33 | {% endblock %}
34 |
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1 | ## Where to get help
2 | * [__Forums__](https://discuss.Cocos2d-x.org)
3 | * [__Bug Tracker__](https://github.com/cocos2d/cocos2d-x/issues)
4 | * __`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.__
5 | * [__API Reference__](https://docs.cocos2d-x.org/api-ref/index.html).
6 |
7 |
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1 | ## What is Cocos2d-x?
2 |
3 | ## About Cocos2d-x
4 | Started in 2010, Cocos2d-x is an open source, cross-platform game engine. It is
5 | loaded with powerful features that allows developers to create spectacular games
6 | with ease.
7 |
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/en/about/learn.md:
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1 | ## Learning Resources
2 | * This very guide!
3 | * [__Android Fundamentals__](https://developer.android.com/guide/components/fundamentals.html)
4 |
5 |
6 | * __Make School Tutorials__
7 | * [__Timberman Clone__](https://www.makeschool.com/online-courses/tutorials/build-a-clone-of-timberman-in-c-with-cocos2d-x-and-cocos-studio/getting-started)
8 | * [__Game of Life__](https://www.makeschool.com/online-courses/tutorials/learn-cocos-studio-and-c-by-building-the-game-of-life/what-game-of-life)
9 |
10 |
11 | * __Games From Scratch__
12 | * [__Cocos2d-x tutorial series__](http://www.gamefromscratch.com/page/cocos2d-x-CPP-Game-Programming-Tutorial-Series.aspx)
13 | * [__Cocos Ceator tutorial__](https://www.youtube.com/watch?v=49AC6HD1Bi0)
14 |
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/en/about/why.md:
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1 | ## Why choose Cocos2d-x
2 | Why would you want to choose Cocos2d-x over other available game engines?
3 |
4 | * Modern C++ API (please refer to the modernizing done in [__version 3.0__](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md#c11-features))
5 |
6 | * Cross-platform - desktop and mobile
7 |
8 | * Capability to test and debug your game on the desktop and then push it to a
9 | mobile or desktop target
10 |
11 | * A vast API of functionality including sprites, actions, animations, particles,
12 | transitions, timers, events (touch, keyboard, accelerometer, mouse), sound,
13 | file IO, persistence, skeletal animations, 3D
14 |
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/en/actions/getting_started.md:
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1 | ## By and To, what is the difference?
2 | You will notice that each `Action` has a __By__ and __To__ version. Why? Because
3 | they are different in what they accomplish. A __By__ is relative to the current
4 | state of the `Node`. A __To__ action is absolute, meaning it doesn't take into
5 | account the current state of the `Node`. Let's take a look at a specific example:
6 |
7 | ```cpp
8 | auto mySprite = Sprite::create("mysprite.png");
9 | mySprite->setPosition(Vec2(200, 256));
10 |
11 | // MoveBy - lets move the sprite by 500 on the x axis over 2 seconds
12 | // MoveBy is relative - since x = 200 + 500 move = x is now 700 after the move
13 | auto moveBy = MoveBy::create(2, Vec2(500, mySprite->getPositionY()));
14 |
15 | // MoveTo - lets move the new sprite to 300 x 256 over 2 seconds
16 | // MoveTo is absolute - The sprite gets moved to 300 x 256 regardless of
17 | // where it is located now.
18 | auto moveTo = MoveTo::create(2, Vec2(300, mySprite->getPositionY()));
19 |
20 | // Delay - create a small delay
21 | auto delay = DelayTime::create(1);
22 |
23 | auto seq = Sequence::create(moveBy, delay, moveTo, nullptr);
24 |
25 | mySprite->runAction(seq);
26 | ```
27 |
28 | 
29 |
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/en/actions/index.md:
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1 | ## Actions
2 | `Action` objects are just like they sound. They make a `Node` perform a change
3 | to its properties. `Action` objects allow the transformation of `Node` properties in time. Any object with a base class of `Node` can have `Action` objects performed on it. As an example, you can move a `Sprite` from one position to another and do it over a span of time.
4 |
5 | Example of `MoveTo` and `MoveBy` actions:
6 |
7 | ```cpp
8 | // Move sprite to position 50,10 in 2 seconds.
9 | auto moveTo = MoveTo::create(2, Vec2(50, 10));
10 | mySprite1->runAction(moveTo);
11 |
12 | // Move sprite 20 points to right in 2 seconds
13 | auto moveBy = MoveBy::create(2, Vec2(20,0));
14 | mySprite2->runAction(moveBy);
15 | ```
16 |
17 | [Let's get started with Actions!](getting_started.md)
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1 | ## Advanced Topics
2 | Wow! You are on the last chapter. Good Job! By now you should feel comfortable
3 | creating your games with Cocos2d-x. However, please realize there is no limit to
4 | what you can create. This chapter covers __advanced__ concepts. Note that this
5 | chapter gets more technical in its content and format.
6 |
7 |
8 |
9 |
24 |
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/en/audio/engines.md:
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1 | ## Are your audio needs more advanced?
2 | This far we have just talked about `SimpleAudioEngine`. For most games, `SimpleAudioEngine` provides all the functionality that they need. If your audio needs move beyond what `SimpleAudioEngine` can provide, Cocos2d-x also offers a second choice called just `AudioEngine`.
3 |
4 | ### SimpleAudio Engine versus Audio Engine
5 |
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/en/audio/getting_started.md:
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1 | ## Getting Started
2 | Your game will surely need sound! Cocos2d-x provides an audio engine called
3 | `SimpleAudioEngine`. It can be used to play background music as well as sound effects through out your game play. `SimpleAudioEngine` is a shared singleton object so you can simple call it from anywhere in your code. When creating a sample __HelloWorld__ project we do all the setup required for you, out of the box.
4 |
5 | ### Supported music formats
6 |
7 | | Platform | Supported File Formats | Notes |
8 | | ------- | ------------------- | ------ |
9 | | Android | .mp3, .mid, .ogg, .wav | All formats supported by __android.media.MediaPlayer__ can be played |
10 | | iOS | .aac, .caf, .mp3, .m4a, .wav | All formats supported by __AVAudioPlayer__ can be played |
11 | | Windows | .mid, .mp3, .wav | none |
12 |
13 | ### Supported audio formats:
14 |
15 | | Platform | Common Supported File Formats | Notes |
16 | | ------- | ------------------- | ------ |
17 | | Android | .ogg, .wav | Wav support is not perfect |
18 | | iOS | .caf, .m4a | Can play all formats supported by Cocos2d-iPhone CocosDesion |
19 | | Windows | .mid, .wav | none |
20 |
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/en/audio/index.md:
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1 | ## Audio
2 | Your game will surely need sound! Cocos2d-x provides two audio engines. One API called `SimpleAudioEngine` and a more advanced API called `AudioEngine`.
3 |
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/en/audio/operations.md:
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1 | ## Pausing, stopping, resuming music and sound effects
2 | After you start to play music and sound effects you might need to pause,
3 | stop or resume after certain operations. This can be done easily.
4 |
5 | ### Pause
6 | ```cpp
7 | #include "SimpleAudioEngine.h"
8 | using namespace CocosDenshion;
9 |
10 | auto audio = SimpleAudioEngine::getInstance();
11 |
12 | // pause background music.
13 | audio->pauseBackgroundMusic();
14 |
15 | // pause a sound effect.
16 | audio->pauseEffect();
17 |
18 | // pause all sound effects.
19 | audio->pauseAllEffects();
20 | ```
21 |
22 | ### Stop
23 | ```cpp
24 | #include "SimpleAudioEngine.h"
25 | using namespace CocosDenshion;
26 |
27 | auto audio = SimpleAudioEngine::getInstance();
28 |
29 | // stop background music.
30 | audio->stopBackgroundMusic();
31 |
32 | // stop a sound effect.
33 | audio->stopEffect();
34 |
35 | // stops all running sound effects.
36 | audio->stopAllEffects();
37 | ```
38 |
39 | ### Resume
40 | ```cpp
41 | #include "SimpleAudioEngine.h"
42 | using namespace CocosDenshion;
43 |
44 | auto audio = SimpleAudioEngine::getInstance();
45 |
46 | // resume background music.
47 | audio->resumeBackgroundMusic();
48 |
49 | // resume a sound effect.
50 | audio->resumeEffect();
51 |
52 | // resume all sound effects.
53 | audio->resumeAllEffects();
54 | ```
55 |
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/en/audio/playing.md:
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1 | ## Play background music
2 | Play an audio file for use as background music. This can be repeated
3 | continuously.
4 |
5 | ```cpp
6 | #include "SimpleAudioEngine.h"
7 | using namespace CocosDenshion;
8 |
9 | auto audio = SimpleAudioEngine::getInstance();
10 |
11 | // set the background music and continuously play it.
12 | audio->playBackgroundMusic("mymusic.mp3", true);
13 |
14 | // set the background music and play it just once.
15 | audio->playBackgroundMusic("mymusic.mp3", false);
16 | ```
17 |
18 | ## Play a sound effect.
19 | Play a sound effect.
20 |
21 | ```cpp
22 | #include "SimpleAudioEngine.h"
23 | using namespace CocosDenshion;
24 |
25 | auto audio = SimpleAudioEngine::getInstance();
26 |
27 | // play a sound effect, just once.
28 | audio->playEffect("myEffect.mp3", false, 1.0f, 1.0f, 1.0f);
29 | ```
30 |
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1 | ## Actions
2 | Creating a `Scene` and adding `Sprite` objects on the screen is only part
3 | of what we need to do. For a game to be a game we need to make things move
4 | around! `Action` objects are an integral part of every game. __Actions__ allow the
5 | transformation of `Node` objects in time space. Want to move a `Sprite`
6 | from one `Point` to another and use a callback when complete? No problem!
7 | You can even create a `Sequence` of `Action` items to be performed on a
8 | `Node`. You can change `Node` properties like position, rotation and scale.
9 | Example Actions: `MoveBy`, `Rotate`, `Scale`. All games use __Actions__.
10 |
11 | Taking a look at the [sample code](https://github.com/chukong/programmers-guide-samples)
12 | for this chapter, here are __Actions__ in work:
13 |
14 | 
15 |
16 | and after 5 seconds the sprite will move to a new position:
17 |
18 | 
19 |
20 | `Action` objects are easy to create:
21 |
22 | ```cpp
23 | auto mySprite = Sprite::create("Blue_Front1.png");
24 |
25 | // Move a sprite 50 pixels to the right, and 10 pixels to the top over 2 seconds.
26 | auto moveBy = MoveBy::create(2, Vec2(50,10));
27 | mySprite->runAction(moveBy);
28 |
29 | // Move a sprite to a specific location over 2 seconds.
30 | auto moveTo = MoveTo::create(2, Vec2(50,10));
31 | mySprite->runAction(moveTo);
32 | ```
33 |
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1 | ## Logging as a way to output messages
2 | Sometimes, when your app is running, you might wish to see messages being written
3 | to the console for informational or debug purposes. This is built into the
4 | engine, using __log()__. Example:
5 |
6 | ```cpp
7 | // a simple string
8 | log("This would be outputted to the console");
9 |
10 | // a string and a variable
11 | string s = "My variable";
12 | log("string is %s", s);
13 |
14 | // a double and a variable
15 | double dd = 42;
16 | log("double is %f", dd);
17 |
18 | // an integer and a variable
19 | int i = 6;
20 | log("integer is %d", i);
21 |
22 | // a float and a variable
23 | float f = 2.0f;
24 | log("float is %f", f);
25 |
26 | // a bool and a variable
27 | bool b = true;
28 | if (b == true)
29 | log("bool is true");
30 | else
31 | log("bool is false");
32 | ```
33 |
34 | And, c++ users, if you prefer you can use __std::cout__ in place of __log()__,
35 | however, __log()__ might offer easier formatting of complex output.
36 |
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/en/basic_concepts/parent_child.md:
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1 | ## Parent Child Relationship
2 | Cocos2d-x uses a __parent and child__ relationship. This means that properties
3 | and changes to the parent node are applied to its children. Consider a single
4 | `Sprite` and then a `Sprite` that has children:
5 |
6 | 
7 |
8 | With children, changing the rotation of the parent will also change the
9 | rotation to all children:
10 |
11 | 
12 |
13 | ```cpp
14 | auto myNode = Node::create();
15 |
16 | // rotating by setting
17 | myNode->setRotation(50);
18 | ```
19 |
20 | Just like with rotation, if you change the scale of the parent the children
21 | will also get scaled:
22 |
23 | 
24 |
25 | ```cpp
26 | auto myNode = Node::create();
27 |
28 | // scaling by setting
29 | myNode->setScale(2.0); // scales uniformly by 2.0
30 | ```
31 |
32 | Not all changes to the __parent__ are passed down to its __children__. Changing the
33 | __parent__ __anchor point__ only affects transform operations (*scale*, *position*,
34 | *rotate*, *skew*, etc...) and does not affect children positioning. In fact, children
35 | will be always added to the bottom-left (0,0) corner of its parent.
36 |
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/en/book.json:
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1 | {
2 | "structure": {
3 | "summary": "SUMMARY.md",
4 | "readme": "index.md"
5 | },
6 | "variables": {
7 | "products": [
8 | {
9 | "name": "API Reference",
10 | "link": "https://docs.cocos2d-x.org/api-ref/index.html"
11 | },
12 | {
13 | "name": "Cocos Creator",
14 | "links": [
15 | {
16 | "name": "Manual",
17 | "link": "https://docs.cocos2d-x.org/creator/manual/"
18 | },
19 | {
20 | "name": "API",
21 | "link": "https://docs.cocos2d-x.org/creator/api/"
22 | }
23 | ]
24 | }
25 | ],
26 | "version": [
27 | {
28 | "name": "3.x",
29 | "links": [
30 | {
31 | "name": "3.x",
32 | "link": "https://docs.cocos2d-x.org/cocos2d-x/v3/en"
33 | },
34 | {
35 | "name": "4.x",
36 | "link": "https://docs.cocos2d-x.org/cocos2d-x/v4/en"
37 | }
38 | ]
39 | }
40 | ]
41 | }
42 | }
43 |
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/en/editors_and_tools/index.md:
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1 | ## Editors and Tools
2 |
3 | The Cocos platform provides the following __editors and tools__ to aid in development.
4 |
5 | - [Cocos Creator](https://docs.cocos2d-x.org/creator/manual/en/)
6 | - [Creator to Cocos2d-x tool](creator_to_cocos2dx.md)
7 | - [Cocos Command-line tool](cocosCLTool.md)
8 | - [Cocos GUI (**Deprecated**)](cocos.md)
9 |
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/en/event_dispatcher/accelerometer.md:
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1 | ## Accelerometer events
2 | Some mobile devices come equipped with an accelerometer. An accelerometer is a
3 | sensor that measures g-force as well as changes in direction. A use case would
4 | be needing to move your phone back and forth, perhaps to simulate a balancing act.
5 | Cocos2d-x also supports these events and creating them is simple.
6 | Before using accelerometer events, you need to enable them on the device:
7 |
8 | ```cpp
9 | Device::setAccelerometerEnabled(true);
10 | ```
11 |
12 | ```cpp
13 | // creating an accelerometer event
14 | auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(
15 | AccelerometerTest::onAcceleration, this));
16 |
17 | _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
18 |
19 | // Implementation of the accelerometer callback function prototype
20 | void AccelerometerTest::onAcceleration(Acceleration* acc, Event* event)
21 | {
22 | // Processing logic here
23 | }
24 | ```
25 |
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/en/event_dispatcher/custom.md:
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1 | ## Custom Events
2 | The event types above are defined by the system, and the events (such as touch
3 | screen, keyboard response etc) are triggered by the system automatically. In
4 | addition, you can make your own custom events which are not triggered by the system,
5 | but by your code, as follows:
6 |
7 | ```cpp
8 | _listener = EventListenerCustom::create("game_custom_event1", [=](EventCustom* event){
9 | std::string str("Custom event 1 received, ");
10 | char* buf = static_cast(event->getUserData());
11 | str += buf;
12 | str += " times";
13 | statusLabel->setString(str.c_str());
14 | });
15 |
16 | _eventDispatcher->addEventListenerWithSceneGraphPriority(_listener, this);
17 | ```
18 |
19 | A custom event listener has been defined above, with a response method, and added
20 | to the event dispatcher. So how is the event handler triggered? Check it out:
21 |
22 | ```cpp
23 | static int count = 0;
24 | ++count;
25 |
26 | char* buf[10];
27 | sprintf(buf, "%d", count);
28 |
29 | EventCustom event("game_custom_event1");
30 | event.setUserData(buf);
31 |
32 | _eventDispatcher->dispatchEvent(&event);
33 | ```
34 |
35 | The above example creates an EventCustom object and sets its UserData. It is then
36 | dispatched manually with `_eventDispatcher->dispatchEvent(&event)`. This triggers
37 | the event handler defined previously. The handler is called immediately so a local
38 | stack variable can be used as the UserData.
39 |
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/en/event_dispatcher/getting_started.md:
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1 | ## What is the EventDispatch mechanism?
2 | __EventDispatch__ is a mechanism for responding to user events.
3 |
4 | The basics:
5 |
6 | * Event listeners encapsulate your event processing code.
7 | * Event dispatcher notifies listeners of user events.
8 | * Event objects contain information about the event.
9 |
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/en/event_dispatcher/index.md:
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1 | ## Event Dispatcher
2 | Cocos2d-x provides a mecanism for handling __touch__, __keyboard__, __mouse__ and __custom__ events for user input and game play mechanics.
3 |
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/en/event_dispatcher/keyboard.md:
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1 | ## Keyboard events
2 | For desktop games, you might want find using keyboard mechanics useful.
3 | Cocos2d-x supports keyboard events. Just like with touch events above,
4 | keyboard events are easy to create.
5 |
6 | ```cpp
7 | // creating a keyboard event listener
8 | auto listener = EventListenerKeyboard::create();
9 | listener->onKeyPressed = CC_CALLBACK_2(KeyboardTest::onKeyPressed, this);
10 | listener->onKeyReleased = CC_CALLBACK_2(KeyboardTest::onKeyReleased, this);
11 |
12 | _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
13 |
14 | // Implementation of the keyboard event callback function prototype
15 | void KeyboardTest::onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event)
16 | {
17 | log("Key with keycode %d pressed", keyCode);
18 | }
19 |
20 | void KeyboardTest::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event)
21 | {
22 | log("Key with keycode %d released", keyCode);
23 | }
24 | ```
25 |
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/en/event_dispatcher/mouse.md:
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1 | ## Mouse events
2 | As it always has, Cocos2d-x supports mouse events.
3 |
4 | ```cpp
5 | _mouseListener = EventListenerMouse::create();
6 | _mouseListener->onMouseMove = CC_CALLBACK_1(MouseTest::onMouseMove, this);
7 | _mouseListener->onMouseUp = CC_CALLBACK_1(MouseTest::onMouseUp, this);
8 | _mouseListener->onMouseDown = CC_CALLBACK_1(MouseTest::onMouseDown, this);
9 | _mouseListener->onMouseScroll = CC_CALLBACK_1(MouseTest::onMouseScroll, this);
10 |
11 | _eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
12 |
13 | void MouseTest::onMouseDown(Event *event)
14 | {
15 | // to illustrate the event....
16 | EventMouse* e = (EventMouse*)event;
17 | string str = "Mouse Down detected, Key: ";
18 | str += tostr(e->getMouseButton());
19 | }
20 |
21 | void MouseTest::onMouseUp(Event *event)
22 | {
23 | // to illustrate the event....
24 | EventMouse* e = (EventMouse*)event;
25 | string str = "Mouse Up detected, Key: ";
26 | str += tostr(e->getMouseButton());
27 | }
28 |
29 | void MouseTest::onMouseMove(Event *event)
30 | {
31 | // to illustrate the event....
32 | EventMouse* e = (EventMouse*)event;
33 | string str = "MousePosition X:";
34 | str = str + tostr(e->getCursorX()) + " Y:" + tostr(e->getCursorY());
35 | }
36 |
37 | void MouseTest::onMouseScroll(Event *event)
38 | {
39 | // to illustrate the event....
40 | EventMouse* e = (EventMouse*)event;
41 | string str = "Mouse Scroll detected, X: ";
42 | str = str + tostr(e->getScrollX()) + " Y: " + tostr(e->getScrollY());
43 | }
44 | ```
45 |
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/en/event_dispatcher/priority.md:
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1 | ## FixedPriority vs SceneGraphPriority
2 | The __EventDispatcher__ uses priorities to decide which listeners get delivered an event first.
3 |
4 | __Fixed Priority__ is an integer value. Event listeners with lower Priority values get to process events before event listeners with higher Priority values.
5 |
6 | __Scene Graph Priority__ is a pointer to a `Node`. Event listeners whose _Nodes_ have higher __z-order__ values (that is, are drawn on top) receive events before event listeners whose _Nodes_ have lower __z-order__ values (that is, are drawn below). This ensures that touch events, for example, get delivered front-to-back, as you would expect.
7 |
8 | Remember the __Basic Concepts__ chapter? Where we talked about the __scene graph__ and we talked about this diagram?
9 |
10 | 
11 |
12 | Well, when use __Scene Graph Priority__ you are actually walking this above tree
13 | backwards... __I__, __H__, __G__, __F__, __E__, __D__, __C__, __B__, __A__. If
14 | an event is triggered, __H__ would take a look and either __swallow__ it (more on this below) or let is pass through to __I__. Same thing, __I__ will either __consume__ it or let is pass through to __G__ and so on until the event either __swallowed__ it or does not get answered.
15 |
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/en/event_dispatcher/registering.md:
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1 | ## Registering events with the dispatcher
2 | It is easy to register an event with the __Event Dispatcher__. Taking the sample
3 | touch event listener from above:
4 |
5 | ```cpp
6 | // Add listener
7 | _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1,
8 | sprite1);
9 | ```
10 |
11 | It is important to note that a touch event can only be registered once per object.
12 | If you need to use the same listener for multiple objects you should
13 | use __clone()__.
14 |
15 | ```cpp
16 | // Add listener
17 | _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1,
18 | sprite1);
19 |
20 | // Add the same listener to multiple objects.
21 | _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(),
22 | sprite2);
23 |
24 | _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(),
25 | sprite3);
26 | ```
27 |
28 | ## Removing events from the dispatcher
29 | An added listener can be removed with following method:
30 |
31 | ```cpp
32 | _eventDispatcher->removeEventListener(listener);
33 | ```
34 |
35 | Although they may seem special, built-in `Node` objects use the __event dispatcher__
36 | in the same way we have talked out. Makes sense, right? Take `Menu` for an example.
37 | When you have a `Menu` with `MenuItems` when you click them you are dispatching a
38 | event. You can also __removeEventListener()__ on built-in `Node` objects.
39 |
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/en/event_dispatcher/types.md:
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1 | ## There are 5 types of event listeners.
2 |
3 | `EventListenerTouch` - responds to touch events
4 |
5 | `EventListenerKeyboard` - responds to keyboard events
6 |
7 | `EventListenerAcceleration` - responds to accelerometer events
8 |
9 | `EventListenMouse` - responds to mouse events
10 |
11 | `EventListenerCustom` - responds to custom events
12 |
13 | ## Swallowing Events
14 | When you have a listener and you want an object to accept the event it was given
15 | you must __swallow__ it. To say it another way, you __consume__ it so that it
16 | doesn't get passed to other objects in highest to lowest priority. This is easy
17 | to do.
18 |
19 | ```cpp
20 | // When "swallow touches" is true, then returning 'true' from the
21 | // onTouchBegan method will "swallow" the touch event, preventing
22 | // other listeners from using it.
23 | listener1->setSwallowTouches(true);
24 |
25 | // you should also return true in onTouchBegan()
26 |
27 | listener1->onTouchBegan = [](Touch* touch, Event* event){
28 | // your code
29 |
30 | return true;
31 | };
32 | ```
33 |
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/en/faq/android.md:
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1 | ## Android
2 |
3 | ### generateJsonModelDebug FAILED
4 | To solve this issue, please import the project into __Android Studio__, click
5 | `Build/Refresh Linked C++ Projects`.
6 |
7 | ### Android Studio uses the __ninja__ build system
8 | __Android Studio__, itself, uses __ninja__ to build native codes. There is __ninja__ binary under __Cmake__ folder. If __Android Studio__ cannot find __ninja__ on __Windows__, it is the __Android Studio__ issue. You should set an environment variable that specifies the path to __ninja__:
9 |
10 | 
11 |
12 | [__ninja binaries__](https://github.com/ninja-build/ninja/releases) are available as is [__ninja documentation__](https://ninja-build.org/).
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/en/faq/cmake.md:
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1 | ## CMake
2 |
3 | ### CMake PIE
4 | It may be necessary to add the following line to __CMakeLists.txt__ if a __can not be used when making a PIE object;__ compiler is thrown:
5 | ```sh
6 | set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -no-pie -fexceptions -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
7 | ```
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/en/faq/index.md:
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1 | ## F.A.Q Of Commonly Asked Technical Questions
2 |
3 | - [Android](android.md)
4 | - [CMake](cmake.md)
5 | - [Linux](linux.md)
6 | - [MacOS](macos.md)
7 | - [Windows](windows.md)
8 |
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/en/faq/linux.md:
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1 | ## Linux
2 |
3 | ### FMOD issues
4 | Some users report issues with __libfmod__. If you encounter issues, please reference this post: [Error while building for linux: libfmod.so.6](https://discuss.cocos2d-x.org/t/error-while-building-for-linux-libfmod-so-6/26553/31?u=doyoque)
5 |
6 | ### CMake PIE
7 | It may be necessary to add the following line to __CMakeLists.txt__ if a __can not be used when making a PIE object;__ compiler is thrown:
8 | ```sh
9 | set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -no-pie -fexceptions -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
10 | ```
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/en/faq/macos.md:
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1 | ## MacOS
2 |
3 | ### XCode PNG Compression issue
4 | It is possible that your PNG images contain incorrect color profiles. You can
5 | convert color profiles using __ImageMagick__ and the following
6 | command:
7 |
8 | ```sh
9 | find . -type f -name "*.png" -exec convert {} \;
10 | ```
11 |
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/en/index.md:
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1 | # Cocos2d-x v3 Docs
2 |
3 | ## Q4 2019 r.3
4 | =======
5 |
6 | __Authors:__ SlackMoehrle, Minggo, Walzer, Jare
7 |
8 | __Special Thanks:__ To our users! Without you there is no reason to even write this guide.
9 |
10 | Please provide feedback for this guide on [GitHub](https://github.com/cocos2d/cocos2d-x-docs)
11 |
12 | For offline viewing, you can download a copy of our:
13 |
14 | For offline viewing, you can download a copy of our:
15 |
16 | - [Creator 1.9](https://docs.cocos2d-x.org/creator_1.9_docs.tar.gz)
17 | - [Creator 1.10](https://docs.cocos2d-x.org/creator_1.10_docs.tar.gz)
18 | - [Creator 2.0](https://docs.cocos2d-x.org/creator_2.0_docs.tar.gz)
19 | - [Creator 2.1](https://docs.cocos2d-x.org/creator_2.1_docs.tar.gz)
20 | - [Creator 2.2](https://docs.cocos2d-x.org/creator_2.2_docs.tar.gz)
21 | - [deprecated legacy documentation](https://docs.cocos2d-x.org/manual.tar.gz)
22 | - [deprecated WIKI](https://docs.cocos2d-x.org/wiki.tar.gz)
23 | - [Cocos2d-x Latest API Reference](https://docs.cocos2d-x.org/current-api-reference.tar.gz)
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1 | # Android with Eclipse Installation and Setup
2 |
3 | ### Deprecated Document. Cocos2d-x V3.15 or less is the last supported version.
4 |
5 | ## Prerequisites
6 | * Completed the **[Android Command-Line Instructions](Android-terminal.md)**
7 |
8 | * Eclipse ADT Bundle [http://www.eclipse.org/downloads/](http://www.eclipse.org/downloads/)
9 |
10 | ## Open the proj.android project with Eclipse.
11 |
12 | * Launch Eclipse
13 |
14 | * Right click your mouse at the empty area of the __Package Explorer__ and choose
15 | __Import__.
16 |
17 | * Choose __Existing Android Code Into Workspace__ from the pop up dialog and Click
18 | __Next__.
19 |
20 | 
21 |
22 | * Click the __Browse__ button to choose the directory of __CPP-Tests__ `proj.android`
23 | and Click __Ok__.
24 |
25 | 
26 |
27 | * Click __Finish__.
28 |
29 | ## Import Libcocos2dx Project
30 | * Same steps as above only using the path of the __libcocos2dx__ project is
31 | __**your own game project folder**/cocos/2d/platform/android/java__.
32 |
33 | 
34 |
35 | ## Build and Run the Android Project
36 | * Connect your Android phone with __USB remote debugging__ option enabled.
37 |
38 | * Make sure your computer can recognize your phone (you might need to install
39 | drivers for your specific phone)
40 |
41 | * Right click on the project and choose __Run as__ -> __Android Application__.
42 |
43 | 
44 |
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1 | # Software Installations
2 | Cocos2d-x can be installed on OS X, Windows, Linux for development with the ability to deploy to iOS, Android, OS X, Windows and even game consoles.
3 |
4 | See **[Installation Prerequisites](prerequisites.md)**
5 |
6 | - [Android Studio](Android-Studio.md)
7 | - [Android Command-line (**Deprecated**)](Android-terminal.md)
8 | - [Android Eclipse (**Deprecated**)](Android-Eclipse.md)
9 | - [Android Visual Studio (**Deprecated**)](Android-VisualStudio.md)
10 | - [iOS](iOS.md)
11 | - [Linux](Linux.md)
12 | - [macOS](OSX.md)
13 | - [Tizen (**Deprecated**)](Tizen.md)
14 | - [Windows](Windows.md)
15 | - [Windows Phone (**Deprecated**)](Windows-Phone.md)
16 |
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/en/other_node_types/getting_started.md:
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1 | ## Getting Started
2 | You are using `Sprite`, `Label` and `Action` objects in your game and it is making progress. Besides the basic `Node` types described in previous chapters, Cocos2d-x also provides more advanced `Node` types to help build special functionality. Perhaps you want to make a __tile-based__ game? Or maybe a __2d side scroller__? Or maybe you want to add particle effects to your game? Cocos2d-x provides `Node` objects to help you accomplish these goals!
3 |
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/en/other_node_types/index.md:
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1 | ## Other Node Types
2 | Besides `Node`, you can add more advanced objects that are derived from `Node`.
3 |
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/en/other_node_types/tilemap.md:
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1 | ## TileMap
2 | __TileMaps__ are maps made up of __tiles__. Each _tile_ can have independent behavior.
3 | __TileMaps__ are stored in an XML-based map format called `TMX`. `TMX` was originally
4 | designed for tile-based maps but is also suitable for more generic game levels
5 | due to its support for various object types. `TMX` objects are easy to create:
6 |
7 | ```cpp
8 | // reading in a tiled map.
9 | auto map = TMXTiledMap::create("TileMap.tmx");
10 | addChild(map, 0, 99); // with a tag of '99'
11 | ```
12 |
13 | Tile-based maps can have many layers, determined by a
14 | __z-order__. You can access a specific layer by it's name:
15 |
16 | ```cpp
17 | // how to get a specific layer
18 | auto map = TMXTiledMap::create("TileMap.tmx");
19 | auto layer = map->getLayer("Layer0");
20 | auto tile = layer->getTileAt(Vec2(1, 63));
21 | ```
22 |
23 | Each tile has a unique position and id. This makes it very easy to cherry pick
24 | specific tiles. You can access any tile by its id:
25 |
26 | ```cpp
27 | // to obtain a specific tiles id
28 | unsigned int gid = layer->getTileGIDAt(Vec2(0, 63));
29 | ```
30 |
31 | Example tiled-map layouts:
32 |
33 | 
34 |
35 | 
36 |
37 | How do you make a tiled-map? There are many tools that do this. [Tiled](http://mapeditor.org)
38 | is a popular tool. It is actively developed and has a great user community. The
39 | screen-shots above are actual __Tiled__ projects.
40 |
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/en/physics/debugging.md:
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1 | ## Debugging Physics Body and Shapes
2 | If you ever wish to have red boxes drawn around your __physics bodies__ to aid in debugging, simple add these 2 lines to your core, where it makes sense to you. Perhaps `AppDelegate` is a good place? You can add the following code:
3 |
4 | ```cpp
5 | Director::getInstance()->getRunningScene()->getPhysics3DWorld()->setDebugDrawEnable(true);
6 | Director::getInstance()->getRunningScene()->setPhysics3DDebugCamera(cameraObjecct);
7 | ```
8 |
9 | ## Disabling Physics
10 | Using the built-in __physics engine__ is a good idea. It is solid and advanced. However, if you wish to use an alternative __physics engine__ you can. All you need
11 | to do is disabling __CC_USE_PHYSICS__ in __base/ccConfig.h__.
12 |
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1 | ## Physics
2 | Your game is coming along nicely. You have `Sprite` objects, gameplay mechanics and your coding efforts are paying off. You are starting to feel like your game
3 | is playable. What do you do when you realize your game needs to simulate real world situations? You know, __collision detection__, __gravity__, __elasticity__ and __friction__. Yes, you guessed it! This chapter is on __physics__ and the use of a __physics engine__. Let's explore the *when*, *wheres* and *whys* of using a __physics engine__.
4 |
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/en/scenes/creating.md:
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1 | ## Creating a Scene
2 | It is very easy to create a `Scene`
3 |
4 | ```cpp
5 | auto myScene = Scene::create();
6 | ```
7 |
8 | ## Remember the Scene Graph?
9 | In __Chapter 2__ of this guide we learned about a __scene graph__ and how it affects
10 | the drawing of our game. The important thing to remember is that this defines
11 | the drawing order of the GUI elements. Also remember __z-order__!
12 |
13 | ## A Simple Scene
14 | Lets's build a simple `Scene`. Remember that Cocos2d-x uses a __right handed
15 | coordinate system__. This means that our _0,0_ coordinate is at the bottom left
16 | corner of the screen/display. When you start positioning your game elements this
17 | is where you should start your calculations from. Let's create a simple `Scene`
18 | and add a few elements to it:
19 |
20 | ```cpp
21 | auto dirs = Director::getInstance();
22 | Size visibleSize = dirs->getVisibleSize();
23 |
24 | auto myScene = Scene::create();
25 |
26 | auto label1 = Label::createWithTTF("My Game", "Marker Felt.ttf", 36);
27 | label1->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
28 |
29 | myScene->addChild(label1);
30 |
31 | auto sprite1 = Sprite::create("mysprite.png");
32 | sprite1->setPosition(Vec2(100, 100));
33 |
34 | myScene->addChild(sprite1);
35 | ```
36 |
37 | When we run this code we shall see a simple `Scene` that contains a `Label` and
38 | a `Sprite`. It doesn't do much but it's a start.
39 |
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/en/scenes/getting_started.md:
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1 | ## What is a Scene?
2 | A `Scene` is a container that holds `Sprites`, `Labels`, `Nodes` and other
3 | objects that your game needs. A `Scene` is responsible for running game logic and rendering the content on a per-frame basis. You need at least one `Scene` to start your game. You can think of this like a movie. The `Scene` is what is running and users see what is happening in real-time. You can have any number of `Scene` objects in your game and transition through them easily. Cocos2d-x provides __scene transitions__ and you can even have __scene transitions__ with cool effects.
4 |
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1 | ## Scripting
2 | Cocos2d-x provides a simple mechanism for using __Lua and JavaScript__ scripting inside of your game.
3 |
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/en/sprites/getting_started.md:
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1 | ## What are Sprites
2 | A Sprite is a 2D image that can be animated or transformed by changing its
3 | properties, including __rotation__, __position__, __scale__, __color__, etc.
4 |
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1 | ## Sprites
2 | Cocos2d-x provides `Sprite` these are images for almost everyhing your game requires.
3 |
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/en/sprites/spriteframe_cache.md:
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1 | ## Creating a Sprite from SpriteFrameCache
2 | This creates a `Sprite` by pulling it from the `SpriteFrameCache`.
3 |
4 | ```cpp
5 | // Our .plist file has names for each of the sprites in it. We'll grab
6 | // the sprite named, "mysprite" from the sprite sheet:
7 | auto mysprite = Sprite::createWithSpriteFrameName("mysprite.png");
8 | ```
9 |
10 | 
11 |
12 | ### Creating a Sprite from a SpriteFrame
13 | Another way to create the same `Sprite` is by fetching the `SpriteFrame` from the
14 | `SpriteFrameCache`, and then creating the `Sprite` with the `SpriteFrame`. Example:
15 |
16 | ```cpp
17 | // this is equivalent to the previous example,
18 | // but it is created by retrieving the SpriteFrame from the cache.
19 | auto newspriteFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName("Blue_Front1.png");
20 | auto newSprite = Sprite::createWithSpriteFrame(newspriteFrame);
21 | ```
22 |
23 | 
24 |
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1 | /*! jquery.cookie v1.4.1 | MIT */
2 | !function(a){"function"==typeof define&&define.amd?define(["jquery"],a):"object"==typeof exports?a(require("jquery")):a(jQuery)}(function(a){function b(a){return h.raw?a:encodeURIComponent(a)}function c(a){return h.raw?a:decodeURIComponent(a)}function d(a){return b(h.json?JSON.stringify(a):String(a))}function e(a){0===a.indexOf('"')&&(a=a.slice(1,-1).replace(/\\"/g,'"').replace(/\\\\/g,"\\"));try{return a=decodeURIComponent(a.replace(g," ")),h.json?JSON.parse(a):a}catch(b){}}function f(b,c){var d=h.raw?b:e(b);return a.isFunction(c)?c(d):d}var g=/\+/g,h=a.cookie=function(e,g,i){if(void 0!==g&&!a.isFunction(g)){if(i=a.extend({},h.defaults,i),"number"==typeof i.expires){var j=i.expires,k=i.expires=new Date;k.setTime(+k+864e5*j)}return document.cookie=[b(e),"=",d(g),i.expires?"; expires="+i.expires.toUTCString():"",i.path?"; path="+i.path:"",i.domain?"; domain="+i.domain:"",i.secure?"; secure":""].join("")}for(var l=e?void 0:{},m=document.cookie?document.cookie.split("; "):[],n=0,o=m.length;o>n;n++){var p=m[n].split("="),q=c(p.shift()),r=p.join("=");if(e&&e===q){l=f(r,g);break}e||void 0===(r=f(r))||(l[q]=r)}return l};h.defaults={},a.removeCookie=function(b,c){return void 0===a.cookie(b)?!1:(a.cookie(b,"",a.extend({},c,{expires:-1})),!a.cookie(b))}});
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1 |
2 | $(function() {
3 | var key = "Cocos2d-x_pg_lang";
4 | var switch_lang = function(l) {
5 | $('.langs li a').removeClass('selected');
6 | $('#'+l).addClass('selected');
7 | $('.tab_content').hide();
8 | $('.'+l).show();
9 | $.cookie(key, l);
10 | }
11 | $('.langs li a').click(function() {switch_lang(this.id);return false;});
12 | var c = $.cookie(key);
13 | if (typeof c == 'undefined') c='tab-cpp';
14 | switch_lang(c);
15 | });
16 |
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1 | # Cocos2d-x Mini Tutorials
2 | Get started with particular areas of the __Cocos Engine__ by reading any one our mini tutorials.
3 |
4 | - [Storing Game Data](storing-game-data/index.md)
5 |
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/en/ui_components/index.md:
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1 | ## UI Components
2 | Taking a look at the common apps you might use, I bet that you can spot UI
3 | widgets without necessarily knowing what they are. They aren't specific to games, every application probably uses a few widgets. What does __UI__ stand for? What do __UI__ widgets do? Oh so many questions!
4 |
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/en/ui_components/loading_bar.md:
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1 | ## LoadingBar
2 | Have you ever played a game where you had to wait while it loaded up all the
3 | content it needed? It probably showed you a bar, filling in as it made progress
4 | accomplishing its task. This is often referred to as a __progress bar__, __status bar__
5 | or a __loading bar__. Creating a `LoadingBar`:
6 |
7 | ```cpp
8 | #include "ui/CocosGUI.h"
9 |
10 | auto loadingBar = LoadingBar::create("LoadingBarFile.png");
11 |
12 | // set the direction of the loading bars progress
13 | loadingBar->setDirection(LoadingBar::Direction::RIGHT);
14 |
15 | this->addChild(loadingBar);
16 | ```
17 |
18 | In the above example a __loading bar__ is created and we set the direction it
19 | should fill towards as progress is made. In this case to the right direction.
20 | However, you probably need to change the percentage of the `LoadingBar`. This is
21 | easily done:
22 |
23 | ```cpp
24 | #include "ui/CocosGUI.h"
25 |
26 | auto loadingBar = LoadingBar::create("LoadingBarFile.png");
27 | loadingBar->setDirection(LoadingBar::Direction::RIGHT);
28 |
29 | // something happened, change the percentage of the loading bar
30 | loadingBar->setPercent(25);
31 |
32 | // more things happened, change the percentage again.
33 | loadingBar->setPercent(35);
34 |
35 | this->addChild(loadingBar);
36 | ```
37 |
38 | As you can see in the above example we specify a _.png_ image for the `LoadingBar`
39 | objects texture:
40 |
41 | 
42 |
43 | On screen a `LoadingBar` might look like this:
44 |
45 | 
46 |
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/release_notes/cocos-creator/v2.0.7/v2.0.7.md:
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1 | ## Cocos Creator v2.0.7 released!
2 |
3 | ### Description of changes in this version:
4 | * Improve the font loading method on the web platform and fix the problem that individual TTF fonts must be loaded for a long time #3708
5 | * Fixed an issue where audio might not play after multiple reloads #3702
6 | * Fixed an issue where calling `cc.view.setFrameSize` does not take effect on the web platform
7 |
8 | ### Also fixed the following new issues in 2.0.7:
9 |
10 | * Fix native platform WebView, VideoPlayer related issues
11 | * The __rpk path__ of the debug platform window popped up after the Huawei small game platform clicks is inconsistent with the actual
12 | * If the fast game tool is not closed, the project will be opened after the project is switched.
13 | * Fixed an error caused by the failure of loading ttf in WeChat open data domain
14 | * Fixed a problem of not generating a web-mobile folder when building a web-mobile platform
15 | * Fix ios platform empty packet compilation error (ios)
16 |
17 | ### Downloads
18 | [Cocos Creator 2.0.7 for Windows](http://cocos2d-x.org/filedown/CocosCreator_v2.0.7_win)
19 | [Cocos Creator 2.0.7 for MacOS](http://cocos2d-x.org/filedown/CocosCreator_v2.0.7_mac)
20 |
21 | ### Documentation
22 | [Cocos Creator 2.0.x Documentation](https://docs.cocos2d-x.org/creator/manual/en/)
23 |
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/release_notes/cocos-creator/v2.0.8/v2.0.8.md:
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1 | ## Cocos Creator v2.0.8 released!
2 | This version is a bug fix release. Changelog:
3 |
4 | * A reset method has been added to the `cc.WXSubContextView` component to allow the user to properly reset the view size by calling this API when switching between subdomain views. [PR](https://github.com/cocos-creator/engine/pull/3718)
5 | * Fixed that on some Android WeChat 7.0.3 models, Retina will still be blurred.
6 | * Fixed frame rate instability caused by listening to Device Motion on Android WeChat 7.0.3
7 | * Fix the problem that the WeChat game sub-package will load when it does not contain any resources.
8 | * Fix an issue where BMFont is not available in WeChat open data domain
9 | * Fix RichText's use of the font tag is invalid
10 | * Fix an issue where RichText can't pass arguments when using the on tag
11 | * Fix the problem that the editor can't build a project from the command line
12 | * Adapting scene scaling issues after downgrading from Creator 2.1 to 2.0
13 |
14 | ### Downloads
15 | [Cocos Creator 2.0.8 for Windows](http://cocos2d-x.org/filedown/CocosCreator_v2.0.8_win)
16 | [Cocos Creator 2.0.8 for MacOS](http://cocos2d-x.org/filedown/CocosCreator_v2.0.8_mac)
17 |
18 | ### Documentation
19 | [Cocos Creator 2.0.x Documentation](https://docs.cocos2d-x.org/creator/manual/en/)
20 |
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/release_notes/cocos2d-x/v3.14.1.md:
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1 |
2 |
3 | **Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4 |
5 | - [Cocos2d-x 3.14.1 Release Notes](#cocos2d-x-3141-release-notes)
6 | - [Misc Information](#misc-information)
7 | - [v3.14.1](#v3141)
8 | - [Bug fixed](#bug-fixed)
9 |
10 |
11 |
12 | # Cocos2d-x 3.14.1 Release Notes #
13 |
14 | # Misc Information
15 |
16 | * [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)
17 |
18 | # v3.14.1
19 |
20 | ## Bug fixed
21 |
22 | * May crash if using `Scene::createWithPhysics()` to create a scene and physics3d camera is not set
23 | * May have link error because of glfw conflict on Linux
24 | * Sprite: created from sprite frame with polygon information can not work correctly
25 | * Lua: link error with VS2015
26 | * Lua: compiling error if using `cocos compile/run -p android --android-studio` on Android
27 |
28 | Can refer to [v3.14.1 milestone](https://github.com/cocos2d/cocos2d-x/milestone/36?closed=1) for detail informations of all PRs/issues.
29 |
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/release_notes/cocos2d-x/v3.15.1.md:
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1 |
2 |
3 | **Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4 |
5 | - [Cocos2d-x 3.15.1 Release Notes](#cocos2d-x-3151-release-notes)
6 | - [Misc Information](#misc-information)
7 | - [v3.15.1](#v3151)
8 | - [Highlights](#highlights)
9 |
10 |
11 |
12 | # Cocos2d-x 3.15.1 Release Notes #
13 |
14 | # Misc Information
15 |
16 | * [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)
17 |
18 | # v3.15.1
19 |
20 | ## Highlights
21 |
22 | * add optimization codes for Huawei devices
23 |
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/release_notes/cocos2d-x/v3.17.1.md:
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1 |
2 |
3 | **Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4 |
5 | - [Cocos2d-x 3.17.1 Release Notes](#cocos2d-x-3171-release-notes)
6 | - [Highlights](#highlights)
7 |
8 |
9 |
10 | # Cocos2d-x 3.17.1 Release Notes #
11 |
12 | The 3.17.1 release focuses on bug fixing.
13 |
14 | ## Highlights
15 |
16 | - Fix Lua loading performance drop bug introduced in 3.17
17 | - Renderer limit glClear invoke times, reduce power consuming
18 | - optimize CMake script,fix some linking issues
19 | - Android use CMake as default PROP_BUILD_TYPE value
20 | - Android upgrade Gradle to 4.6, SDK 28, android gradle plugin 3.1.0
21 | - upgrade LuaJIT to 2.1.0-beta3, fix random crash in 3.17 Lua release mode
22 | - upgrade libwebsockets to 2.4.2
23 | - FileUtils provide thread-safe implementation and add missing cross-platform interfaces
24 | - limit Labels text length to fix render error
25 | - add Downloader binding to Lua
26 |
27 | This release contains more than 45 bugs fixed and 34 misc improvements, please refer to [ChangeLog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)
28 |
29 |
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/release_notes/cocos2d-x/v3.17.2.md:
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1 |
2 |
3 | **Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4 |
5 | - [Cocos2d-x 3.17.2 Release Notes](#cocos2d-x-3172-release-notes)
6 | - [Highlights](#highlights)
7 |
8 |
9 |
10 | # Cocos2d-x 3.17.2 Release Notes #
11 |
12 | Version 3.17.2 focuses on bugs fixing and performance opimization on OPPO devices.
13 |
14 | ## Highlights
15 |
16 | - Performance optimization on OPPO devices
17 | - Fixed bug that`FileUtils::listFiles()` can not work correctly if the file path starts with `assets/` on Android
18 | - Fixed crash caused by Audio on iOS
19 | - Fixed bug that `VideoPlayer` can not play video in obb file on Android
20 |
21 | More detail change log please refer to [ChangeLog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG).
22 |
23 |
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/zh/3d/animation.md:
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1 | # 3D 动画
2 |
3 | 我们知道 3D 精灵对游戏很重要,也学会了如何操纵,但是可能还希望能有一些更丰富的效果。
4 |
5 | 那就添加动画吧!
6 |
7 | 要运行 3D 动画,你需要使用 `Animation3D` 和 `Animate3D` 对象,首先用 `Animation3D` 加载一个动画文件,然后使用 `Animate3D` 完成添加。
8 |
9 | 示例:
10 |
11 | ```cpp
12 | // the animation is contained in the .c3b file
13 | auto animation = Animation3D::create("orc.c3b");
14 |
15 | // creates the Action with Animation object
16 | auto animate = Animate3D::create(animation);
17 |
18 | // runs the animation
19 | sprite->runAction(RepeatForever::create(animate));
20 | ```
21 |
22 | 去运行本文档的代码示例看看效果,_记住,3D 动画与 2D 动画基本相同。2D 动画可参考本文档的 [第四章](../actions/index.md)_
23 |
24 | ## 多动画
25 |
26 | 当想同时运行多个动画时,该怎么办?你可以创建多个动画,并指定开始时间和动画长度参数,两个参数的单位都是秒。例如:
27 |
28 | ```cpp
29 | auto animation = Animation3D::create(fileName);
30 |
31 | auto runAnimate = Animate3D::create(animation, 0, 2);
32 | sprite->runAction(runAnimate);
33 |
34 | auto attackAnimate = Animate3D::create(animation, 3, 5);
35 | sprite->runAction(attackAnimate);
36 | ```
37 |
38 | 在上面的例子中,有两个动画可以运行,第一个从动画启动时开始然后持续 2 秒,第二个在 3 秒时开始然后持续 5 秒。
39 |
40 | ## 动画速度
41 |
42 | 动画速度由一个整数控制,整数的绝对值代表动画的持续时间,整数大于零动画正序播放,整数小于零倒序播放。速度设置为 10 意味着动画在 10 秒内正序播放完。
43 |
44 | ## 动画混合
45 |
46 | 使用多个动画时,会在每个动画之间自动应用混合,混合的目的是为了创造平滑的过渡。给定两个动画 A 和 B, 动画 A 最后一小段时间的几帧会和动画 B 前一小段时间的几帧重叠,这使得动画的变化看起来很自然。默认的混合的时间是 0.1 秒,你可以使用 `Animate3D::setTransitionTime` 更改默认的混合时间。
47 |
48 | Cocos2d-x 支持关键帧之间的线性插值,这能填补曲线上的空白,确保光滑的路径。如果在模型构建时指定了其它插值方法,我们内置的工具 _fbx-conv_ 将生成额外的关键帧,这种补偿通常根据目标框架完成。
49 | _有关 fbx-conv 的更多信息,请参考本章末尾的讨论_
50 |
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/zh/3d/cubemap.md:
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1 | # 立方体纹理(TextureCube)
2 |
3 | 立方体纹理是放置在立方体各个表面上的六个单独的方形纹理的集合。大多数情况下,它们用于在物体上显示无限远的反射,类似于天空盒在背景中显示远处的风景。一个展开的立方体纹理可能是这样的:
4 |
5 | 
6 |
7 | 在 Cocos2d-x 中,这样创建立方体纹理:
8 |
9 | ```cpp
10 | // create a textureCube object with six texture assets
11 | auto textureCube = TextureCube::create("skybox/left.jpg", "skybox/right.jpg", "skybox/top.jpg", "skybox/bottom.jpg", "skybox/front.jpg", "skybox/back.jpg");
12 |
13 | // set cube map texture parameters
14 | Texture2D::TexParams tRepeatParams;
15 | tRepeatParams.magFilter = GL_NEAREST;
16 | tRepeatParams.minFilter = GL_NEAREST;
17 | tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
18 | tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
19 | textureCube->setTexParameters(tRepeatParams);
20 |
21 | // create and set our custom shader
22 | auto shader = GLProgram::createWithFilenames("cube_map.vert", "cube_map.frag");
23 | auto _state = GLProgramState::create(shader);
24 |
25 | // bind cube map texture to uniform
26 | state->setUniformTexture("u_cubeTex", textureCube);
27 | ```
28 |
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/zh/3d/index.md:
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1 | # 3D 支持
2 |
3 | 你很可能认为 Cocos2d-x 是一个纯 2D 游戏引擎,事实上,从 3.0 版本 3D 功能就开始了添加和完善。
4 |
5 | 3D 游戏开发可能对你来说很新奇,相关的术语也还不熟悉,有什么工具也还不知道,但是别担心,让我们从术语开始一一了解。
6 |
7 | ## 术语
8 |
9 | 进行 3D 游戏开发前,先熟悉一些常用术语:
10 |
11 | * __Model(模型)__ - 可以呈现的对象。由一个一个的多边形组成,Cocos2d-x 中对应 `Sprite3D`。
12 |
13 | * __Mesh(网格)__ - 指模型的网格,由 3D 模型被划分的多边形构成。
14 |
15 | * __Texture(纹理)__ - 纹理使 3D 模型有了表现真实物体复杂表面的能力,模型的所有表面和顶点都可以被映射纹理。
16 |
17 | * __Camera(摄像机)__ - 3D 世界中的眼睛 ,通过它能获得一个角度的世界场景。同一个世界,通过设置不同的摄像机参数,可以获得不同的场景。
18 |
19 | * __Light(光照)__ - 3D 世界中的光照,通过设置光照让游戏场景看起来更真实。光照效果,会影响 3D 模型表面的明暗效果,色彩效果。
20 |
21 | > Cocos2d-x 内附带的 3D 功能已经不再更新
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/zh/3d/skybox.md:
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1 | # 天空盒(Skybox)
2 |
3 | __`天空盒(Skybox)`__ 是整个场景的一个包裹,显示了几何之外的世界。你可以使用 `Skybox` 来模拟无限的天空,山脉等现象。
4 |
5 | 
6 |
7 | `Skybox` 的创建:
8 |
9 | ```cpp
10 | // create a Skybox object
11 | auto box = Skybox::create();
12 |
13 | // set textureCube for Skybox
14 | box->setTexture(_textureCube);
15 |
16 | // attached to scene
17 | _scene->addChild(box);
18 | ```
19 |
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/zh/3d/tools.md:
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1 | # 常用工具
2 |
3 | ## 3D 编辑器
4 |
5 | 3D 编辑器是用于构建 3D 模型的工具集合,有商业的和免费的可用,这是其中一些受欢迎的编辑器:
6 |
7 | * [Blender (Free)](http://www.blender.org/)
8 | * [3DS Max](http://www.autodesk.com/products/3ds-max/overview)
9 | * [Cinema4D](http://www.maxon.net/products/)
10 | * [Maya](http://www.autodesk.com/products/maya/overview)
11 |
12 | 大多数 3D 编辑器都能将文件保存成通用的格式,方便文件在其它编辑器中使用,同时也方便了游戏引擎对 3D 模型的导入和使用。
13 |
14 | ## Cocos2d-x 提供的工具
15 |
16 | Cocos2d-x 提供了一个转换工具,可以将编辑器生成的通用格式转换为引擎支持的格式。
17 |
18 | ### fbx-conv 命令行
19 |
20 | __`fbx-conv`__ 允许将 _FBX_ 格式转换为 Cocos2d-x 专有格式。 _FBX_ 是最受欢迎的 3D 文件格式,被所有编辑器支持。 命令行工具默认的导出文件格式是 _.c3b_ 。
21 |
22 | 命令行的使用:
23 |
24 | ```sh
25 | fbx-conv [-a|-b|-t] FBXFile
26 | ```
27 |
28 | 参数含义:
29 |
30 | * -?:显示帮助信息
31 | * -a:导出文本格式和二进制格式
32 | * -b:导出二进制格式
33 | * -t:导出文本格式
34 |
35 | 示例:
36 |
37 | ```sh
38 | fbx-conv -a boss.FBX
39 | ```
40 |
41 | 工具使用注意点:
42 |
43 | * 模型需要一个至少包含一个纹理的材质
44 | * 只支持骨骼动画
45 | * 只支持一个骨骼对象,没有多个骨骼对象的支持
46 | * 您可以通过导出多个静态模型来创建一个 3D 场景
47 | * 网格顶点或索引的最大数量为 32767
48 |
49 | ## 3D 文件格式
50 |
51 | Cocos2d-x 目前支持两种 3D 文件格式:
52 |
53 | * Wavefront 对象文件:_.obj_ 文件
54 | * Cocos2d-x 专有格式:_.c3t_ ,_.c3b_ 文件
55 |
56 | 支持 Wavefront 文件格式,因为它被 3D 编辑器广泛采用,并且非常容易解析。然而,它是有缺点的,不支持诸如动画的高级功能。
57 |
58 | 另一方面,_c3t_ 和 _c3b_ 是 Cocos2d-x 专有的文件格式,允许动画,材质和其它高级3D功能。_c3t_ 是文本格式,_c3b_ 是二进制格式。开发人员进行最终的游戏发布时应使用 _c3b_ ,因为使用它性能更好。如果是想要调试文件,或是跟踪其在 Git 或任何其他版本控制系统中的更改,则应使用 _c3t_ 。
59 |
60 | > 注意:可以使用 _c3b_ 或 _c3t_ 文件,不能使用 _obj_ 文件,创建 _Animation3D_ 对象。
61 |
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/zh/README.md:
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1 | # Cocos2d-x 中文文档
2 |
3 | ## 环境准备
4 |
5 | 进行文档开发,需要先准备 GitBook 环境:
6 |
7 | 1. [Node.js](https://nodejs.org/en/)
8 | 1. [npm](https://www.npmjs.com/) 一般会和 Node.js 一起安装
9 | 1. 安装 gitbook 命令行工具,运行命令 `npm install gitbook-cli -g`
10 | 1. 安装 gitbook,运行命令 `gitbook install`
11 |
12 | ## 工作流程
13 |
14 | 进行正式开发前最好能先熟悉一下 GitBook,流程如下:
15 |
16 | - Fork 文档仓库 [cocos2d-x-docs](https://github.com/cocos2d/cocos2d-x-docs)
17 | - clone 仓库到本地,进行改动
18 | - 使用 `gitbook serve` 命令测试改动在 GitBook 中的效果
19 | - 提交 pull request 到 cocos2d/cocos2d-x-docs 仓库
20 | - 我们会 review 这个 PR,并将内容合并到主仓库
21 |
22 | ## 注意事项
23 |
24 | - 改动中文文档,请将改动限制在 __zh/__ 目录
25 | - 避免使用过大的图片,过大的图片会造成加载缓慢,甚至加载失败
26 | - 文档书写规范请参考:[中文文档格式规范](https://github.com/anjuke/coding-style/blob/master/text/chinese.md)
27 | - 代码块要以一种特殊的方式包裹,可以模仿已有代码块的包裹方式.
28 | - 例如 C++ 代码块:
29 | ```html
30 | ```cpp
31 | auto mySprite = Sprite::create("mysprite.png", Rect(0,0,40,40));
32 | ```
33 |
34 | 文档的开发,Cocos2d-x 开源社区的建设,期待你的加入!
35 |
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/zh/_layouts/website/header.html:
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1 | {% extends template.self %}
2 | {% block book_header %}
3 |