cocos2d-x


Source link: https://github.com/cocos2d/cocos2d-x

cocos2d-x

iOS Mac Linux Win32 Android
v3

cocos2d-x is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications. It is based on cocos2d-iphone, but instead of using Objective-C, it uses C++. It works on iOS, Android, OS X, Windows, Linux and Web platforms.

Cocos2d-x Framework Architecture:

cocos2d-x is:

  • Fast
  • Free
  • Easy to use
  • Community supported

Git user attention

  1. Clone the repo from GitHub.

      $ git clone https://github.com/cocos2d/cocos2d-x.git 
  2. After cloning the repo, please execute download-deps.py to download and install dependencies.

      $ cd cocos2d-x
    cocos2d-x $ python download-deps.py 
  3. After running download-deps.py.

      cocos2d-x $ git submodule update --init 

Download stable versions

How to start a new game

  1. Download the code from cocos2d download site
  2. Run setup.py
  3. Run the cocos script

Example:

$ cd cocos2d-x $ ./setup.py $ source FILE_TO_SAVE_SYSTEM_VARIABLE $ cocos new MyGame -p com.your_company.mygame -l cpp -d NEW_PROJECTS_DIR $ cd NEW_PROJECTS_DIR/MyGame 

You can also create a JS project or Lua project with -l js or -l lua.

Build and run a new project for Android

$ cocos run -p android -j 4 

Build and run a new project for iOS

$ cocos run -p ios 

Build and run a new project for OSX

$ cocos run -p mac 

Build and run a new project for Linux

If you never run cocos2d-x on Linux, you need to install all dependencies by the script in cocos2d/build/install-deps-linux.sh

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

Then

$ cd NEW_PROJECTS_DIR/MyGame $ cocos run -p linux 

Run

$ bin/MyGame 

Build and run new project for win32

$ cocos run -p win32 

Build and run new project for web

Only JS project can be published to web platforms, so you will need to create a JS project first:

$ cocos new -l js WebGame 

Then you can run your game in a web browser:

$ cocos run -p web 

Or you can publish your game to publish/html5/ folder:

$ cocos run -p web -m release [--advanced] 

Documentations and samples

Main features

  • Scene management (workflow)
  • Transitions between scenes
  • Sprites and Sprite Sheets
  • Effects: Lens, Ripple, Waves, Liquid, etc.
  • Actions (behaviours):
    • Transformation Actions: Move, Rotate, Scale, Fade, Tint, etc.
    • Composable actions: Sequence, Spawn, Repeat, Reverse
    • Ease Actions: Exp, Sin, Cubic, Elastic, etc.
    • Misc actions: CallFunc, OrbitCamera, Follow, Tween
  • Basic menus and buttons
  • Integrated with physics engines: Box2d and Chipmunk
  • Particle system
  • Skeleton Animations: Spine and Armature support
  • Fonts:
    • Fast font rendering using Fixed and Variable width fonts
    • Support for .ttf fonts
  • Tile Map support: Orthogonal, Isometric and Hexagonal
  • Parallax scrolling
  • Motion Streak
  • Render To Texture
  • Touch/Accelerometer on mobile devices
  • Touch/Mouse/Keyboard on desktop
  • Sound Engine support (CocosDenshion library) based on OpenAL
  • Integrated Slow motion/Fast forward
  • Fast and compressed textures: PVR compressed and uncompressed textures, ETC1 compressed textures, and more
  • Resolution Independent
  • Language: C++, with Lua and JavaScript bindings
  • Open Source Commercial Friendly(MIT): Compatible with open and closed source projects
  • OpenGL ES 2.0 (mobile) / OpenGL 2.1 (desktop) based

Build Requirements

  • Mac OS X 10.7+, Xcode 7+
  • or Ubuntu 12.10+, CMake 2.6+
  • or Windows 7+, VS 2013+
  • Python 2.7.5
  • NDK r11+ is required to build Android games(tested with r14)
  • Android Studio 2.3.3+ to build Android games(tested with 2.3.3)
  • JRE or JDK 1.6+ is required for web publishing

Runtime Requirements

  • iOS 6.0+ for iPhone / iPad games
  • Android 2.3.3+ for Android
  • OS X v10.9+ for Mac games
  • Windows 7+ for Win games
  • Modern browsers and IE 9+ for web games

Running Tests

Select the test you want from Xcode Scheme chooser.

  • Cocos Console
// 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 OS X / iOS
$ cd cocos2d-x/build $ open cocos2d_tests.xcodeproj 
  • For Linux
$ cd cocos2d-x/build $ ./install-deps-linux.sh $ cmake .. $ make 

Run Samples

$ bin/cpp-empty-test/cpp-empty-test or $ bin/lua-empty-test/lua-empty-test 
  You may meet building errors when building libGLFW.so. It is because libGL.so directs to an error target,
you should make it to direct to a correct one. `install-deps-linux.sh` only has to be run once. 
  • For Windows

Open the cocos2d-x/build/cocos2d-win32.sln

  • For Android
$ cd cocos2d-x/build $ python ./android-build.py cpp-empty-test -p 14 $ adb install ../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 14.

Learning Resources

Spreading the word!

You can help us spread the word about cocos2d-x! We would surely appreciate it!

See what we are planning!

You can see exactly what we are planning to do with the Cocos family of products.

Where to get help

Contributing to the Project

Cocos2d-x is licensed under the MIT License. We welcome participation!

Did you find a bug? Do you have feature request? Do you want to merge a feature?

Contact us

Resources

Just a cool background view.

It is generally known that load an unoptimized Dex file at runtime in Android (especially in ART mode) would take a long time. When your App is using MultiDex or PluginFramework, You will find that this problem is hard to bear.

TurboDex was born to solve this problem, Like to opens the god mode for AndroidVM, after using TurboDex, no matter how much Dex file your need to load, it will be finished in a very short time.

Legend is a Hook framework for Android Development, it allows you to Hook Java methods without ROOT. Even more exciting is that it supports both Dalvik and Art environment!

Helps setup the tasks needed to generate javadocs for an Android library.

DSL Platform compatible JSON library for Java and Android.

Retrofit ships with support for OkHttp's RequestBody and ResponseBody types but the library is content-format agnostic. This modules contained herein are additional converters for JSON which uses FastJson.

Topics


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