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Creator support for Cocos2d-x
Requirements
- cocos2d-x: v3.14+
- Cocos Creator: v1.4+
Limitations
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:
Scene
Sprite
Canvas
(but only one per scene)ScrollView
Label
EditBox
ParticleSystem
TiledMap
Button
ProgressBar
RichText
:- Need cocos2d-x 3.16+ to support img tag, refer to this issue for detail information.
- Doesn't support
line height
because cocos2d-x'sRichText
doesn't support this features. - Doesn't support
horizontal alignment
because cocos2d-x'sRichText
doesn'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.
SpineSkeleton
Widget
: only supportsAlignOnce
Animations
VideoPlayer
: iOS should addMediaPlayer.framework
to the projectWebView
Slider
Toggle
ToggleGroup
PageView
Mask
Collider
Prefab
DragonBones
MotionStreak
Supporting JavaScript scripts would be overkill. If you need JavaScript scripting support, just use Creator.
Sample project
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.
How to generate the needed files
- 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
Options
- 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)
Header search path
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.
Using it from C++
// 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);
}
Using it from lua
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)
How to use ColliderManager
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.
Use the plugin in your Cocos Creator project
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.