@SonarSystems wrote:
Setup Mac & iOS (3.17, 3.17.1, 3.17.x, 3.x, 3.x.x, 3) - https://www.youtube.com/watch?v=-slHubu9TCQ
More videos coming soon
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@SonarSystems wrote:
Setup Mac & iOS (3.17, 3.17.1, 3.17.x, 3.x, 3.x.x, 3) - https://www.youtube.com/watch?v=-slHubu9TCQ
More videos coming soon
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@Karg wrote:
Fill the screen with smilies, avoid the angry ones, beat 15 increasingly difficult levels.
Made with Cocos Creator.
Enjoy!
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@82140e533befeeb4d64b wrote:
auto bb = cocos2d::ui::ImageView::create("xxx.png", Widget::TextureResType::LOCAL); bb->setPosition(VisibleRect::center()); bb->addTouchEventListener(CC_CALLBACK_2(HelloWorld::touchEvent, this)); this->addChild(bb); void HelloWorld::touchEvent(Ref *pSender, Widget::TouchEventType type) { switch (type) { case Widget::TouchEventType::BEGAN: break; case Widget::TouchEventType::MOVED: break; case Widget::TouchEventType::ENDED: { } break; case Widget::TouchEventType::CANCELED: break; default: break; } }
When I click the button, The event does not respond.
In HelloWorldScene demo with 3.17.1 cocos2d-x C++.
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@Postelzhuk wrote:
What is the purpose of
readonly
property in the prefab asset?
This property can’t be checked and locked tofalse
value always.
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@doyoque wrote:
Hello cocos people.
Last year I’m installed cocos2d-x with .zip file from website (version 3.^) on ubuntu 18.04, follow the tutorial from documentation for linux-build, and success.And now after my laptop got reset and installed new ubuntu 18.04 the make is failed with error like this.
I’ve tried from github repository and cocos zip but still error.
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@slackmoehrle wrote:
@walzer if working on deciding what v4.0 will be. Let’s help him!
So far:
- For sure metal support
- Solid 3D renderer, new 3D features and a new 3D editor
What are your thoughts on these item?
Should we merge GitHub.com/cocos-creator/cocos2d-x-lite to cocos2d-x v4, and publish with the Cocos Creator editor support?
Could we focus JavaScript & TypeScript only, and abandon C++ & Lua API?
Should we promote the totally rewritten 3D framework in v4?
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@blackcat99 wrote:
How does the sprite move in a curve ??
How does the sprite move in a curve, how can I do with moveto or moveby?
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@jeunkim wrote:
I know how to batch BMFONT. However, BMFONT can not use many letters. Using TTF will cause too many draw calls to be used. Is there a way to batch TTF in version 3.17?
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@arcticmicho wrote:
Hi!
I’m trying to create a custom Inspector for one of my Components. After sometime I was able to build a simple Inspector for what I need. Basically I have a base component who, other components extends from. The idea is to create a custom inspector to this base component, so all the other components who extend from this base component would have it too.
The issue is that, for some reason all the components who extends from the base component are not rendering the custom inspector, they are just rendering the properties defined in the base component (default behavior when no custom inspector is referenced) along with their own properties .
I would like to replicate the behavior that, for example, the cc.Sprite component has. When you create a component who extends from cc.Sprite, the component will render all the defined properties and also will render all the cc.Sprites properties using the cc.Sprite’s custom inspector.Kind regards!
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@slackmoehrle wrote:
It has taken the team a lot of hard work and dedication, but the new Cocos Website is finally here. Please join me in thanking the entire team for bringing the Cocos brand into it’s next stage of life.
Just a few housekeeping items:
- Cocos2d-x.org will start redirecting to the new Cocos Website
- these forums will remain here and__NOT__ be changed.
- We will be experimenting with some fonts to make our websites easier to read. Let us know what you think as we experiment.
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@slackmoehrle wrote:
Learn a few options for storing game data that can persist between playing and app updates.
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@Darooooon wrote:
Hi, I’m working on animating when mouse clicks sprite.
I used BoundingBox and it works well, but when I click on transparent area on Sprite’s image it also works well. That’s the problem.
I used TexturePacker to extract plist file of Sprite with polygon algorithm and polygon outline. So the extracted plist file has vertices and verticesUV values.
Is there a Cocos library that automatically (like create sprite with plist file) build polygon intersection or polygon collision using plist file?
Or should build own library?
Thanks.
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@slackmoehrle wrote:
Take a few moments and read a recent developer interview done with the team from Super Mega Space Game! Grab some tea and enjoy reading it
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@slackmoehrle wrote:
We had a chance to talk with AntiSocial games, read the interview
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@slackmoehrle wrote:
Rivers Games talks with us about their new game! Read the interview.
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@slackmoehrle wrote:
The team behind Explottens talks with us. We even used game play footage of Explottens in one of our GDC promo videos. Read the interview.
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@kerryk wrote:
I have a ui::ListView.
On iphone i show 1 item per row. All works perfect.
On ipad portrait, i would like to use 2 items per row.
On ipad landscape, i would like to use 3 items per row.Does cocos2d-x have a ui element similar to a ios native collection view? So i can set number of columns based on my case in realtime? E.g. if there is rotation on ipad, i will change columnds from 3 to 2 and everything will auto-layout.
If there is no collection view, which is the fastest element i can use to achieve this except using ui::scrollview and implementing everything.
Thanks in advance.
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@dogwalker wrote:
I’ve recently discovered the RichText component, which is fantastic (I’ve been using Label and BMFont everywhere) when I want more flexibility, and I just now realized I can actually open URLs with it (very cool!).
What I’d love to be able to do is open the platform’s File Explorer (Windows File Explorer, Mac Finder, and if possible, access to iOS Files). I’ve tried creating a url with “file://” but that doesn’t work. Any suggestions?
Thanks!
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