture2D.pkg. 2013-04-12 14:27:29 +08:00
cocos2d-win32.vc2012.sln [VS2012] Adding dependence for AssetsMangerTest. 2013-03-21 08:11:02 +08:00
create-android-project.bat Added library dependence for create-android-project script. 2012-09-25 22:12:14 +08:00
create-android-project.sh Added library dependence for create-android-project script. 2012-09-25 22:12:14 +08:00
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README.mdown

cocos2d-x

Build Status

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