cocos2d-x v3.0 Release Notes
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- cocos2d-x v3.0 Release Notes
- Misc Information
- Requirements
- Highlights of v3.0
- Features in detail
- Misc API Changes
- Changes in the Lua bindings
Misc Information
- Download: http://cdn.cocos2d-x.org/cocos2d-x-3.0beta.zip
- Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0beta/CHANGELOG
- API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0beta/index.html
Requirements
Runtime Requirements
- Android 2.3 or newer
- iOS 5.0 or newer
- OS X 10.7 or newer
- Windows 7 or newer
Windows Phone 8 or newerN/A for the moment- Linux Ubuntu 12.04 (or newer)
Browsers via EmscriptenN/A for the moment
Compiler Requirements
- Xcode 4.6 (for iOS or Mac)
- gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
- Visual Studio 2012 (for Windows)
How to run tests
Mac OSX & iOS
- Enter
cocos2d-x/build
folder, opencocos2d_test.xcodeproj
- Select
iOS
orOS X
target in scheme toolbar - Click
run
button
Android
You can run the samples...
Using command line:
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
Then click item on Android device to run tests. Available value of -p
is the API level, cocos2d-x supports from level 10.
Using Eclipse:
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
Then
- Import cocos2d-x Android project into Eclipse, the path used to import is
cocos/2d/platform/android
- Import
cpp-empty-test
Android project into Eclipse, the path used to import istests/cpp-empty-test/proj.android
- Build
cpp-empty-test
Android project and run
Windows
- Enter
cocos2d-x/build
, and opencocos2d-win32.vs2012.sln
- Select
cpp-empty-test
as running target - Click run button
Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
Then
$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4
Run
$ cd bin/cpp-empty-test
$ ./cpp-empty-test
How to start a new game
Please refer to ReadMe. And there is a document for it.
Highlights of v3.0
- Replaced Objective-C patterns with C++ (C++11) patterns and best practices
- Improved Labels
- Improved renderer (much faster than in v2.2!!)
- New Event Dispatcher
- Physics integration
- New UI objects
- JavaScript remote debugger
- Remote Console support
- Use cocos console to create and run project
- Refactor Image - release memory in time and uniform the api of supported file format
- Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge
- Templated containers
Features in detail
C++11 features
Feature added in v3.0-pre-alpha0
A subset of C++11 features are being used in cocos2d-x:
std::function
, including lambda objects for callbacks- strongly typed enums, for most of the cocos2d-x enums and constants
std::thread
for threadingoverride
andfinal
context keywords, for overriden and final methods
std::function
CallFunc
can be created with anstd::function<void()>
CallFuncN
can be created with anstd::function<void(Node*)>
CallFuncND
andCallFuncO
were removed since it can be created with simulated withCallFuncN
andCallFunc
. See ActionsTest.cpp for more examplesMenuItem
supportsstd::function<void(Node*)>
as callbacks
CallFunc
example:
// in v2.1
CCCallFunc *action1 = CCCallFunc::create( this, callfunc_selector( MyClass::callback_0 ) );
// in v3.0 (short version)
auto action1 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_0,this));
auto action2 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_1,this, additional_parameters));
// in v3.0 (long version)
auto action1 = CallFunc::create( std::bind( &MyClass::callback_0, this));
auto action2 = CallFunc::create( std::bind( &MyClass::callback_1, this, additional_parameters));
// in v3.0 you can also use lambdas or any other "Function" object
auto action1 = CallFunc::create(
[&](){
auto s = Director::sharedDirector()->getWinSize();
auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*1,s.height/2-40));
this->addChild(label);
} );
MenuItem
example:
// in v2.1
CCMenuItemLabel *item = CCMenuItemLabel::create(label, this, menu_selector(MyClass::callback));
// in v3.0 (short version)
auto item = MenuItemLabel::create(label, CC_CALLBACK_1(MyClass::callback, this));
// in v3.0 (long version)
auto item = MenuItemLabel::create(label, std::bind(&MyClass::callback, this, std::placeholders::_1));
// in v3.0 you can use lambdas or any other "Function" object
auto item = MenuItemLabel::create(label,
[&](Object *sender) {
// do something. Item "sender" clicked
});
Strongly typed enums
Feature added in v3.0-pre-alpha0
Constants and enums that started with k
, and that usually were defined as int
or as simple enum
where replaced with strongly typed enums ( enum class
) to prevent collisions and type errors.
The new format is:
| v2.1 | v3.0 |
| kTypeValue | Type::VALUE |
Examples:
| v2.1 | v3.0 |
| kCCTexture2DPixelFormat_RGBA8888 | Texture2D::PixelFormat::RGBA8888 |
| kCCDirectorProjectionCustom | Director::Projection::CUSTOM |
| ccGREEN | Color3B::GREEN |
| CCPointZero | Point::ZERO |
| CCSizeZero | Size::ZERO |
The old values can still be used, but are deprecated.
override
To catch possible errors while overriding methods, subclasses with override methods have the override
context keyword.
Example:
class Sprite : public Node {
bool isFlipY(void) const;
void setFlipY(bool bFlipY);
// Overrides
virtual void setTexture(Texture2D *texture) override;
virtual Texture2D* getTexture() const override;
inline void setBlendFunc(const BlendFunc &blendFunc) override;
inline const BlendFunc& getBlendFunc() const override;
}
Removed Objective-C patterns
Feature added in v3.0-pre-alpha0
No more 'CC' prefix for C++ classes and free functions
Changes in classes
Since cocos2d-x already uses the cocos2d
namespace, there is not need to add the prefix CC
to all its classes.
Examples:
| v2.1 | v3.0 |
| CCSprite | Sprite |
| CCNode | Node |
| CCDirector | Director |
| etc... |
v2.1 class names are still available, but they were tagged as deprecated.
Changes in free functions
For the drawing primitives:
- They were added in the
DrawPrimitives
namespace - The
cc
prefix was removed
For the gl proxy functions:
- They were added in the
GL
namespace - The
ccGL
prefix was removed
Examples:
| v2.1 | v3.0 |
| ccDrawPoint() | DrawPrimitives::drawPoint() |
| ccDrawCircle() | DrawPrimitives::drawCircle() |
| ccGLBlendFunc() | GL::blendFunc() |
| ccGLBindTexture2D() | GL::bindTexture2D() |
| etc... |
v2.1 free functions are still available, but they were tagged as deprecated.
clone() instead of copy()
clone()
returns an autoreleased version of the copy.
copy()
is no longer supported. If you use it, it will compile, but the code will crash.
Example:
// v2.1
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();
// v3.0
// No need to do autorelease, no need to do casting.
auto action = move->clone();
Singletons use getInstance() and destroyInstance()
All singletons use getInstance()
and destroyInstance()
(if applicable) to get and destroy the instance.
Examples:
| v2.1 | v3.0 |
| CCDirector->sharedDirector() | Director->getInstance() |
| CCDirector->endDirector() | Director->destroyInstance() |
| etc... |
v2.1 methods are still available, but they were tagged as deprecated.
Object is replaced with Ref
Because the name Object
is confused, so rename it to Ref
, and remove functions that are not related with reference count. All classes that inherit from Object
now inherit from Ref
.
getters
Getters now use the get
prefix.
Examples:
| v2.1 | v3.0* |
| node->boundingBox() | node->getBoundingBox() |
| sprite->nodeToParentTransform() | sprite->getNodeToParentTransform() |
| etc... |
And getters were also tagged as const
in their declaration. Example:
// v2.1
virtual float getScale();
// v3.0
virtual float getScale() const;
v2.1 methods are still available, but they were tagged as deprecated.
POD types
Methods that were receiving POD types as arguments (eg: TexParams
, Point
, Size
, etc.) are being passed as const
reference.
Example:
// v2.1
void setTexParameters(ccTexParams* texParams);
// v3.0
void setTexParameters(const ccTexParams& texParams);
New Renderer
Feature added in v3.0-beta and improved in v3.0-beta2
The way currently cocos2d-x v2.2 does rendering is OK but it is difficult to optimize, difficult to add new functionality and difficult to port to new platforms. So cocos2d-x v3.0 has a new renderer that is more performing, elegant, scalable, flexible but still simple to use and to understand. Also existing cocos2d-x users will find the new API familiar and they will feel immediately comfortable with, without having to bother about what’s changed or what's new under the hood.
Features of the new renderer:
- It has been decoupled from the Scene Graph. The
draw()
method, instead of "drawing" it sends aRenderCommand
to theRenderer
, andRenderer
is responsible for drawing the queuedRenderCommand
commands. QuadCommands
(used bySprite
andParticleSystem
objects) will be automatically batched.CustomCommand
objects allow the user to use custom OpenGL code, using a API similar to v2.2GroupCommand
objects allow to have "stacks" in the Renderer with different OpenGL values.- Auto-culling for
Sprite
objects (although, technically, Auto-culling is not performed inRenderer
code, but in theSprite
code) - Global Z ordering (local Z ordering is still supported)
For detailed information, please read the following doc: Renderer Specification document
Renderer features
Auto-batching
Auto-batching means that the Renderer
will package "multiple draw calls" in just one "big draw call" (AKA batch). In order to group "draw calls" certain conditions are needed:
- It only works with
QuadCommand
commands (used by Sprite and ParticleSystem objects) - The
QuadCommands
must share the same Material ID: same Texture ID, same GLProgram and same blending function - The
QuadCommands
must consecutive
If those conditions are met, the Renderer
will create create a batch (one draw call) with all those QuadCommand
objects.
In case you are unfamiliar with the OpenGL best practices, batching is very important to have decent speed in your games. The less batches (draw calls) the more performance your game is going to be.
Auto-culling
For the moment auto-culling is only implemented on Sprite
objects.
When the method Sprite::draw()
is called, it will check if the Sprite
is outside the screen. If so, it won't send the QuadCommand
command to the Renderer
, and thus, it will gain some performance.
Global Z order
A new method called setGlobalZOrder()
/ getGlobalZOrder()
was added to Node
, and the old methods setZOrder()
/ getZOrder()
were renamed to setLocalZOrder()
/ getLocalZOrder()
.
globalZOrder
receives a float
(and not an int
) as argument. And this value is used to sort the RenderCommand
objects in the Renderer
. Lower values have higher priority over higher values. That means that a Node with a globalZOrder
of -10
is going to be drawn BEFORE a Node with globalZOrder
of 10
.
Nodes that have a globalZOrder
of 0
(default value) will be drawn according to the Scene Graph order.
If the globalZOrder
is not changed, cocos2d-x v3.0 will behave exactly as cocos2d-x v2.2.
globalZOrder()
vs. localZOrder()
:
globalZOrder
is used to sort the "draw commands" in theRenderer
localZOrder
is used to sort theNode
objects in its parent's children Array
Exceptions:
TODO
Sprite vs. SpriteBatchNode
In v2.2 the recommended way to have good performance was to parent Sprite
objects to a SpriteBatchNode
object.
Although the performance was (is still) very good by using SpriteBatchNode
objects, they had (still have) some limitations like:
Sprite
objects can only haveSprite
objects as children (if not, cocos2d-x will raise an Assert)- You cannot add a
ParticleSystem
as a child ofSprite
, when theSprite
is parented to aSpriteBatchNode
- As a consequence of that, you cannot use
ParallaxNode
withSprites
parented toSpriteBatchNode
- You cannot add a
- All
Sprite
objects must share the same TextureId (if not, cocos2d-x will raise an Assert) Sprite
objects use theSpriteBatchNode
's blending function and shader.
And although v3.0 still supports SpriteBatchNode
(with the same features and limitations), we no longer encourage its usage. Instead, we recommend to use Sprite
objects without parenting them to a SpriteBatchNode
.
But in order to have a very good performance in v3.0, you have to make sure that your Sprite
objects:
- Share the same TextureId (place them in a spritesheet, like if you were using a
SpriteBatchNode
) - Make sure all of them use the same shader and blending function (like if you were using a
SpriteBatchNode
)
If you do so, the Sprites
will perform almost as fast as to using SpriteBatchNode
... (about 10% slower on old devices. On newer devices the difference is almost imperceptible)
The big differences between v2.2 and v3.0 are:
Sprite
objects can have different Texture IDs.Sprite
objects can have any kind ofNode
as children, includingParticleSystem
.Sprite
objects can have different blending functions and use different shaders.
But if you do that, the Renderer
might not be able to batch all its children (less performant). But the game will keep running, without raising any Assert.
To summarize:
- Keep putting all your sprites in a big spritesheet
- Use the same Blending Function (just use the default one)
- Use the same Shader (just use the default one)
- And don't parent your sprites to a
SpriteBatchNode
Only use SpriteBatchNode
as the last resort, when you really need an extra (although minor) boost in performance (and you are OK with its limitations).
Improved LabelTTF / LabelBMFont / LabelAtlas
Feature added in v3.0-alpha0
LabelTTF
, LabelBMFont
and LabelAtlas
will be replaced by new Label
. The benefits of new Label
are:
- uniform api to create
LabelTTF
,LabelBMFont
andLabelAtlas
- use
freetype
to generate texture for labels, which make sure that labels have the same effect on different platforms - will cache textures to improve performance
New EventDispatcher
Feature added in v3.0-alpha0
All events such as touch event, keyboard event, acceleration event and custom event are dispatched by EventDispatcher
.
TouchDispatcher
, KeypadDispatcher
, KeyboardDispatcher
, AccelerometerDispatcher
were removed.
Features of EventDispatcher
are:
- dispatch events based on rendering sequence
- all events are dispatched by
EventDispatcher
- can use
EventDispatcher
to dispatch custom events - can register a lambda as call back function
Detail information of EventDispatcher
can refer to this document.
Physics Integration
Feature added in v3.0-pre-alpha0
In v3.0, we integrate physics engine into cocos2d-x based on Chipmunk2D. By using this feature, you can create physics based games without understanding physics engine.
More detail information of this feature, please refer to this document
Misc API Changes
ccTypes.h
Remove cc prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.
| v2.1 struct names | v3.0 struct names |
| ccColor3B | Color3B |
| ccColor4B | Color4B |
| ccColor4F | Color4F |
| ccVertex2F | Vertex2F |
| ccVertex3F | Vertex3F |
| ccTex2F | Tex2F |
| ccPointSprite | PointSprite |
| ccQuad2 | Quad2 |
| ccQuad3 | Quad3 |
| ccV2F_C4B_T2F | V2F_C4B_T2F |
| ccV2F_C4F_T2F | V2F_C4F_T2F |
| ccV3F_C4B_T2F | V3F_C4B_T2F |
| ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |
| ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |
| ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |
| ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |
| ccBlendFunc | BlendFunc |
| ccT2F_Quad | T2F_Quad |
| ccAnimationFrameData | AnimationFrameData |
Global functions changed example
// in v2.1
ccColor3B color3B = ccc3(0, 0, 0);
ccc3BEqual(color3B, ccc3(1, 1, 1));
ccColor4B color4B = ccc4(0, 0, 0, 0);
ccColor4F color4F = ccc4f(0, 0, 0, 0);
color4F = ccc4FFromccc3B(color3B);
color4F = ccc4FFromccc4B(color4B);
ccc4FEqual(color4F, ccc4F(1, 1, 1, 1));
color4B = ccc4BFromccc4F(color4F);
color3B = ccWHITE;
// in v3.0
Color3B color3B = Color3B(0, 0, 0);
color3B.equals(Color3B(1, 1, 1));
Color4B color4B = Color4B(0, 0, 0, 0);
Color4F color4F = Color4F(0, 0, 0, 0);
color4F = Color4F(color3B);
color4F = Color4F(color4B);
color4F.equals(Color4F(1, 1, 1, 1));
color4B = Color4B(color4F);
color3B = Color3B::WHITE;
deprecated functions and global variables
| v2.1 names | v3.0 names |
| ccp | Point |
| ccpNeg | Point::- |
| ccpAdd | Point::+ |
| ccpSub | Point::- |
| ccpMult | Point::* |
| ccpMidpoint | Point::getMidpoint |
| ccpDot | Point::dot |
| ccpCrosss | Point::cross |
| ccpPerp | Point::getPerp |
| ccpRPerp | Point::getRPerp |
| ccpProject | Point::project |
| ccpRotate | Point::rotate |
| ccpUnrotate | Point::unrotate |
| ccpLengthSQ | Point::getLengthSq() |
| ccpDistanceSQ | Point::getDistanceSq |
| ccpLength | Point::getLength |
| ccpDistance | Point::getDistance |
| ccpNormalize | Point::normalize |
| ccpForAngle | Point::forAngle |
| ccpToAngle | Point::getAngle |
| ccpClamp | Point::getClampPoint |
| ccpFromSize | Point::Point |
| ccpCompOp | Point::compOp |
| ccpLerp | Point::lerp |
| ccpFuzzyEqual | Point::fuzzyEqual |
| ccpCompMult | Point::Point |
| ccpAngleSigned | Point::getAngle |
| ccpAngle | Point::getAngle |
| ccpRotateByAngle | Point::rotateByAngle |
| ccpLineInersect | Point::isLineIntersect |
| ccpSegmentIntersect | Point::isSegmentIntersect |
| ccpIntersectPoint | Point::getIntersectPoint |
| CCPointMake | Point::Point |
| CCSizeMake | Size::Size |
| CCRectMake | Rect::Rect |
| PointZero | Point::ZERO |
| SizeZero | Size::ZERO |
| RectZero | Rect::ZERO |
| TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
| TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
| TiledGrid3D::tile | TiledGrid3D::getTile |
| TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
| Grid3DAction::vertex | Grid3DAction::getVertex |
| Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
| Grid3D::vertex | Grid3D::getVertex |
| Grid3D::originalVertex | Grid3D::getOriginalVertex |
| Configuration::sharedConfiguration | Configuration::getInstance |
| Configuration::purgeConfiguration | Configuration::destroyInstance() |
| Director::sharedDirector() | Director::getInstance() |
| FileUtils::sharedFileUtils | FileUtils::getInstance |
| FileUtils::purgeFileUtils | FileUtils::destroyInstance |
| GLView::sharedOpenGLView | GLView::getInstance |
| ShaderCache::sharedShaderCache | ShaderCache::getInstance |
| ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
| AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
| AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
| SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
| SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
| NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
| NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
| Profiler::sharedProfiler | Profiler::getInstance |
| UserDefault::sharedUserDefault | UserDefault::getInstance |
| UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
| Application::sharedApplication | Application::getInstance |
| ccc3() | Color3B() |
| ccc3BEqual() | Color3B::equals() |
| ccc4() | Color4B() |
| ccc4FFromccc3B() | Color4F() |
| ccc4f() | Color4F() |
| ccc4FFromccc4B() | Color4F() |
| ccc4BFromccc4F() | Color4B() |
| ccc4FEqual() | Color4F::equals() |
| ccWHITE | Color3B::WHITE |
| ccYELLOW | Color3B::YELLOW |
| ccBLUE | Color3B::BLUE |
| ccGREEN | Color3B::GREEN |
| ccRED | Color3B::RED |
| ccMAGENTA | Color3B::MAGENTA |
| ccBLACK | Color3B::BLACK |
| ccORANGE | Color3B::ORANGE |
| ccGRAY | Color3B::GRAY |
| kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |
Changes in the Lua bindings
Use bindings-generator tool for lua binding
Only have to write an ini file for a module, don't have to write a lot of .pkg files
Bind the classes with namespace to lua
In previous, the lua binding can not bind classes that have the same class name but different namespaces. In order to resolve this issue, now the metatable name of a class is changed. For example, CCNode
will be changed to cc.Node
. This modification will affect some APIs as follows:
| v2.x | v3.0 |
| tolua_usertype(tolua_S,"CCNode") | tolua_usertype(tolua_S,"cc.Node") |
| tolua_isusertable(tolua_S,1,"CCNode",0,&tolua_err | tolua_isusertable(tolua_S,1,"cc.Node",0,&tolua_err |
| tolua_isusertype(tolua_S,1,"CCNode",0,&tolua_err) | tolua_isusertype(tolua_S,1,"cc.Node",0,&tolua_err) |
| toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"CCNode") | toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"cc.Node") |
| tolua_pushusertype(tolua_S,(void*)tolua_ret,"CCFileUtils") | tolua_pushusertype(tolua_S,(void*)tolua_ret,"cc.FileUtils") |
| tolua.cast(pChildren[i + 1], "CCNode") | tolua.cast(pChildren[i + 1], "cc.Node") |
Use ScriptHandlerMgr to manage the register and unregister of Lua function
When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua.
In v3.0, we use the ScriptHandlerMgr
. As an example, lets see the MenuItem
class:
In the 2.x version, we needed to add a declaration in the MenuItem header file:
virtual void registerScriptTapHandler(int nHandler);
virtual void unregisterScriptTapHandler(void);
then implement them in the .cpp file. In the Lua script ,we use it as follow:
menuItem:registerScriptTapHandler(luafunction)
In v3.0 version, we only need to add the HandlerType
enum in the ScriptHandlerMgr
, and the implementation in luascript as follow:
ScriptHandlerMgr:getInstance():registerScriptHandler(menuItem, luafunction,cc.HANDLERTYPE_MENU_CLICKED)
Misc API changes
Use cc
、ccs
、ccui
gl
and sp
as module name
Now classes are bound into different modules instead of using global module. This will avoid conflicts with other codes.
- classes in
cocos2d
、cocos2d::extension
、CocosDenshion
andcocosbuilder
were bound tocc
module - classes in
cocos2d::ui
were bound toccui
module - classes in
spine
were bound tosp
module - classes in
cocostudio
were bound toccs
module - global variables are bound to corresponding modules
- all funcionts and constants about
openGl
were bound togl
module
Examples:
| v2.1 | v3.0 |
| CCDirector | cc.Director |
| CCArmature | ccs.Armature |
| kCCTextAlignmentLeft | cc.kCCTextAlignmentLeft |
Modified functions
Some global function names are renamed:
Examples:
| v2.1 | v3.0 |
| CCPoint/ccp | cc.p |
| CCRect | cc.rect |
| CCColor3B | cc.c3b |
| CCColor4B | cc.c4b |
| CCColor4F | cc.c4f |
Add some modules
In the version 3.0, more modules were bound to lua, specific as follows:
- physics
- spine
- XMLHttpRequest
- OpenGL
The XMLHttpRequest
and physics
are in the cc
module, the spine
is in the sp
module, and the OpenGL
is in the gl
module. Related test cases located in:
- physics ---> TestLua/PhysicsTest
- spine ---> TestLua/SpineTest
- XMLHttpRequest ---> TestLua/XMLHttpRequestTest
- openGL ---> TestLua/OpenGLTest
Add more lua bindings
Such as: New Label、New EventDispatcher and AssetsManager,etc.Related test cases located in:
- New Label ---> TestLua/LabelTestNew
- New EventDispatcher --->TestLua/NewEventDispatcherTest
- AssetsManager ---> TestLua/AssetsManagerTest
Replace some lua-bindings of Class or Struct with lua table
In the version 3.0, all the lua-binding of Struct type were replaced with the lua table
Examples:
| v2.1 | v3.0 |
| CCPoint | lua table |
| CCRect | lua table |
| CCColor3B | lua table |
| CCColor4B | lua table |
| CCColor4F | lua table |
| CCAffineTransform | lua table |
| CCArray | lua table |
| CCDictionary | lua table |
| CCPointArray | lua table |
Support lua script codes call Object-C codes and Java codes
LuaObjcBridge
and LuaJavaBridge
bound to lua supported lua script codes calls Object-C codes and java codes.
Add some lua files to store the constants of different modules
- Cocos2DConstants.lua store the constants of
cc
module - StudioConstants.lua store the constants of
ccs
module - GuiConstants.lua store the constants of
ccui
module - OpenglConstants.lua store the constants of
gl
module