axmol/docs/RELEASE_NOTES.md

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cocos2d-x v3.0 Release Notes

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Misc Information

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 N/A for the moment
  • Linux Ubuntu 12.04 (or newer)
  • Browsers via Emscripten N/A for the moment
  • Marmalade N/A for the moment
  • BlackBerry N/A for the moment

Compiler Requirements

  • Xcode 4.6 (for iOS or Mac)
  • gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
  • Visual Studio 2012 (for Windows)

Highlights of v3.0

  • Replaced Objective-C patters with C++ (C++11) patterns and best practices
  • Improved Labels
  • Improved renderer
  • New Event Dispatcher
  • Physics integration
  • New GUI
  • JavaScript remote debugger
  • Remote Console support
  • Refactor Image - release memory in time and uniform the api of supported file format
  • Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge
  • Templated containers

Features in detail

C++11 features

Feature added in v3.0-pre-alpha0

A subset of C++11 features are being used in cocos2d-x:

  • std::function, including lambda objects for callbacks
  • strongly typed enums, for most of the cocos2d-x enums and constants
  • std::thread for threading
  • override context keyword, for overriden methods

std::function

  • CallFunc can be created with an std::function<void()>
  • CallFuncN can be created with an std::function<void(Node*)>
  • CallFuncND and CallFuncO were removed since it can be created with simulated with CallFuncN and CallFunc. See ActionsTest.cpp for more examples
  • MenuItem supports std::function<void(Node*)> as callbacks

CallFunc example:

// in v2.1
CCCallFunc *action1 = CCCallFunc::create( this, callfunc_selector( MyClass::callback_0 ) );

// in v3.0 (short version)
auto action1 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_0,this));
auto action2 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_1,this, additional_parameters));

// in v3.0 (long version)
auto action1 = CallFunc::create( std::bind( &MyClass::callback_0, this));
auto action2 = CallFunc::create( std::bind( &MyClass::callback_1, this, additional_parameters));

// in v3.0 you can also use lambdas or any other "Function" object
auto action1 = CallFunc::create(
                 [&](){
                     auto s = Director::sharedDirector()->getWinSize();
                     auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16);
                     label->setPosition(ccp( s.width/4*1,s.height/2-40));
                     this->addChild(label);
                 }  );

MenuItem example:

// in v2.1
CCMenuItemLabel *item = CCMenuItemLabel::create(label, this, menu_selector(MyClass::callback));

// in v3.0 (short version)
auto item = MenuItemLabel::create(label, CC_CALLBACK_1(MyClass::callback, this));

// in v3.0 (long version)
auto item = MenuItemLabel::create(label, std::bind(&MyClass::callback, this, std::placeholders::_1));

// in v3.0 you can use lambdas or any other "Function" object
auto item = MenuItemLabel::create(label,
                 [&](Ref *sender) {
                     // do something. Item "sender" clicked
                  });

strongly typed enums

Feature added in v3.0-pre-alpha0

Constants and enums that started with k, and that usually were defined as int or as simple enum where replaced with strongly typed enums ( enum class ) to prevent collisions and type errors. The new format is:

| v2.1       | v3.0        |
| kTypeValue | Type::VALUE |

Examples:

| v2.1                             | v3.0                             |
| kCCTexture2DPixelFormat_RGBA8888 | Texture2D::PixelFormat::RGBA8888 |
| kCCDirectorProjectionCustom      | Director::Projection::CUSTOM     |
| ccGREEN                          | Color3B::GREEN                   |
| CCPointZero                      | Point::ZERO                      |
| CCSizeZero                       | Size::ZERO                       |

The old values can still be used, but are not deprecated.

override

To catch possible errors while overriding methods, subclasses with override methods have the override context keyword. Example:

class Sprite : public Node {
    bool isFlipY(void) const;
    void setFlipY(bool bFlipY);

    // Overrides
    virtual void setTexture(Texture2D *texture) override;
    virtual Texture2D* getTexture() const override;
    inline void setBlendFunc(const BlendFunc &blendFunc) override;
    inline const BlendFunc& getBlendFunc() const override;
}

Removed Objective-C patterns

Feature added in v3.0-pre-alpha0

No more 'CC' prefix for C++ classes and free functions

Changes in classes

Since cocos2d-x already uses the cocos2d namespace, there is not need to add the prefix CC to all its classes.

Examples:

| v2.1       | v3.0     |
| CCSprite   | Sprite   |
| CCNode     | Node     |
| CCDirector | Director |
| etc...                |

v2.1 class names are still available, but they were tagged as deprecated.

Changes in free functions

For the drawing primitives:

  • They were added in the DrawPrimitives namespace
  • The cc prefix was removed

For the gl proxy functions:

  • They were added in the GL namespace
  • The ccGL prefix was removed

Examples:

| v2.1                | v3.0                         |
| ccDrawPoint()       | DrawPrimitives::drawPoint()  |
| ccDrawCircle()      | DrawPrimitives::drawCircle() |
| ccGLBlendFunc()     | GL::blendFunc()              |
| ccGLBindTexture2D() | GL::bindTexture2D()          |
| etc...                       						 |

v2.1 free functions are still available, but they were tagged as deprecated.

clone() instead of copy()

clone() returns an autoreleased version of the copy.

copy() is no longer supported. If you use it, it will compile, but the code will crash.

Example:

// v2.1
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();

// v3.0
// No need to do autorelease, no need to do casting.
auto action = move->clone();

Singletons use getInstance() and destroyInstance()

All singletons use getInstance() and destroyInstance() (if applicable) to get and destroy the instance.

Examples:

| v2.1                          | v3.0                        |
| CCDirector->sharedDirector()  | Director->getInstance()     |
| CCDirector->endDirector()     | Director->destroyInstance() |
| etc...                                                      |

v2.1 methods are still available, but they were tagged as deprecated.

getters

Getters now use the get prefix.

Examples:

| v2.1                            | v3.0* 				 		       |
| node->boundingBox()             | node->getBoundingBox() 			   |
| sprite->nodeToParentTransform() | sprite->getNodeToParentTransform() |
| etc...                                                               |

And getters were also tagged as const in their declaration. Example:

// v2.1
virtual float getScale();

// v3.0
virtual float getScale() const;

v2.1 methods are still available, but they were tagged as deprecated.

POD types

Methods that were receiving POD types as arguments (eg: TexParams, Point, Size, etc.) are being passed as const reference.

Example:

// v2.1
void setTexParameters(ccTexParams* texParams);

// v3.0
void setTexParameters(const ccTexParams& texParams);

New Renderer

Feature added in v3.0-beta and improved in v3.0-beta2

The renderer functionality has been decoupled from the Scene graph / Node logic. A new object called Renderer is responsible for rendering the object.

Auto-batching and auto-culling support has been added.

Please, see this document for detail information about its internal funcitonality: Renderer Specification document

Renderer features

Auto-batching

TODO

Auto-culling

TODO

Global Z order

A new method called setGlobalZOrder() / getGlobalZOrder() was added to Node, and the old methods setZOrder() / getZOrder() were renamed to setLocalZOrder() / getLocalZOrder().

globalZOrder receives a float (and not an int) as argument. And this value is used to sort the Nodes in the Renderer. Lower values have higher priority over higher values. That means that a Node with a globalZOrder of -10 is going to be drawn BEFORE a Node with globalZOrder of 10.

Nodes that have a globalZOrder of 0 (default value) will be drawn according to the Scene Graph order.

So, if the globalZOrder is not changed, cocos2d-x v3.0 will behave exaclty as cocos2d-x v2.2.

globalZOrder() vs. localZOrder():

  • globalZOrder is used to sort the "draw commands" in the Renderer
  • localZOrder is used to sort the Node in its parent's children Array

Exceptions:

TODO

Improved LabelTTF / LabelBMFont

Feature added in v3.0-alpha0

New EventDispatcher

Feature added in v3.0-alpha0

All events like touch event, keyboard event, acceleration event and custom event are dispatched by EventDispatcher. TouchDispatcher, KeypadDispatcher, KeyboardDispatcher, AccelerometerDispatcher were removed.

Adding Touch Event Listener

For TouchOneByOne:

auto sprite = Sprite::create("file.png");
...
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouch(true);
listener->onTouchBegan     = [](Touch* touch, Event* event) { do_some_thing();  return true;  };
listener->onTouchMoved     = [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchEnded     = [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchCancelled = [](Touch* touch, Event* event) { do_some_thing();  };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value

For TouchAllAtOnce

auto sprite = Sprite::create("file.png");
...
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan     = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
listener->onTouchesMoved     = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
listener->onTouchesEnded     = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
listener->onTouchesCancelled = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value

Adding Mouse Event Listener

auto mouseListener = EventListenerMouse::create();
mouseListener->onMouseScroll = [](Event* event) { EventMouse* e = static_cast<EventMouse*>(event); do_some_thing(); };
mouseListener->onMouseUp     = [](Event* event) { EventMouse* e = static_cast<EventMouse*>(event); do_some_thing(); };
mouseListener->onMouseDown   = [](Event* event) { EventMouse* e = static_cast<EventMouse*>(event); do_some_thing(); };
dispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);

Adding A Keyboard Event Listener

auto listener = EventListenerKeyboard::create();
listener->onKeyPressed = CC_CALLBACK_2(SomeClass::onKeyPressed, this);
listener->onKeyReleased = CC_CALLBACK_2(SomeClass::onKeyReleased, this);
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);

Adding An Acceleration Event Listener

auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(SomeClass::onAcceleration, this));
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);

Adding A Custom Event Listener

auto listener = EventListenerCustom::create("game_custom_event", [=](EventCustom* event){
    void* userData= event->getUserData();
    do_some_with_user_data();
});
dispatcher->addEventListenerWithFixedPriority(listener, 1);

Dispatching A Custom Event

EventCustom event("game_custom_event");
event.setUserData(some_data);
dispatcher->dispatchEvent(&event);

Setting Fixed Priority For A Listener

dispatcher->setPriority(fixedPriorityListener, 200);

Removing Event Listener

Removing A Specified Event Listener

dispatcher->removeEventListener(listener);

Removing Custom Event Listener

dispatcher->removeCustomEventListener("my_custom_event_listener_name");

Removing All Listeners For An Event Listener Type

dispatcher->removeEventListeners(EventListener::Type::TOUCH_ONE_BY_ONE);

Removing All Listeners

dispatcher->removeAllListeners();

Physics Integration

Feature added in v3.0-pre-alpha0

Physics integration have five concepts: PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsJoint and PhysicsContact. You must define CC_USE_PHYSICS macro in ccConfig.h to use the physics API.

PhysicsWorld

A PhysicsWorld object simulates collisions and other physical properties, you do not create it directly, you can get it from scene which create with physics.

Scene* scene = Scene::createWithPhysics();
PhysicsWorld* world = scene->getPhysicsWorld();

PhysicsBody

A PhysicsBody object is used to add physics simulation to a node. If you create a PhysicsBody and set it to a node, and add the node the a scene which create with physics, it will perform the physics simulation when update.

PhysicsBody* body = PhysicsBody::createCircle(5.0f);
Node* node = Node::create();
node->setPhysicsBody(body);
scene->addChild(node);

PhysicsShape

A PhysicsShape object is a shape that make the body can have collisions. you can add one or more PhysicsShape to a PhysicsBody. Shape classes: PhysicsShapeCircle, PhysicsShapeBox, PhysicsShapePolygon, PhysicsShapeEdgeSegment, PhysicsShapeEdgeBox, PhysicsShapeEdgePolygon, PhysicsShapeEdgeChain.

PhysicsShape* shape = PhysicsShapeBox::create(Size(5.0f, 10.0f);
body->addShape(shape);

PhysicsJoint

A PhysicsJoint object connects two physics bodies together so that they are simulated together by the physics world. Joint classes: PhysicsJointFixed, PhysicsJointLimit, PhysicsJointPin, PhysicsJointDistance, PhysicsJointSpring, PhysicsJointGroove, PhysicsJointRotarySpring, PhysicsJointRotaryLimit, PhysicsJointRatchet, PhysicsJointGear, PhysicsJointMotor.

PhysicsJoint* joint = PhysicsJointDistance::construct(bodyA, bodyB, Point::ZERO, Point::ZERO);
world->addJoint(joint);

PhysicsContact

A PhysicsContact object is created automatically to describes a contact between two physical bodies in a PhysicsWorld. you can control the contact behavior from the physics contact event listener. Other classes contain the contact information: PhysicsContactPreSolve, PhysicsContactPostSolve. The event listener for physics: EventListenerPhysicsContact, EventListenerPhysicsContactWithBodies, EventListenerPhysicsContactWithShapes, EventListenerPhysicsContactWithGroup.

auto contactListener = EventListenerPhysicsContactWithBodies::create(bodyA, bodyB);
contactListener->onContactBegin = [](EventCustom* event, const PhysicsContact& contact) -> bool
{
doSomething();
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);

Misc API Changes

ccTypes.h

Remove cc prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.

| v2.1 struct names | v3.0 struct names |
| ccColor3B 	    | Color3B |
| ccColor4B 		| Color4B |
| ccColor4F 		| Color4F |
| ccVertex2F 		| Vertex2F |
| ccVertex3F 		| Vertex3F |
| ccTex2F 			| Tex2F |
| ccPointSprite 	| PointSprite |
| ccQuad2 			| Quad2 |
| ccQuad3 			| Quad3 |
| ccV2F_C4B_T2F 	| V2F_C4B_T2F |
| ccV2F_C4F_T2F 	| V2F_C4F_T2F |
| ccV3F_C4B_T2F 	| V3F_C4B_T2F |
| ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |
| ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |
| ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |
| ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |
| ccBlendFunc 		| BlendFunc |
| ccT2F_Quad 		| T2F_Quad |
| ccAnimationFrameData | AnimationFrameData |

Global functions changed example

// in v2.1
ccColor3B color3B = ccc3(0, 0, 0);
ccc3BEqual(color3B, ccc3(1, 1, 1));
ccColor4B color4B = ccc4(0, 0, 0, 0);
ccColor4F color4F = ccc4f(0, 0, 0, 0);
color4F = ccc4FFromccc3B(color3B);
color4F = ccc4FFromccc4B(color4B);
ccc4FEqual(color4F, ccc4F(1, 1, 1, 1));
color4B = ccc4BFromccc4F(color4F);

color3B = ccWHITE;

// in v3.0
Color3B color3B = Color3B(0, 0, 0);
color3B.equals(Color3B(1, 1, 1));
Color4B color4B = Color4B(0, 0, 0, 0);
Color4F color4F = Color4F(0, 0, 0, 0);
color4F = Color4F(color3B);
color4F = Color4F(color4B);
color4F.equals(Color4F(1, 1, 1, 1));
color4B = Color4B(color4F);

color3B = Color3B::WHITE;

deprecated functions and global variables

| v2.1 names 	| v3.0 names |
| ccp 			| Point |
| ccpNeg 		| Point::- |
| ccpAdd 		| Point::+ |
| ccpSub 		| Point::- |
| ccpMult 		| Point::* |
| ccpMidpoint 	| Point::getMidpoint |
| ccpDot 		| Point::dot |
| ccpCrosss 	| Point::cross |
| ccpPerp 		| Point::getPerp |
| ccpRPerp 		| Point::getRPerp |
| ccpProject 	| Point::project |
| ccpRotate 	| Point::rotate |
| ccpUnrotate 	| Point::unrotate |
| ccpLengthSQ 	| Point::getLengthSq() |
| ccpDistanceSQ | Point::getDistanceSq |
| ccpLength 	| Point::getLength |
| ccpDistance 	| Point::getDistance |
| ccpNormalize 	| Point::normalize |
| ccpForAngle 	| Point::forAngle |
| ccpToAngle 	| Point::getAngle |
| ccpClamp 		| Point::getClampPoint |
| ccpFromSize 	| Point::Point |
| ccpCompOp		| Point::compOp |
| ccpLerp 		| Point::lerp |
| ccpFuzzyEqual | Point::fuzzyEqual |
| ccpCompMult 	| Point::Point |
| ccpAngleSigned | Point::getAngle |
| ccpAngle 		| Point::getAngle |
| ccpRotateByAngle | Point::rotateByAngle |
| ccpLineInersect | Point::isLineIntersect |
| ccpSegmentIntersect | Point::isSegmentIntersect |
| ccpIntersectPoint | Point::getIntersectPoint |
| CCPointMake	| Point::Point |
| CCSizeMake	| Size::Size |
| CCRectMake 	| Rect::Rect |
| PointZero 	| Point::ZERO |
| SizeZero 		| Size::ZERO |
| RectZero 		| Rect::ZERO |
| TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
| TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
| TiledGrid3D::tile | TiledGrid3D::getTile |
| TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
| Grid3DAction::vertex | Grid3DAction::getVertex |
| Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
| Grid3D::vertex | Grid3D::getVertex |
| Grid3D::originalVertex | Grid3D::getOriginalVertex |
| Configuration::sharedConfiguration | Configuration::getInstance |
| Configuration::purgeConfiguration | Configuration::destroyInstance() |
| Director::sharedDirector() | Director::getInstance() |
| FileUtils::sharedFileUtils | FileUtils::getInstance |
| FileUtils::purgeFileUtils | FileUtils::destroyInstance |
| GLView::sharedOpenGLView | GLView::getInstance |
| ShaderCache::sharedShaderCache | ShaderCache::getInstance |
| ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
| AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
| AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
| SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
| SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
| NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
| NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
| Profiler::sharedProfiler | Profiler::getInstance |
| UserDefault::sharedUserDefault | UserDefault::getInstance |
| UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
| Application::sharedApplication | Application::getInstance |
| ccc3() 		| Color3B() |
| ccc3BEqual() 	| Color3B::equals() |
| ccc4() 		| Color4B() |
| ccc4FFromccc3B() | Color4F() |
| ccc4f() 		| Color4F() |
| ccc4FFromccc4B() | Color4F() |
| ccc4BFromccc4F() | Color4B() |
| ccc4FEqual() 	| Color4F::equals() |
| ccWHITE 		| Color3B::WHITE |
| ccYELLOW 		| Color3B::YELLOW |
| ccBLUE 		| Color3B::BLUE |
| ccGREEN 		| Color3B::GREEN |
| ccRED 		| Color3B::RED |
| ccMAGENTA 	| Color3B::MAGENTA |
| ccBLACK 		| Color3B::BLACK |
| ccORANGE 		| Color3B::ORANGE |
| ccGRAY 		| Color3B::GRAY |
| kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |

Changes in the Lua bindings

Use bindings-generator tool for lua binding

Only have to write an ini file for a module, don't have to write a lot of .pkg files

Bind the classes with namespace to lua

In previous, the lua binding can not bind classes that have the same class name but different namespaces. In order to resolve this issue, now the metatable name of a class is changed. For example, CCNode will be changed to cc.Node. This modification will affect some APIs as follows:

|           v2.x                   |                  v3.0             |
| tolua_usertype(tolua_S,"CCNode") | tolua_usertype(tolua_S,"cc.Node") |
| tolua_isusertable(tolua_S,1,"CCNode",0,&tolua_err 		| tolua_isusertable(tolua_S,1,"cc.Node",0,&tolua_err  |
| tolua_isusertype(tolua_S,1,"CCNode",0,&tolua_err) 		| tolua_isusertype(tolua_S,1,"cc.Node",0,&tolua_err)  |
| toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"CCNode") 		| toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"cc.Node")  |
| tolua_pushusertype(tolua_S,(void*)tolua_ret,"CCFileUtils") 		| tolua_pushusertype(tolua_S,(void*)tolua_ret,"cc.FileUtils")  |
| tolua.cast(pChildren[i + 1], "CCNode") 			| tolua.cast(pChildren[i + 1], "cc.Node") |

Use ScriptHandlerMgr to manage the register and unregister of Lua function

When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua. In v3.0, we use the ScriptHandlerMgr. As an example, lets see the MenuItem class: In the 2.x version, we needed to add a declaration in the MenuItem header file:

 virtual void registerScriptTapHandler(int nHandler);
 virtual void unregisterScriptTapHandler(void);

then implement them in the .cpp file. In the Lua script ,we use it as follow:

menuItem:registerScriptTapHandler(luafunction)

In v3.0 version, we only need to add the HandlerType enum in the ScriptHandlerMgr, and the implementation in luascript as follow:

ScriptHandlerMgr:getInstance():registerScriptHandler(menuItem, luafunction,cc.HANDLERTYPE_MENU_CLICKED)

Use "cc"、"ccs"、"ccui" and "sp" as module name

The classes in the cocos2dcocos2d::extensionCocosDenshion and cocosbuilder namespace were bound to lua in the cc module; The classes in the cocos2d::gui namespace were bound to lua in the ccui module; The classes in the spine namespace were bound to lua in the sp module; The classes in the cocostudio namespace were bound to lua in the ccs module.

The main differences in the script are as follows:

// v2.x
CCSprite:create(s_pPathGrossini)
CCEaseIn:create(createSimpleMoveBy(), 2.5)

CCArmature:create("bear")

ImageView:create()

// v3.0
cc.Director:getInstance():getWinSize()
cc.EaseIn:create(createSimpleMoveBy(), 2.5)

ccs.Armature:create("bear")

ccui.ImageView:create()

Deprecated funtions, tables and classes

Add a lot of deprecate funtions、table and classes to support 2.x version as far as possible Note: Rect does not support the origin and size member variables

Use the Lua table instead of the some structs and classes binding

Point、Size、Rect、Color3b、Color4b、Color4F、AffineTransform、FontDefinition、Array、Dictionary、PointArray are not bound. The difference is as follow:

// v2.x
local pt = CCPoint(0 , 0)
local rect = CCRect(0, 0, 0, 0)
// v3.0
local pt = cc.p(0, 0)
local rect = cc.rect(0,0,0,0)

Global functions about these classes are changed as follow:

// in v2.x
local pt = ccp(0,0)
local color3B = ccc3(0, 0, 0)
local color4B = ccc4(0, 0, 0, 0)

// in v3.0
local pt  = cc.p(0,0)
local color3B = cc.c3b(0,0,0)
local color4B = cc.c4b(0,0,0,0)

Through the funtions of the LuaBasicConversion file,they can be converted the Lua table when they are as a parameter in the bindings generator.

Integrate more modules into lua

In the version 3.0,more modules were bound to lua,specific as follows:

1.physics
2.spine
3.XMLHttpRequest

The XMLHttpRequest and physics are in the "cc" module,and the spine is in the "sp" module. The related test cases located in:

physics   ---> TestLua/PhysicsTest
spine     ---> TestLua/SpineTest
XMLHttpRequest ---> TestLua/XMLHttpRequestTest

Known issues

You can find all the known issues "here":http://www.cocos2d-x.org/projects/native/issues