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iOS | Mac | Linux | Win32 | Android | Win8.1-Universal | |
---|---|---|---|---|---|---|
v3 | ||||||
v4 |
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, Windows Phone and Store Apps, OS X, Windows, Linux and Web platforms.
cocos2d-x is:
Clone the repo from GitHub.
$ git clone https://github.com/cocos2d/cocos2d-x.git
After cloning the repo, please execute download-deps.py
to download and install dependencies.
$ cd cocos2d-x
cocos2d-x $ python download-deps.py
After running download-deps.py
.
cocos2d-x $ git submodule update --init
setup.py
cocos
scriptExample:
$ 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
.
$ cocos run -p android -j 4
$ 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
$ cocos new MyGame -p com.your_company.mygame -l cpp -d projects
Visual Studio 2013 Update 4 or later is required for Windows 8.1 Universal Apps
Visual Studio 2015 RC and Windows 10.0 (build 10074 or higher) is required for Windows 10.0 UWP Apps
Starting with Cocos2d-x v3.3, you can create Windows 8.1 Universal Apps (Windows Store and Windows Phone 8.1). Starting with Cocos2d-x v3.6 you can create Windows 10.0 UWP Apps (Windows Store and Windows Phone 10.0). Starting with Cocos2d-x v3.6 there will no longer be support for Windows Phone 8.0.
See more info on How to install and Create games on Windows RT (Windows and Windows Phone 8.1) at http://msopentech.github.io/cocos2d-x/
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]
Select the test you want from Xcode Scheme chooser.
// 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
$ cd cocos2d-x/build
$ open cocos2d_tests.xcodeproj
$ 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.
Open the cocos2d-x/build/cocos2d-win32.sln
Open the cocos2d-x/build/cocos2d-win8.1-universal.sln
$ cd cocos2d-x/build
$ python ./android-build.py cpp-empty-test -p 10
$ 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 10.
Did you find a bug? Do you have feature request? Do you want to merge a feature?
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