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- cocos2d-x: v3.14+
- Cocos Creator: v1.4+
Given that Creator uses a component based model to create its objects, and cocos2d-x has its monolithic structure, it is only possible to support a limited subset of Creator features.
Supported nodes:
SceneSpriteCanvas(but only one per scene)ScrollViewLabelEditBoxParticleSystemTiledMapButtonProgressBarRichText:- Need cocos2d-x 3.16+ to support img tag, refer to this issue for detail information.
- Doesn't support
line heightbecause cocos2d-x'sRichTextdoesn't support this features. - Doesn't support
horizontal alignmentbecause cocos2d-x'sRichTextdoesn't support this features. Though cocos2d-x v3.16+ supports this feature, but it is hard for plugin to danymicly supporting it according cocos2d-x's version.
SpineSkeletonWidget: only supportsAlignOnceAnimationsVideoPlayer: iOS should addMediaPlayer.frameworkto the projectWebViewSliderToggleToggleGroupPageViewMaskColliderPrefabDragonBonesMotionStreak
Supporting JavaScript scripts would be overkill. If you need JavaScript scripting support, just use Creator.
Can fetch this branch and run cpp-empty-test or lua-empty-test. The branch based on v3.15, don't forget to update external libraries.
Currently support on Mac, iOS, Android and Windows.
- download and install Cocos Creator
- use Cocos Creator to open creator_project
- click Project -> LuaCPP Support -> Setup Target Project
- fill in Project Path, it is a c++ or lua project created by cocos2d-x(3.14+) console
- click Build
- Export Resource Only, only resources include Creator scene files will be exported, the reader source code won't. It will be usefull when you don't want to cover the reader code in Cocos2d-x project.
- Export Resource Dynamically Loaded, export the resources that might be used in runtime, those resources located at assets/resources.
- Auto Build After Scene Saved, as the name said, auto build and export resources after Creator scene saved.
You will find:
- all needed source codes are generated into
NATIVE_PROJECT_ROOT/Classes/reader(it is NATIVE_PROJECT_ROOT/frameworks/runtime-src/Classes/reader for lua project) - all needed resources are generated into
NATIVE_PROJECT_ROOT/Resources/creator(it is NATIVE_PROJECT_ROOT/frameworks/runtime-src/Resources/creator for lua project)
For cpp projects, just add reader into header search path.
For lua projects, add the following header paths:
- reader
- reader/collider
- reader/animation
- reader/dragonbones/cocos2dx
- reader/dragonbones/armature
- reader/dragonbones/animation
- reader/dragonbones/events
- reader/dragonbones/factories
- reader/dragonbones/core
- reader/dragonbones/geom
If developing for Android, can just use existing Android.mk, for example, use the Android.mk into your game's Android.mk like this:
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := MyGame_shared
LOCAL_MODULE_FILENAME := libMyGame
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/HelloWorldScene.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END
LOCAL_STATIC_LIBRARIES := cocos2dx_static
# LOCAL_STATIC_LIBRARIES += creator_reader_lua # for lua project
LOCAL_STATIC_LIBRARIES += creator_reader # add dependence
# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END
include $(BUILD_SHARED_LIBRARY)
$(call import-module,.)
$(call import-module, ./../../Classes/reader) # import module path
If developing with Lua, then need to add CreatorReaderBinding.cpp into plugin's Android.mk.
// mygame.cpp
#include "reader/CreatorReader.h"
void some_function()
{
creator::CreatorReader* reader = creator::CreatorReader::createWithFilename("creator/scenes/sprites/CreatorSprites.ccreator");
// will create the needed spritesheets + design resolution
reader->setup();
// get the scene graph
Scene* scene = reader->getSceneGraph();
// ...and use it
Director::getInstance()->replaceScene(scene);
}Register creator binding codes in c++
#include "reader/lua-bindings/creator_reader_bindings.hpp"
...
register_creator_reader_manual(L);Use in lua
local creatorReader = creator.CreatorReader:createWithFilename('creator/CreatorSprites.ccreator')
creatorReader:setup()
local scene = creatorReader:getSceneGraph()
cc.Director:getInstance():replaceScene(scene)ColliderManager is used to manage collisions. Every scene has an instance of ColliderManager . You can use it like this to listen collision events:
creator::CreatorReader* reader = creator::CreatorReader::createWithFilename("creator/CreatorSprites.ccreator");
// will create the needed spritesheets + design resolution
reader->setup();
// get the scene graph
Scene* scene = reader->getSceneGraph();
auto colliderManager = scene->getColliderManager();
colliderManager->registerCollitionCallback([=](creator::Contract::CollisionType type,
creator::Collider* collider1,
creator::Collider* collider2) {
if (type == creator::Contract::CollisionType::ENTER)
colliderManager->enableDebugDraw(true);
if (type == creator::Contract::CollisionType::EXIT)
colliderManager->enableDebugDraw(false);
}, "");More features of colliderManager can refer to the header file.
You can install the released version from Creator, or you can copy creator_project/packages/creator_luacpp_support into Cocos Creator project/packages, then you will see the plugin in Project -> LuaCPP Support.