/quick-cocos2d-x

Quick Mobile Game Engine, based cocos2d-x

Primary LanguageC++

CHINESE => README_CN.md

quick-cocos2d-x is a quick framework, based cocos2d-x. Make mobile games in Lua.

CODE LESS, PLAY MORE !

cocos2d-x is a multi-platform 2D game engine in C++, based on cocos2d-iphone and licensed under MIT. Now this engine has been expanded to iOS, Android, Bada, BlackBerry, Marmalade and desktop operating systems like Linux, WindowsXP & Windows7.


Run Player

Open quick-cocos2d-x/player/bin/mac/quick-x-player.app, or quick-cocos2d-x/player/bin/win32/quick-x-player.exe

  1. Select menu: File -> Open
  2. Set Project Directory to quick-cocos2d-x/sample/coinflip
  3. Set Script File to scripts/main.lua
  4. Set Screen Direction to Portrait
  5. Click "Open Project" button.

Get Started:



Why quick-cocos2d-x

QUICK = SUCCESS !

  • No risk: cocos2d-x's Lua support already exists two years, mature, reliable, the choice of large companies.

  • Full-featured framework: Write the entire game using Lua, no C++ requirements.

  • Native extensions: Integration of third-party components, including Payment, Ad, Analysis. Lua-ObjectiveC and Lua-Java bridge make life easy.

  • Enhanced Simulator: Run the game from any directory, multiple resolution switching, debug console.

  • 100% FREE: cocos2d-x, Lua, quick-cocos2d-x all is Open-Sources project. licensed under MIT.


Framework main features:

  • display: creates scenes, display objects, animation ...
  • transition: moving, fades, creates animation programing easy ...
  • audio: play background music, effect sounds ...
  • ui: creates button, menu, label ...
  • luaoc: Lua call Objective-C, Objective-C call Lua ...
  • luaj: Lua call Java, Java call Lua ...
  • network: Asynchronous HTTP requests, JSON, check the network status ...

Changes in quick-cocos2d-x

Common:

  • refactoring CCPointArray
  • add CCLinkPosition
  • add CCShapeNode, CCCircleShape, CCRectShape, CCPolygonShape, CCPointShape
  • add CCClippingRegionNode
  • add CCGraySprite, and shader ShaderPositionTextureGray
  • add CCZipFile
  • CCScriptEngineProtocol:executeGlobalFunction() add parameter numArgs
  • add CCFileUtils:isDirectoryExist()
  • add CCFileUtils:getCachePath(), return Library/Caches on iOS, same as getWritablePath() on other platforms
  • add CCFileUtils:setSearchRootPath()
  • add CCFileUtils:setWritablePath(), for debug
  • add CCFileUtils:setCachePath(), for debug
  • fix CCLabelTTF render blur
  • fix CCTouchScriptHandlerEntry will release twice lua reference, see [http://www.cocos2d-x.org/issues/2535]
  • add CCNotificationCenter Lua support
  • CCLuaEngine:executeLayerKeypadEvent() use "back", "menu" for keypad events
  • add Lua global function CCLuaLoadChunksFromZIP()
  • add Lua global function typen() for faster type check, and constants LUA_TNIL, LUA_TBOOLEAN, LUA_TLIGHTUSERDATA, LUA_TNUMBER, LUA_TSTRING, LUA_TTABLE, LUA_TFUNCTION, LUA_TUSERDATA, LUA_TTHREAD
  • add Lua global function CCLuaStackSnapshot, get Lua state snapshot
  • upgrade LuaJIT to 2.0.2
  • add LuaJavaBridge
  • add LuaObjectiveCBridge
  • add LuaProxy
  • add Chipmunk Lua support
  • add CCArmature Lua support
  • add AssetsManager Lua support
  • add cocos2d-x-extra library
  • remove CCHttpClient
  • remove CCPhysicsDebugNode, CCPhysicsSprite
  • remove spine support
  • remove physics support from CCArmature

Mac only:

  • refactoring Mac support

Windows only:

  • refactoring Windows support
  • compile CocosDenshion as UNICODE
  • compile LuaJIT as static library

Android only:

  • improved Lua loader for Android, support package.path
  • on Samsung i9100, not use OpenSL, but limit simulataneous sound streams to 3
  • fix CCLabelTTF crash on Android
  • support Android NDK r9
  • remove LocalStorageAndroid