cocos2d-x is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications. It is based on cocos2d-iphone, but instead of using Objective-C, it uses C++. It works on iOS, Android, OS X, Windows, Linux and Web platforms.
Cocos2d-x Framework Architecture:
- Easy to use
- Community supported
Git user attention
Clone the repo from GitHub.
$ git clone https://github.com/cocos2d/cocos2d-x.git
After cloning the repo, please execute
download-deps.pyto download and install dependencies.
$ cd cocos2d-x cocos2d-x $ python download-deps.py
cocos2d-x $ git submodule update --init
Download stable versions
How to start a new game
- Download the code from cocos2d download site or clone this repo (instructions above)
- Run the
$ 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
Build and run a new project for Android
Cocos2d-x supports Android Studio. Simple open the
proj.android directory from within the Android Studio environment. More information can be found in our documentation.
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
$ cd NEW_PROJECTS_DIR/MyGame $ cocos run -p linux
Build and run new project for win32
$ cocos run -p win32
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
$ cocos run -p web -m release [--advanced]
Cocos2d-x supports CMake, a cross-platform build system. Example usage:
$ cd cocos2d-x $ mkdir cmake-build && cd cmake-build $ cmake ..
Documentations and samples
- All Docs in a single place!
- Online API Reference Note that Cocos2d-x, Cocos2d-JS and Cocos Creator have different API set
- Programmers Guide
- Latest Release Note
- Scene management (workflow)
- Transitions between scenes
- Sprites and Sprite Sheets
- Effects: Lens, Ripple, Waves, Liquid, etc.
- Actions (behaviours):
- Transformation 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 and Chipmunk
- Particle system
- Skeleton Animations: Spine and Armature support
- 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
- Open Source Commercial Friendly(MIT): Compatible with open and closed source projects
- OpenGL ES 2.0 (mobile) / OpenGL 2.1 (desktop) based
- Mac OS X 10.7+, Xcode 8+
- or Ubuntu 14.04+, CMake 3.1+
- or Windows 7+, VS 2015
- Python 2.7.5+(NOT Python 3)
- NDK r16+ is required to build Android games
- Android Studio 3.0.0+ to build Android games(tested with 3.0.0)
- JRE or JDK 1.6+ is required for web publishing
- iOS 8.0+ for iPhone / iPad games
- Android 3.0.0+ for Android
- OS X v10.9+ for Mac games
- Windows 7+ for Win games
- Modern browsers and IE 9+ for web games
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 $ mkdir linux-build $ cd linux-build $ cmake ../..
$ bin/Debug/cpp-empty-test/cpp-empty-test or $ bin/Debug/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.shonly has to be run once.
- For Windows
- For Android
$ cd cocos2d-x/build $ python ./android-build.py cpp-empty-test -p 14 $ 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 14.
Or you can import the project located at
tests/cpp-empty-test/proj.android using Android Studio 3.0.0+.
- Programmers Guide
- Sonar Systems Videos
- Android Fundamentals
- Make School Tutorials
- Games From Scratch
- Cocos2d sample games
Spreading the word!
You can help us spread the word about cocos2d-x! We would surely appreciate it!
- Talk about us on Facebook! Our Facebook Page
- Tweet, Tweet! Our Twitter
- Read our Blog and promote it on your social media.
- Become a Regional Coordinator
See what we are planning!
You can see exactly what we are planning to do with the Cocos family of products.
Where to get help
- English Forums
- Bug Tracker
- API Reference.
- Latest Release Note
- IRC. We are in Freenode in the #cocos2d channel
cpp-testsproject. This project is our basis for testing. Use this project to learn how we implement the functionality of the engine. This project is located in cocos2d-x_root/build.
Contributing to the Project
Cocos2d-x is licensed under the MIT License. We welcome participation!
Did you find a bug? Do you have feature request? Do you want to merge a feature?