Check out some examples: https://wujiayish.github.io/cocos2d-x-examples/
In order to build cocos2d-x cpp & lua project into HTML5/wasm, make sure you have installed emsdk(https://emscripten.org/docs/getting_started/downloads.html)
# Get the emsdk repo
git clone https://github.com/emscripten-core/emsdk.git
# Enter that directory
cd emsdk
# Download and install the SDK tools, 2.0.34 is recommended.
./emsdk install 2.0.34
# Make the SDK "active" for the current user. (writes .emscripten file)
./emsdk activate 2.0.34
# Activate PATH and other environment variables in the current terminal
source ./emsdk_env.sh
On Linux and Mac:
# Install cocos2d-x with python2.7
git clone https://github.com/WuJiayiSH/cocos2d-x.git
cd cocos2d-x
git submodule update --init
# export EMSDK_ROOT as environment variable
./setup.py
source FILE_TO_SAVE_SYSTEM_VARIABLE
cd ..
# Compile and check build from emscripten-build/bin/MyGame
cocos new MyGame -p com.your_company.mygame -l lua
cd MyGame
cocos compile -p emscripten -m release
On Window, install cmake and ninja(https://github.com/ninja-build/ninja) and make sure they can be found from command line:
# Install cocos2d-x with python2.7
git clone https://github.com/WuJiayiSH/cocos2d-x.git
cd cocos2d-x
git submodule update --init
# export EMSDK_ROOT as environment variable
python setup.py
cd ..
# Compile and check build from emscripten-build/bin/MyGame
cocos new MyGame -p com.your_company.mygame -l lua
cd MyGame
cocos compile -p emscripten -m release
(On Windows earlier than 10, you might have to checkout emsdk 2.0.8 and fix URL in libjpeg.py manually, check emscripten-core/emscripten#13067 and emscripten-core/emscripten#13869 for more details)
Thread support is enabled by default, the build need to be served with addtional headers for it to work, see https://developer.chrome.com/blog/enabling-shared-array-buffer/
Cross-Origin-Embedder-Policy: require-corp
Cross-Origin-Opener-Policy: same-origin
It can be disabled by removing "-s USE_PTHREADS" from CmakeLists.txt, in the case most thread-related functions like addImageAsync will not work. Thread support uses Javascript SharedArrayBuffer, check https://caniuse.com/sharedarraybuffer for browser compatibility.
TODO:
- Files under WritablePath will be lost between game sessions
Backlogs:
- Implement UIEditBox.cpp
- Implement WebSocket.cpp
- Investigate setAccelerometerEnabled, setAccelerometerInterval, getTextureDataForText in CCDevice
- Compile tiff, webp
- Investigate getDuration, getCurrentTime, setCurrentTime in AudioEngine
- Response header in HttpResponse is missing
Win32 | Others |
---|---|
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
-
Clone the repo from GitHub.
$ git clone https://github.com/cocos2d/cocos2d-x.git
-
After cloning the repo.
$ cd cocos2d-x cocos2d-x $ git submodule update --init
- Download the code from cocos2d download site or clone this repo (instructions above)
- Run
setup.py
- 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
.
Cocos2d-x supports Android Studio. Simple open the proj.android
directory from within the Android Studio environment. More information can be found in our documentation.
$ cocos run -p ios
$ cocos run -p mac
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
$ cocos run -p win32
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]
Cocos2d-x supports CMake, a cross-platform build system. Example usage:
$ cd cocos2d-x
$ mkdir cmake-build && cd cmake-build
$ cmake ..
- All Docs in a single place!
- Online API Reference Note that Cocos2d-x, Cocos2d-JS and Cocos Creator have different API set
- Programmers Guide
- Latest Release Note
- Changelog
- 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
- Mac OS X 10.7+, Xcode 8+
- or Ubuntu 14.04+, CMake 3.1+
- or Windows 7+, VS 2015
- Python 2.7.5+ (NOT Python 3)
- NDK r16+ is required to build Android games
- Android Studio 3.0.0+ to build Android games(tested with 3.0.0)
- JRE or JDK 1.6+ is required for web publishing
- iOS 8.0+ for iPhone / iPad games
- Android 3.0.0+ for Android
- OS X v10.9+ for Mac games
- Windows 7+ for Win games
- Modern browsers and IE 9+ for web games
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
$ mkdir linux-build
$ cd linux-build
$ cmake ../..
Run Samples
$ bin/Debug/cpp-empty-test/cpp-empty-test
or
$ bin/Debug/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.
Or you can import the project located at tests/cpp-empty-test/proj.android
using Android Studio 3.0.0+.
- Programmers Guide
- Android Fundamentals
- Make School Tutorials
- Games From Scratch
- Cocos2d sample games
You can help us spread the word about cocos2d-x! We would surely appreciate it!
- Talk about us on Facebook! Our Facebook Page
- Tweet, Tweet! Our Twitter
- Read our Blog and promote it on your social media.
- English Forums
- 中文社区
- Bug Tracker
- API Reference.
- Latest Release Note
- Changelog
- IRC. We are in Freenode in the #cocos2d channel
cpp-tests
project. This project is our basis for testing. Use this project to learn how we implement the functionality of the engine. This project is located in cocos2d-x_root/build.
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?
- Forum: http://discuss.cocos2d-x.org
- Twitter: http://www.twitter.com/cocos2dx
- Weibo: http://t.sina.com.cn/cocos2dx