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Home Page: http://quick-x.com/
quick-cocos2d-x is a quick framework, based on cocos2d-x. Make mobile games in Lua.
Home Page: http://quick-x.com/
下载的包貌似不是完整的
Check thread when operation on lua stack.
After I get the whole quick-cocos2d-x by git according to readme, building, running, build for Archive all OK, but, when I try to Archive directly, following error comes:
ld: in /Users/xxx/Library/Developer/Xcode/DerivedData/CoinFlip.ios-glkuqvnzsdppsygvkyguorbbvrgd/ArchiveIntermediates/CoinFlip.ios/BuildProductsPath/Release-iphoneos/liblibquickcocos2dx.a(libcurl_la-file.o), mach-o string pool extends beyond end of file for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)
When I ld -v the liblibquickcocos2dx.a, it show's:
@(#)PROGRAM:ld PROJECT:ld64-133.3
configured to support archs: armv6 armv7 i386 x86_64
Library search paths:
/usr/lib
/usr/local/lib
Framework search paths:
/Library/Frameworks/
/System/Library/Frameworks/
ld: warning: -arch not specified
ld: warning: -macosx_version_min not specified, assuming 10.7
ld: warning: ignoring file liblibquickcocos2dx.a, file was built for archive which is not the architecture being linked (x86_64): liblibquickcocos2dx.a
Undefined symbols for architecture x86_64:
"start", referenced from:
-u command line option
ld: symbol(s) not found for inferred architecture x86_64
Does anyone meet this situation?
Please offer a help, thanks.
請問可以使用Levelhelper嗎?
謝謝~
TODO:
TODO:
I have an error on the building phase on iOS. I think the header and library path are the cause.
Here's the log :
clang: error: no such file or directory: '/hosts/libs/cocos2d-x/cocos2dx/kazmath/src/GL/mat4stack.c'
clang: error: no input files
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
I don't know if I must defined the QUICK_COCOS2DX_ROOT variable somewhere to resolve it.
OS: windows xp sp3
function GameScene:ctor()
local circle = display.newCircle(20)
self:addChild(circle)
end
首次运行都很正常,使用F5 relaunch后就会出现内存访问错误
缺少文件什么的
Hi dualface,
Would you show me some way to create simple Particle effect in quick-cocos2d-x. (Using particle designer from http://www.71squared.com/ )
Or would you tell me how can I read the api of cocos2d-x and using it in quick-cocos2d-x?
包括创建xcode project或者android project
:) 辛苦啦
使用compile_scripts.sh打包成zip文件后,若源代码中使用到module(...,xxx),则在运行时报错:
LUA ERROR: [string "Loading.SceneLogo"]:0: bad argument #1 to 'module' (string expected, got nil)
改成module(''FILE_PATH',xxx)的形式则能正常运行。
TODO:
是否有可能一键打包呢?
目前通过修改luajit的编译配置,加大stack size 可以减缓出现该问题的频次,但没能根本解决
你好,非常感谢你们的工作!
我有4年的手游项目开发经验,1年多cocos2dx使用经验。现在我对这套框架很感兴趣,也希望能参加进来,请问怎么跟你们联系呢?
能否给个简单的例子?
How to unzip zip files?
CHttpRequest 下载5MB 大文件,文件不完整, 会只下载到4MB左右。 如果是几十KB的小文件,问题不大。
android上必出现, IOS上概率性出现。
最好C中添加通用加密算法,数据可实现加密。
TODO:
Why I try to open a projet in the meny (as cmd + o), the window to select a folder doesn't open.
廖大把Luasocket集成了吧,我是来提醒你的
not support retina???
好像一打开支持 retina屏
如果有CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionShowAll); 这个操作都会出错
display.lua 中也有这个操作···
也是同样出错了
编译liblibquickcocos2dx.a时报错,说LuaCocos2d.o里定义的符号没有找到。详细的log参见:https://gist.github.com/spin6lock/5667623
There's an error of symbol not found on compiling LuaHostMac in Xcode, the log file is in https://gist.github.com/spin6lock/5667623.
请问若是需要在Linux下运行,我应该对哪些部分做移植呢?
To provide a simple and easy-to-use physics engine interface.
Ref: http://docs.coronalabs.com/api/library/physics/index.html
Chipmunk Pro is a cross-platform set of additions to Chipmunk that makes your game development easier with a growing set of tools designed to get you past the most tedious and time consuming parts of game development. Hundreds of shipping games have chosen Chipmunk because of the high quality, speed, and accuracy of its 2D physics simulations.
v2.1.4的CCEditbox不支持 setPosition(x,y) 只能setPosition(ccp(x,y))
It could be very usefull to have a starting guide to use your project.
I would love to have it !
二进制后AES?
打开以后窗口里的是黑的,什么也没有。
when simulator is opened on mac osx 10.8, window is black with nothing in it.
Windows 环境下需要一些辅助工具才能确保 quick-cocos2d-x 的各种脚本正常运行。包括:
I tried to use addTargetedDelegate of cocos2dx TouchDispatcher but I found that the CCTouchDispatcher.pkg wasn't include this member function. Should I modify the CCTouchDispatcher.pkg myself to export this method, or find another way in Lua?
addTargetedDelegate这个方法在Lua里找不到,我查看了CCTouchDispatcher.pkg定义后发现没有导出,我应该自己修改这个pkg来导出还是应该绕过这个方法,用其他方法完成呢?
Hi,
It looks very interesting project. Could you help me how to setup project on window env?
For example how to using quick-cocos2d-x to build game on android via eclipse?
Thanks!
尝试在Mac上编译自己的native code时出现大量形如:https://gist.github.com/spin6lock/5656034 的错误,是什么问题呢?
整合的代码已经在最新的cocos2d-x分支上编译成功了,所以代码的问题应该可以排除
I'm trying to link libevent to our quick-cocos2dx project statically as .a file, but I have many compile error on LuaCocos2d.cpp, some of them are in https://gist.github.com/spin6lock/5656034. Any ideas?
Could you write your readme and examples in english please.
It looks very intereresting but I can't understand it.
如题,为了一份代码适配不同的机器,需要检测目标硬件及屏幕尺寸。通过示例的调试我们可以清楚的看到打印出来的当前硬件的相关信息,这些信息在framework的device.lua文件中已经检测到了。但是不知道在自己的lua代码中如何简单调用,而不用重新再写一次代码。谢谢!
在64位机器上编译时报错,即使加上#import <AppKit/NSMenuView.h> 也是,有头绪么?需要把framework的头文件换成64位版么?
When compiling 64bit LuaHostMac, there is an semantic issue on AppController.mm. Is it possible to build LuaHostMac for 64bit machine?
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