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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.