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quick-cocos2d-x's Introduction

quick-cocos2d-x 是 cocos2d-x 开发商“触控科技”专门针对 Lua 开发者推出的扩展版本。

Quick-Cocos2d-x 基于 Cocos2d-x 开发,具有 Cocos2d-x 的所有优点。并在 Cocos2d-x 基础上添加了 Lua 脚本支持,和高级脚本框架。让开发商可以用更低的成本、更高的开发效率、更省的人力成本创造高品质手游产品。

快速开发: 框架自带手游需要的各种基础服务,开发商能够将有限的资源投入到产品的玩法和用户体验上。

降低成本: 选择 Quick-Cocos2d-x,整个产品的绝大部分代码都可以使用 Lua 脚本语言完成开发。相比 C++ 能够显著降低人员成本,在开发效率上也具有明显优势。

优化用户体验: Quick-Cocos2d-x 提供了更容易使用 UI 库和脚本编译打包加密和自动更新等功能。让开发商可以用更低的成本快速改善产品的体验。

成熟可靠: 目前使用 Cocos2d-x 平台开发的热门手游产品中,几乎一半都用到了 Lua 脚本语言。而 Quick-Cocos2d-x 作为 Cocos2d-x + Lua 的升级解决方案,保持了成熟可靠的特点。

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快速开始

  • 下载最新版 quick-cocos2d-x
  • 运行 setup_mac.sh 或者 setup_win.bat
  • 启动 player/mac/player.app 或者 player/win/player.exe

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更进一步

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quick-cocos2d-x's Issues

准备 Windows 环境下的工具包

Windows 环境下需要一些辅助工具才能确保 quick-cocos2d-x 的各种脚本正常运行。包括:

  • php5 执行文件
  • luajit 执行文件
  • tolua++ 执行文件

English version

Could you write your readme and examples in english please.
It looks very intereresting but I can't understand it.

Lua API is not full function

I tried to use addTargetedDelegate of cocos2dx TouchDispatcher but I found that the CCTouchDispatcher.pkg wasn't include this member function. Should I modify the CCTouchDispatcher.pkg myself to export this method, or find another way in Lua?

addTargetedDelegate这个方法在Lua里找不到,我查看了CCTouchDispatcher.pkg定义后发现没有导出,我应该自己修改这个pkg来导出还是应该绕过这个方法,用其他方法完成呢?

Hi, there's a problem of Archive CoinFlip.ios project in Xcode.

After I get the whole quick-cocos2d-x by git according to readme, building, running, build for Archive all OK, but, when I try to Archive directly, following error comes:

ld: in /Users/xxx/Library/Developer/Xcode/DerivedData/CoinFlip.ios-glkuqvnzsdppsygvkyguorbbvrgd/ArchiveIntermediates/CoinFlip.ios/BuildProductsPath/Release-iphoneos/liblibquickcocos2dx.a(libcurl_la-file.o), mach-o string pool extends beyond end of file for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)

When I ld -v the liblibquickcocos2dx.a, it show's:

@(#)PROGRAM:ld PROJECT:ld64-133.3
configured to support archs: armv6 armv7 i386 x86_64
Library search paths:
/usr/lib
/usr/local/lib
Framework search paths:
/Library/Frameworks/
/System/Library/Frameworks/
ld: warning: -arch not specified
ld: warning: -macosx_version_min not specified, assuming 10.7
ld: warning: ignoring file liblibquickcocos2dx.a, file was built for archive which is not the architecture being linked (x86_64): liblibquickcocos2dx.a
Undefined symbols for architecture x86_64:
"start", referenced from:
-u command line option
ld: symbol(s) not found for inferred architecture x86_64

Does anyone meet this situation?
Please offer a help, thanks.

能支持Linux吗?

请问若是需要在Linux下运行,我应该对哪些部分做移植呢?

增加native code编译后出错[suffer from compile error of LuaCocos2d.cpp on building native code]

尝试在Mac上编译自己的native code时出现大量形如:https://gist.github.com/spin6lock/5656034 的错误,是什么问题呢?

整合的代码已经在最新的cocos2d-x分支上编译成功了,所以代码的问题应该可以排除

I'm trying to link libevent to our quick-cocos2dx project statically as .a file, but I have many compile error on LuaCocos2d.cpp, some of them are in https://gist.github.com/spin6lock/5656034. Any ideas?

Error on iOS build

I have an error on the building phase on iOS. I think the header and library path are the cause.
Here's the log :

clang: error: no such file or directory: '/hosts/libs/cocos2d-x/cocos2dx/kazmath/src/GL/mat4stack.c'
clang: error: no input files
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1

I don't know if I must defined the QUICK_COCOS2DX_ROOT variable somewhere to resolve it.

How to use

It could be very usefull to have a starting guide to use your project.
I would love to have it !

Integrate Chipmunk 2D

GOALS

To provide a simple and easy-to-use physics engine interface.

Ref: http://docs.coronalabs.com/api/library/physics/index.html


### WHY Chipmunk 2D 1. Chipmunk 2D is a C library, more simple, better performance 2. Chipmunk Pro:

Chipmunk Pro is a cross-platform set of additions to Chipmunk that makes your game development easier with a growing set of tools designed to get you past the most tedious and time consuming parts of game development. Hundreds of shipping games have chosen Chipmunk because of the high quality, speed, and accuracy of its 2D physics simulations.

请问怎么跟你联系

你好,非常感谢你们的工作!

我有4年的手游项目开发经验,1年多cocos2dx使用经验。现在我对这套框架很感兴趣,也希望能参加进来,请问怎么跟你们联系呢?

not support retina???

not support retina???

好像一打开支持 retina屏
如果有CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionShowAll); 这个操作都会出错

display.lua 中也有这个操作···

也是同样出错了

打包成zip后识别module(...)的问题

使用compile_scripts.sh打包成zip文件后,若源代码中使用到module(...,xxx),则在运行时报错:
LUA ERROR: [string "Loading.SceneLogo"]:0: bad argument #1 to 'module' (string expected, got nil)
改成module(''FILE_PATH',xxx)的形式则能正常运行。

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