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add scut client for cocos2d-x source
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* Need to figure out how to get correct screen resolutions consistently. | ||
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* Touch handler screwed up after TouchesTest? MenuTest? (TestCpp sample) | ||
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* TTF Font rendering is slow and seems to wrap around by a few pixels | ||
horizontally. Need to investigate here, but I suspect the right answer is to | ||
offload font rendering to an offscreen canvas and let the browser handle it. | ||
Potentially creates new challenges in packaging which would need to be solved | ||
somehow. | ||
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### | ||
DONE: | ||
### | ||
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* Need to switch to server-side buffers in | ||
- cocos2dx/draw_nodes/CCDrawingPrimitives | ||
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* Need to compile with -O2 -- possible -s VERBOSE=1 will give a clue? | ||
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* SchedulerTest crashes | ||
- cocos2d::CCNode::boundingBox() | ||
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* Parallax Test crashes | ||
- cocos2d::CCAtlasNode::calculateMaxItems() | ||
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* Particle Test crashes | ||
- TIFFClientOpen not a function. Looks like we need to build and link in libtiff. | ||
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* cocos2d::CCAtlasNode::calculateMaxItems() throwing an error; related to | ||
CCTextureAtlas? Preventing particle test from working. | ||
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* Need to switch to server-side buffers in | ||
- cocos2dx/draw_nodes/CCDrawNode.cpp -- Think this is fixed by undef CC_TEXTURE_ATLAS_USE_VAO? | ||
- cocos2dx/particle_nodes/CCParticleSystemQuad.cpp -- Think this is fixed by CC_REBIND_INDICES_BUFFER? | ||
- cocos2dx/textures/CCTextureAtlas.cpp -- Think this works already. | ||
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* Layer Test crashes | ||
- cocos2d::CCLabelBMFont::create(char const*, char const*, float, cocos2d::CCTextAlignment, cocos2d::CCPoint) | ||
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* IntervalTest crashes | ||
- cocos2d::CCLabelBMFont::create(char const*, char const*, float, cocos2d::CCTextAlignment, cocos2d::CCPoint) | ||
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* TileMap Test crashes | ||
- void CCNode::insertChild(CCNode* child, int z) | ||
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* LabelTest crashes | ||
- cocos2d::CCAtlasNode::calculateMaxItems() | ||
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* ZwoptexTest crashes. | ||
- ZwoptexGenericTest::onEnter() | ||
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* ChipmunkTest crashes: | ||
Aborting due to Chipmunk error: Moment of Inertia must be positive and non-zero. | ||
Failed condition: moment > 0.0f | ||
Source:../src/cpBody.c:151 | ||
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* Add linkage to libjpeg to get RenderTexture test to work. | ||
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PLATFORM ?= linux | ||
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define MAKE_TARGET | ||
+$(MAKE) -C external/chipmunk/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C external/Box2D/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C CocosDenshion/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C extensions/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C cocos2dx/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C scripting/lua/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Cpp/HelloCpp/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Cpp/TestCpp/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Cpp/SimpleGame/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Lua/HelloLua/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Lua/TestLua/proj.$(PLATFORM) $@ | ||
endef | ||
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all: | ||
$(call MAKE_TARGET,all) | ||
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clean: | ||
$(call MAKE_TARGET,clean) | ||
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.PHONY: all clean |
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PLATFORM = emscripten | ||
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define MAKE_TARGET | ||
+$(MAKE) -C external/chipmunk/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C external/Box2D/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C CocosDenshion/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C extensions/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C cocos2dx/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C scripting/lua/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Cpp/HelloCpp/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Cpp/TestCpp/proj.$(PLATFORM) $@ | ||
+$(MAKE) -C samples/Cpp/SimpleGame/proj.$(PLATFORM) $@ | ||
endef | ||
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# Haven't yet got the lua projects working. | ||
# +$(MAKE) -C samples/Lua/HelloLua/proj.$(PLATFORM) $@ | ||
# +$(MAKE) -C samples/Lua/TestLua/proj.$(PLATFORM) $@ | ||
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all: | ||
$(call MAKE_TARGET,all) | ||
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clean: | ||
$(call MAKE_TARGET,clean) | ||
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.PHONY: all clean |
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Client-source | ||
============= | ||
cocos2d-x | ||
========= | ||
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Based on cocos-2d-x client library development sdk source code, you can seamlessly access and Scut server. | ||
[](https://travis-ci.org/cocos2d/cocos2d-x) | ||
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[cocos2d-x][1] is a multi-platform 2D game framework in C++, branched on | ||
[cocos2d-iphone][2] and licensed under MIT. The master branch on github uses | ||
OpenGL ES 2.0 rendering, while the old gles11 branch uses OpenGL ES 1.1 | ||
rendering. Currently we focus on gles20 developmenet. | ||
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Supported Platforms | ||
------------------- | ||
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* iOS: stable, well tested on iOS 5.x ~ 6.x SDK. | ||
* Android: stable, well tested on 2.0~4.x, ndk r5 ~ r8. If you use gles20 | ||
branch or cocos2d-x v2.0 above, only android 2.3 and higher are supported | ||
* Windows Phone 8 and Win8 Metro: stable, it's in another repo | ||
http://github.com/cocos2d-x/cocos2dx-win8. | ||
* Bada: cocos2d-x v1.x supports Bada SDK 1.0 & 2.0. Bada support was | ||
deprecated since cocos2d-x v2.0. | ||
* BlackBerry: stable, contributed by staffs in RIM, supports Playbook & BB10. | ||
* Marmalade: stable since cocos2d-x v0.11.0, contributed by Marmalade's staff. | ||
* Native Client (NaCl): contributed by the Native Client authors. | ||
* Windows: stable, well tested on WinXP/Vista/Win7. Please upgrde the drive | ||
of your video card if you meet problems on OpenGL functions | ||
* Linux: support but not very stable. | ||
* Emscripten: Alpha-level. Most features implemented. Needs testing. | ||
Contributed by Zynga staff. | ||
* Tizen: Experimental. Essential features implemented. Needs more implementing. | ||
Contributed by Lee, Jae-Hong. | ||
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You can visit our continuous integration system http://ci.cocos2d-x.org to | ||
check the stability on edge version. | ||
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Supported Programming Languages | ||
------------------------------- | ||
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* C++ is the major programming language of cocos2d-x. Tons of top-chart | ||
cocos2d-x games were written in C++. | ||
* Lua binding is also widely used. Glu mobile, Zynga, UCWEB, 4399, Renren | ||
Games are using lua on cocos2d-x. | ||
* Javascript binding is our recommendation since 2012 H2. Cocos2d community | ||
are cooperating on the same Javasciprt API on cocos2d-iphone/-x/-html5. | ||
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Documentations | ||
-------------- | ||
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* Wiki: [wiki.cocos2d-x.org][3] | ||
* [Online API References][4] | ||
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Contact us | ||
---------- | ||
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* Forum: [http://forum.cocos2d-x.org][5] | ||
* Twitter: [http://www.twitter.com/cocos2dx][6] | ||
* Weibo: [http://t.sina.com.cn/cocos2dx][7] | ||
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[1]: http://www.cocos2d-x.org "cocos2d-x" | ||
[2]: http://www.cocos2d-iphone.org "cocos2d for iPhone" | ||
[3]: http://wiki.cocos2d-x.org "wiki.cocos2d-x.org" | ||
[4]: http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Reference "API References" | ||
[5]: http://forum.cocos2d-x.org "http://forum.cocos2d-x.org" | ||
[6]: http://www.twitter.com/cocos2dx "http://www.twitter.com/cocos2dx" | ||
[7]: http://t.sina.com.cn/cocos2dx "http://t.sina.com.cn/cocos2dx" |
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