axmol/docs/RELEASE_NOTES.md

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Cocos2d-x 3.13 Release Notes

Misc Information

Requirements

Runtime Requirements

  • Android 2.3.3+
  • iOS 5.0 or newer
  • OS X 10.7 or newer
  • Windows 7 or newer
  • Windows Phone 8.1
  • Windows 10 UWP
  • Linux Ubuntu 14.04 or newer
  • Modern browsers and IE 9+ (On mobile platforms, only iOS and Android 5 activated WebGL support)

Compiler Requirements

  • Xcode 7+ for iOS or Mac
  • gcc 4.9+ for Linux
  • ndk-r11+ and API level 19 for Android
  • Visual Studio 2013 or newer for Windows (win32)
  • Visual Studio 2013 update4 or newer for Windows 8.1 universal Apps
  • Visual Studio 2015 or newer and Windows 10.0 (build 10074 or higher) for Windows 10.0 UWP Apps

How to run tests

Cocos Console

You can use Cocos Console command line tool to run the test cases on almost all supported platforms.

In console application:

// Enter cpp test folder
cd tests/cpp-tests
// Or enter js test folder
cd tests/js-tests
// Or enter lua test folder
cd tests/lua-tests

// Compile or run test case
cocos compile -p ios|mac|android|win32|win8_1|metro|web -m debug|release
cocos run -p ios|mac|android|win32|win8_1|metro|web -m debug|release

For example, if you want to run cpp test in release mode on Android, you can use the following command:

cocos run -p android -m release

Mac OSX & iOS

You can run the samples by:

  • Open cocos2d-x/build folder, open cocos2d_test.xcodeproj
  • Select cpp-tests, lua-tests, js-tests for iOS or OS X target in scheme toolbar
  • Click run button

Android

You can run the samples by either using the command-line or Eclipse:

Using command line: Perform the following steps:

$ 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: Perform the following steps:

$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10

Next:

  • 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

You can run the samples by:

  • For win32 project, enter cocos2d-x/build, and open cocos2d-win32.sln
  • For win 8.1 project, enter cocos2d-x/build, and open cocos2d-win8.1-universal.sln
  • For win 10 project, enter cocos2d-x/build, and open cocos2d-win10.sln
  • Select running target
  • Click run button

Linux

You can run the samples by:

$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..

Next:

$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4

Then run:

$ cd bin/cpp-empty-test
$ ./cpp-empty-test

How to start a new game

Use the cocos console app to create a new game:

cocos new -l cpp|js|lua MyNewGame

v3.13

Highlights

  • add VR plugin
  • support ETC1 alpha channel
  • fix AudioEngine performance for Android 4.2+
  • add Andorid arm-64 support
  • switch to use gcc 4.9
  • upgrade CURL to 7.50.0
  • upgrade Spine to 3.4
  • update glfw to 3.2

The main features in detail of Cocos2d-x v3.13

Add VR plugin

TBD: add link of PG

Support ETC1 alpha channel

Thanks halx99's contribution, now cocos2d-x supports ETC1 alpha channel by default.

If want to use ETC1 alpha chaneel, you should put xxx.pkm and xxx.pkm@alpha in the same folder, and use it like this:

auto sprite = Sprite::create("xxx.pkm");

xxx.pkm@alpha is the resource for alpha channel. @alpha subfix is required by engine to load alpha texture automatically.

More detail usage can refer to the implementation of Sprite1ETC1Alpha in tests/cpp-tests/Classes/SpriteTest/SpriteTest.cpp.

AudioEngine performance for Android 4.2+

AudioEngine uses OpenSL ES on Android, and it supports decoding audio source file to PCM data in codes since Android 4.2. Now AudioEngine uses this feature to fix the performance issue. The performane is the same as before if running on Android 4.1 or lower version.

Android arm-64 support

Now we provide arm-64 bit 3rd party libraries, which means can build 64-bit apps on Android. You can use the command to build 64-bit apps:

cocos run -p android --app-abi arm64-v8a

Switch to use gcc 4.9

cocos2d-x switch to use clang in v3.12, but developers reported some crash issue that caused by using clang+gnustl_static, so we switch to use gcc 4.9. We will change to use clang+c++_static when c++_static is stable.

Upgrade CURL to 7.50.0

Because CURL has a bug about connect to IPV4 numerical IP address in NAT64 environment, and it is fixed in v7.50.0, so we upgrade to this version when v7.50.0 is released.