mirror of https://github.com/axmolengine/axmol.git
3.3 KiB
3.3 KiB
cocos2d-x v3.4 Release Notes
Table of Contents generated with DocToc
Misc Information
- Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.3/CHANGELOG
- v3.0 Release Notes can be found here: v3.0 Release Notes
Requirements
Runtime Requirements
- Android 2.3 or newer
- iOS 5.0 or newer
- OS X 10.7 or newer
- Windows 7 or newer
- Windows Phone 8 or newer
- Linux Ubuntu 14.04 or newer
Compiler Requirements
- Xcode 5.1 or newer for iOS or Mac
- gcc 4.9 or newer for Linux
- ndk-r10c for Android
- Visual Studio 2012 or newer for Windows (win32)
- Visual Studio 2012 or newer for Windows Phone 8
How to run tests
Mac OSX & iOS
- Enter
cocos2d-x/build
folder, opencocos2d_test.xcodeproj
- Select
iOS
orOS X
target in scheme toolbar - Click
run
button
Android
You can run the samples...
Using command line:
$ 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:
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
Then
- 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 istests/cpp-empty-test/proj.android
- Build
cpp-empty-test
Android project and run
Windows
- Enter
cocos2d-x/build
, and opencocos2d-win32.vs2012.sln
- Select
cpp-empty-test
as running target - Click run button
Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
Then
$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4
Run
$ cd bin/cpp-empty-test
$ ./cpp-empty-test
How to start a new game
Please refer to this document: ReadMe
v3.4beta0
Highlights of v3.4beta0
Features in detail
Create Sprite3D asynchronously
It allows to load Sprite3D in another thread so that you can process more logic in the main thread. And it notifies you using a custom callback after creating is finished.
modelPath
is the file to be loaded, AsyncLoadSprite3DTest::asyncLoad_Callback
is the user's callback function, userParam
is the parameter that the callback function is wanted.
Sprite3D::createAsync(modelPath, CC_CALLBACK_2(AsyncLoadSprite3DTest::asyncLoad_Callback, this), (void*)userParam);
The callback function is called after loading Sprite3D, the callback function can be something like this,
void AsyncLoadSprite3DTest::asyncLoad_Callback(Sprite3D* sprite, void* param)
{
//sprite is the loaded sprite
sprite->setPosition(point);
addChild(sprite);
}