<img src="http://www.cocos2d-x.org/attachments/801/cocos2dx_portrait.png" width=200>


cocos2d-x
=========

|  |iOS|Mac|Linux|Win32|Android|Win8.1-Universal|
| ----|----|----- | ---|----|------|---|
|v3|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=ios)](http://45.56.80.45:8080/job/daily-build-v3/node=ios)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=mac)](http://45.56.80.45:8080/job/daily-build-v3/node=mac)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=linux)](http://45.56.80.45:8080/job/daily-build-v3/node=linux)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=win32)](http://45.56.80.45:8080/job/daily-build-v3/node=win32)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=android)](http://45.56.80.45:8080/job/daily-build-v3/node=android)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v3/node=windows-universal)](http://45.56.80.45:8080/job/daily-build-v3/node=windows-universal)|
|v4|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v4/node=ios)](http://45.56.80.45:8080/job/daily-build-v4/node=ios)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v4/node=mac)](http://45.56.80.45:8080/job/daily-build-v4/node=mac)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v4/node=linux)](http://45.56.80.45:8080/job/daily-build-v4/node=linux)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v4/node=win32)](http://45.56.80.45:8080/job/daily-build-v4/node=win32)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v4/node=android)](http://45.56.80.45:8080/job/daily-build-v4/node=android)|[![Build Status](http://45.56.80.45:8080/buildStatus/icon?job=daily-build-v4/node=windows-universal)](http://45.56.80.45:8080/job/daily-build-v4/node=windows-universal)|



[cocos2d-x][1] is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications.
It is based on [cocos2d-iphone][2], but instead of using Objective-C, it uses C++.
It works on iOS, Android, Windows Phone and Store Apps, OS X, Windows, Linux and Web platforms.

cocos2d-x is:

  * Fast
  * Free
  * Easy to use
  * Community Supported

Git user attention
-----------------------

1. Clone the repo from GitHub.

         $ git clone https://github.com/cocos2d/cocos2d-x.git

2. After cloning the repo, please execute `download-deps.py` to download and install dependencies.

         $ cd cocos2d-x
         cocos2d-x $ python download-deps.py

3. After running `download-deps.py`.

         cocos2d-x $ git submodule update --init

Download stable versions
-----------------------

* [Cocos2d-x stable versions](http://www.cocos2d-x.org/download)
* [Cocos2d-JS Lite version](http://www.cocos2d-x.org/filecenter/jsbuilder)

How to start a new game
-----------------------

1. Download the code from [cocos2d download site][4]
2. Run `setup.py`
3. Run the `cocos` script

Example:

    $ cd cocos2d-x
    $ ./setup.py
    $ source FILE_TO_SAVE_SYSTEM_VARIABLE
    $ cocos new MyGame -p com.your_company.mygame -l cpp -d NEW_PROJECTS_DIR
    $ cd NEW_PROJECTS_DIR/MyGame

You can also create a JS project or Lua project with `-l js` or `-l lua`.

### Build and run a new project for Android ###

    $ cocos run -p android -j 4

### Build and run a new project for iOS ###

    $ cocos run -p ios

### Build and run a new project for OSX ###

    $ cocos run -p mac

### Build and run a new project for Linux ###

If you never run cocos2d-x on Linux, you need to install all dependencies by the
script in **cocos2d/build/install-deps-linux.sh**

    $ cd cocos2d-x/build
    $ ./install-deps-linux.sh

Then

    $ cd NEW_PROJECTS_DIR/MyGame
    $ cocos run -p linux

Run

    $ bin/MyGame

### Build and run new project for win32 ###

    $ cocos run -p win32

### Build and run new project for Windows 8.1/10.0 and Windows Phone 8.1/10.0 ###

    $ cocos new MyGame -p com.your_company.mygame -l cpp -d projects

* Visual Studio 2013 Update 4 or later is required for Windows 8.1 Universal Apps

* Visual Studio 2015 RC and Windows 10.0 (build 10074 or higher) is required for Windows 10.0 UWP Apps

Starting with Cocos2d-x v3.3, you can create Windows 8.1 Universal Apps (Windows Store and Windows Phone 8.1).
Starting with Cocos2d-x v3.6 you can create Windows 10.0 UWP Apps (Windows Store and Windows Phone 10.0).
Starting with Cocos2d-x v3.6 there will no longer be support for Windows Phone 8.0.

See more info on How to install and Create games on Windows RT (Windows and Windows Phone 8.1) at http://msopentech.github.io/cocos2d-x/

### Build and run new project for web ###

Only JS project can be published to web platforms, so you will need to create a JS project first:

    $ cocos new -l js WebGame

Then you can run your game in a web browser:

    $ cocos run -p web

Or you can publish your game to `publish/html5/` folder:

    $ cocos run -p web -m release [--advanced]

Documentations and samples
-------------

* [Online API Reference](http://cocos2d-x.org/wiki/Reference) _Note that Cocos2d-x and Cocos2d-JS have different API set_
* [Programmers Guide](http://cocos2d-x.org/programmersguide/)
* [Temporary Cocos2d-JS documents](http://cocos2d-x.org/docs/manual/framework/html5/en)
* [Latest Release Note](https://github.com/cocos2d/cocos2d-x/blob/v3/docs/RELEASE_NOTES.md)
* [Changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)
* [Cocos2d sample games](https://github.com/cocos2d/cocos2d-x-samples) _More samples will be added in v3.8_

Main features
-------------
   * Scene management (workflow)
   * Transitions between scenes
   * Sprites and Sprite Sheets
   * Effects: Lens, Ripple, Waves, Liquid, etc.
   * Actions (behaviours):
     * Trasformation Actions: Move, Rotate, Scale, Fade, Tint, etc.
     * Composable actions: Sequence, Spawn, Repeat, Reverse
     * Ease Actions: Exp, Sin, Cubic, Elastic, etc.
     * Misc actions: CallFunc, OrbitCamera, Follow, Tween
   * Basic menus and buttons
   * Integrated with physics engines: [Box2d][5] and [Chipmunk][6]
   * Particle system
   * Skeleton Animations: [Spine][7] and Armature support
   * Fonts:
     * Fast font rendering using Fixed and Variable width fonts
     * Support for .ttf fonts
   * Tile Map support: Orthogonal, Isometric and Hexagonal
   * Parallax scrolling
   * Motion Streak
   * Render To Texture
   * Touch/Accelerometer on mobile devices
   * Touch/Mouse/Keyboard on desktop
   * Sound Engine support (CocosDenshion library) based on OpenAL
   * Integrated Slow motion/Fast forward
   * Fast and compressed textures: PVR compressed and uncompressed textures, ETC1 compressed textures, and more
   * Resolution Independent
   * Language: C++, with Lua and JavaScript bindings
   * Open Source Commercial Friendly(MIT): Compatible with open and closed source projects
   * OpenGL ES 2.0 (mobile) / OpenGL 2.1 (desktop) based

Build Requirements
------------------

* Mac OS X 10.7+, Xcode 5.1+
* or Ubuntu 12.10+, CMake 2.6+
* or Windows 7+, VS 2013+
* Python 2.7.5
* NDK r10c+ is required to build Android games
* Windows Phone/Store 8.1 VS 2013 Update 4+
* JRE or JDK 1.6+ is required for web publishing

Runtime Requirements
--------------------
  * iOS 5.0+ for iPhone / iPad games
  * Android 2.3+ for Android games
  * Windows 8.1 for Windows Phone/Store 8.1 games
  * Windows 10.0 for Windows Phone/Store 10.0  games
  * OS X v10.6+ for Mac games
  * Windows 7+ for Win games
  * Modern browsers and IE 9+ for web games

Running Tests
--------------------

Select the test you want from Xcode Scheme chooser.

* Cocos Console

```
// Enter cpp test folder
cd tests/cpp-tests
// Or enter js test folder
cd tests/js-tests
// Or enter lua test folder
cd tests/lua-tests

// Compile or run test case
cocos compile -p ios|mac|android|win32|win8_1|metro|web -m debug|release
cocos run -p ios|mac|android|win32|win8_1|metro|web -m debug|release
```

* For OS X / iOS

```
$ cd cocos2d-x/build
$ open cocos2d_tests.xcodeproj
```

* For Linux

```
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cmake ..
$ make
```

Run Samples

```
$ bin/cpp-empty-test/cpp-empty-test
or
$ bin/lua-empty-test/lua-empty-test
```

      You may meet building errors when building libGLFW.so. It is because libGL.so directs to an error target,
      you should make it to direct to a correct one. `install-deps-linux.sh` only has to be run once.

* For Windows

Open the `cocos2d-x/build/cocos2d-win32.sln`

* For Windows 8.1 Universal Apps (Phone and Store)

Open the `cocos2d-x/build/cocos2d-win8.1-universal.sln`

* For Android

```
$ cd cocos2d-x/build
$ python ./android-build.py cpp-empty-test -p 10
$ adb install ../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.


Contributing to the Project
--------------------------------

Did you find a bug? Do you have feature request? Do you want to merge a feature?

  * [contributing to cocos2d-x][8]


Contact us
----------

   * Forum: [http://forum.cocos2d-x.org][9]
   * Twitter: [http://www.twitter.com/cocos2dx][10]
   * Weibo: [http://t.sina.com.cn/cocos2dx][11]
   * IRC: [https://webchat.freenode.net/][12] (#cocos2d and #cocos2d-x channels)

[1]: http://www.cocos2d-x.org "cocos2d-x"
[2]: http://www.cocos2d-iphone.org "cocos2d for iPhone"
[3]: http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Download
[4]: http://www.cocos2d-x.org/download/version#Cocos2d-x
[5]: http://www.box2d.org "Box2D"
[6]: http://www.chipmunk-physics.net "Chipmunk2D"
[7]: http://esotericsoftware.com/ "http://esotericsoftware.com/"
[8]: https://github.com/cocos2d/cocos2d-x/blob/v3/docs/CONTRIBUTE.md
[9]: http://forum.cocos2d-x.org "http://forum.cocos2d-x.org"
[10]: http://www.twitter.com/cocos2dx "http://www.twitter.com/cocos2dx"
[11]: http://t.sina.com.cn/cocos2dx "http://t.sina.com.cn/cocos2dx"
[12]: https://webchat.freenode.net/ "https://webchat.freenode.net/"
