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How to open CC4 with VisualStudio?

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It doesnt generate a visual studio project. am i supposed to configure the project myself? in past versions of CC it allways created a .sln file to load the project in VS.

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Cocos creator 3D Rigidbody not falling down and Collision not working

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Hi!
I am trying to make a 3D Game, I have just some queries.
-I added 3D collider on two boxes, One is player and other is wall. Also add 3D rigidbody on player. But there is no collision between them. Also checked “Model Config” and “Group Manager”.
-2nd: When I add 3d rigidbody on box and add 3d collider, the gravity is also not working and object not falling down.

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Scaling sprite results as rotated image

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Hii, hope you all are fine.
I am creating an Android project and using an image for the background and scaling it to the size of the screen, but it results as 180 degree rotated image.
here is my code…

    visibleSize = Director::getInstance()->getVisibleSize();
    vsWidth = visibleSize.width;
    vsHeight = visibleSize.height;

    auto backgroundRoad = Sprite::create("background.png");
    auto brWidth = backgroundRoad->getContentSize().width;
    auto brHeight = backgroundRoad->getContentSize().height;
    backgroundRoad->setScale(vsWidth/brWidth, vsHeight/brHeight);
    backgroundRoad->setPosition(Point(vsWidth/2, vsHeight/2));

    auto renderTextureForRoad = RenderTexture::create( vsWidth, vsHeight, PixelFormat::RGBA8888 );
    renderTextureForRoad->begin();
    backgroundRoad->visit();
    renderTextureForRoad->end();

    road = Sprite::createWithTexture(renderTextureForRoad->getSprite()->getTexture());
    road->setPosition(vsWidth/2, vsHeight/2);
    this->addChild(road);

I have scaled another image with the same code and it worked fine for that image. I don’t know why this strange thing is happening with this image.
I am attaching the image…background

Can someone please help me in this. Thanks in advance.

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Homepage forum link doesnt work

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homepage forum link doesnt work if you have open tab in chrome

to reproduce problem
1-open chrome, open cocos.com
2-open some website on another tab
3-click forum link on cocos.com
you will see nothing opened just switched to another tab

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App does not display normally after closing multi window (in Android 10+)

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Hello.

After my Cocos2d-x app “Divide and Rule” start, user makes a multi-window, starting another app; so my app get screen resize notification and it properly resizes (become smaller). So there are two apps on a screen: my on top and another (internet browser for example) at the bottom.
Then user expands my app window (google name it “unsplit multi-tasking screen”), (my app) screen become black, “Back” key should switch my app screen but nothing happens.

My app was built with cocos2d-x-3.17.2.
I have not tested it with cocos version 4.0 – please inform me does any cocos app built with 4.0 works right after closing multi window (in Android 10 or greater)?

Now I use a workaround with fixed app/AndroidManifest.xml :
<activity android:configChanges="orientation|keyboardHidden|screenSize" android:label="@string/app_name" android:launchMode="singleTask" android:name="org.cocos2dx.cpp.AppActivity" android:taskAffinity="" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:resizeableActivity="false" android:supportsPictureInPicture="false" >
– two last activities added.

…I think it should be improved in cocos2d-x.

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Undefined reference to `cocos2d::__String::getCString() const' error

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Firstly i m sorry my bad english,
I try set up Sonar FrameWorks on my cocos2d v4 project, but i get this build output, please help me, i tried clean and rebuild project but error continue;

Build command failed.
Error while executing process C:\Users\nesat\AppData\Local\Android\Sdk\cmake\3.10.2.4988404\bin\ninja.exe with arguments {-C C:\Users\nesat\Desktop\covidiot\proj.android\app.cxx\cmake\debug\arm64-v8a MyGame}
ninja: Entering directory C:\Users\nesat\Desktop\covidiot\proj.android\app\.cxx\cmake\debug\arm64-v8a' [1/2] Building CXX object CMakeFiles/MyGame.dir/Classes/SonarFrameworks.cpp.o [2/2] Linking CXX shared library ..\..\..\..\build\intermediates\cmake\debug\obj\arm64-v8a\libMyGame.so FAILED: ../../../../build/intermediates/cmake/debug/obj/arm64-v8a/libMyGame.so cmd.exe /C "cd . && C:\Users\nesat\AppData\Local\Android\Sdk\ndk\21.3.6528147\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe --target=aarch64-none-linux-android21 --gcc-toolchain=C:/Users/nesat/AppData/Local/Android/Sdk/ndk/21.3.6528147/toolchains/llvm/prebuilt/windows-x86_64 --sysroot=C:/Users/nesat/AppData/Local/Android/Sdk/ndk/21.3.6528147/toolchains/llvm/prebuilt/windows-x86_64/sysroot -fPIC -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -frtti -fexceptions -fsigned-char -O0 -fno-limit-debug-info -Wl,--exclude-libs,libgcc.a -Wl,--exclude-libs,libgcc_real.a -Wl,--exclude-libs,libatomic.a -static-libstdc++ -Wl,--build-id -Wl,--fatal-warnings -Wl,--no-undefined -Qunused-arguments -shared -Wl,-soname,libMyGame.so -o ..\..\..\..\build\intermediates\cmake\debug\obj\arm64-v8a\libMyGame.so CMakeFiles/MyGame.dir/Classes/AppDelegate.cpp.o CMakeFiles/MyGame.dir/Classes/SplashScene.cpp.o CMakeFiles/MyGame.dir/Classes/MainMenuScene.cpp.o CMakeFiles/MyGame.dir/Classes/GameScene.cpp.o CMakeFiles/MyGame.dir/Classes/GameOverScene.cpp.o CMakeFiles/MyGame.dir/Classes/Covid.cpp.o CMakeFiles/MyGame.dir/Classes/RankingScene.cpp.o CMakeFiles/MyGame.dir/Classes/SonarFrameworks.cpp.o CMakeFiles/MyGame.dir/Classes/JNIHelpers.cpp.o CMakeFiles/MyGame.dir/Classes/GameObjects/clouds.cpp.o CMakeFiles/MyGame.dir/Classes/GameObjects/sunAndMoon.cpp.o CMakeFiles/MyGame.dir/Classes/GameObjects/enemy.cpp.o CMakeFiles/MyGame.dir/Classes/GameObjects/Bottom.cpp.o CMakeFiles/MyGame.dir/proj.android/app/jni/hellocpp/main.cpp.o -Wl,--whole-archive engine/cocos/platform/libcpp_android_spec.a -Wl,--no-whole-archive lib/libcocos2d.a lib/libexternal.a ../../../../../../cocos2d/external/Box2D/prebuilt/android/arm64-v8a/libbox2d.a ../../../../../../cocos2d/external/chipmunk/prebuilt/android/arm64-v8a/libchipmunk.a ../../../../../../cocos2d/external/freetype2/prebuilt/android/arm64-v8a/libfreetype.a lib/libext_recast.a ../../../../../../cocos2d/external/bullet/prebuilt/android/arm64-v8a/libLinearMath.a ../../../../../../cocos2d/external/bullet/prebuilt/android/arm64-v8a/libBulletDynamics.a ../../../../../../cocos2d/external/bullet/prebuilt/android/arm64-v8a/libBulletCollision.a ../../../../../../cocos2d/external/bullet/prebuilt/android/arm64-v8a/libLinearMath.a ../../../../../../cocos2d/external/bullet/prebuilt/android/arm64-v8a/libBulletMultiThreaded.a ../../../../../../cocos2d/external/bullet/prebuilt/android/arm64-v8a/libMiniCL.a ../../../../../../cocos2d/external/jpeg/prebuilt/android/arm64-v8a/libjpeg.a ../../../../../../cocos2d/external/webp/prebuilt/android/arm64-v8a/libwebp.a ../../../../../../cocos2d/external/websockets/prebuilt/android/arm64-v8a/libwebsockets.a ../../../../../../cocos2d/external/openssl/prebuilt/android/arm64-v8a/libssl.a ../../../../../../cocos2d/external/openssl/prebuilt/android/arm64-v8a/libcrypto.a ../../../../../../cocos2d/external/uv/prebuilt/android/arm64-v8a/libuv_a.a lib/libext_tinyxml2.a lib/libext_xxhash.a lib/libext_xxtea.a lib/libext_clipper.a lib/libext_edtaa3func.a lib/libext_convertUTF.a lib/libext_poly2tri.a lib/libext_md5.a ../../../../../../cocos2d/external/curl/prebuilt/android/arm64-v8a/libcurl.a ../../../../../../cocos2d/external/png/prebuilt/android/arm64-v8a/libpng.a engine/external/android-specific/cpufeatures/libext_cpufeatures.a -ldl lib/libext_pvmp3dec.a lib/libext_tremolo.a ../../../../../../cocos2d/external/zlib/prebuilt/android/arm64-v8a/libz.a lib/libext_unzip.a -lGLESv2 -lEGL -llog -landroid -lOpenSLES -latomic -lm && cd ." CMakeFiles/MyGame.dir/Classes/SonarFrameworks.cpp.o: In function SonarCocosHelper::GoogleAnalytics::setScreenName(cocos2d::__String)’:
C:\Users\nesat\Desktop\covidiot\proj.android\app.cxx\cmake\debug\arm64-v8a/…/…/…/…/…/…/Classes/SonarFrameworks.cpp:532: undefined reference to cocos2d::__String::getCString() const' CMakeFiles/MyGame.dir/Classes/SonarFrameworks.cpp.o: In function SonarCocosHelper::GoogleAnalytics::sendEvent(cocos2d::__String, cocos2d::__String, cocos2d::__String, long)’:
C:\Users\nesat\Desktop\covidiot\proj.android\app.cxx\cmake\debug\arm64-v8a/…/…/…/…/…/…/Classes/SonarFrameworks.cpp:563: undefined reference to cocos2d::__String::getCString() const' C:\Users\nesat\Desktop\covidiot\proj.android\app\.cxx\cmake\debug\arm64-v8a/../../../../../../Classes/SonarFrameworks.cpp:564: undefined reference to cocos2d::__String::getCString() const’
C:\Users\nesat\Desktop\covidiot\proj.android\app.cxx\cmake\debug\arm64-v8a/…/…/…/…/…/…/Classes/SonarFrameworks.cpp:565: undefined reference to cocos2d::__String::getCString() const' CMakeFiles/MyGame.dir/Classes/SonarFrameworks.cpp.o: In function SonarCocosHelper::FlurryAnalytics::sendLogEvent(cocos2d::__String)’:
C:\Users\nesat\Desktop\covidiot\proj.android\app.cxx\cmake\debug\arm64-v8a/…/…/…/…/…/…/Classes/SonarFrameworks.cpp:1157: undefined reference to cocos2d::__String::getCString() const' CMakeFiles/MyGame.dir/Classes/SonarFrameworks.cpp.o:C:\Users\nesat\Desktop\covidiot\proj.android\app\.cxx\cmake\debug\arm64-v8a/../../../../../../Classes/SonarFrameworks.cpp:1163: more undefined references to cocos2d::__String::getCString() const’ follow
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
ninja: build stopped: subcommand failed.

3 posts - 2 participants

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SDKBOX Play loadOneGameData always crash

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Hello.

I tried to save and load with Google cloud.

sdkbox play .saveGameDataString works fine.
but .loadOneGameData always crash from sdkboxplay >= v.2.5.1.2

here’s my log.

08-21 17:45:31.047 5452-5485/? A/libc: /buildbot/src/googleplex-android/ndk-release-r20/external/libcxx/../../external/libcxxabi/src/abort_message.cpp:73: abort_message: assertion "terminating with uncaught exception of type std::bad_alloc: std::bad_alloc" failed
08-21 17:45:31.047 5452-5485/? A/libc: Fatal signal 6 (SIGABRT), code -6 in tid 5485 (GLThread 164)
08-21 17:45:31.047 5452-5485/? I/libc: Suppressing debuggerd output because prctl(PR_GET_DUMPABLE)==0
08-21 17:45:31.104 1810-1844/? W/InputDispatcher: channel '1edc7d70 com--/org.cocos2dx.javascript.AppActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x9
08-21 17:45:31.104 1810-1844/? E/InputDispatcher: channel '1edc7d70 com--/org.cocos2dx.javascript.AppActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
08-21 17:45:31.104 1516-1516/? I/Zygote: Process 5452 exited due to signal (6)

I use

Cocos creator 2.2.2

Copyright © 2016-2020 SDKBOX Inc. v1.4.1.0
installed packages:
v2.7.1.0 sdkboxplay

dependencies { compile ‘com.google.android.gms:play-services-base:16.1.0’ }
dependencies { compile ‘com.google.android.gms:play-services-auth:17.0.0’ }
dependencies { compile ‘com.google.android.gms:play-services-games:19.0.0’ }
dependencies { compile ‘com.google.android.gms:play-services-drive:17.0.0’ }

v2.5.0.5 sdkboxplay loadOneGameData works fine.

Thank you.

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Improving your ASO with tips from Cocos Developers Hashcube

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We just had a great discussion with Hashcube, an Indian company using Cocos2d-x and Cocos2d-JS for their games. We were able to talk to them about the increases they found with just fixing up and testing their app in the app store. Check out the story!

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Trigger/Collider check

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Hi!
I make a 3D game and just want know how to check the trigger/collider. I just want that “If this trigger then this function call”, How can I detect this if it is level start trigger or level complete trigger and so on. . ?

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Which collider you collide.

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Hi!
Is there a way to check after collision that which node the player collide in 3D collision. . ?

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Node's Position Doesn't Stay Synced With the One on the Screen After Bouncing Due to Collision

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So I got one dynamic object on the world, and it’s moving because I’ve set it some velocity. However, when I try to get its position, I get the accurate one for as long as it doesn’t collide with static objects and bounces.

I think the physics engine changing the velocity puts the position out of sync. According to what I can see from the rendered graphics, the object is moving properly and nothing wrong can be seen. It’s just that when I fetch the position of the object through the API, I get a value which is quite different from the actual position of the object as per the render.

To debug this, I created a trail (series of points) which is formed right where the API tells me the object is (using getPosition method). The points of the trail is created every step in the game (called 60 times a second). Here’s part of the code responsible for the trail:

auto organismPosition = organism.getNode()->getParent()->convertToWorldSpaceAR(organism.getNode()->getPosition());

auto trail = DrawNode::create();
trail->drawPoint(organismPosition, 5, Color4F::MAGENTA);

this->addChild(trail);

The trail follows the object perfectly, until object hits a static object and bounces. I’m putting a link to a video which shows how it looks like:

https://drive.google.com/file/d/1JQYrkbbyY07kSHcFvPTW9BObyX3JPUfe/view?usp=sharing

In this video, the object did change velocity seconds before the collision because of a scheduled call of a function which randomly changes the velocity slightly.

You can check out the entire project here: https://github.com/nahiyan/darwin/tree/master/simulations/Organism

I’m using the default physics engine that comes with cocos2d-x (v4).

Can anyone suggest me why this is happening? Let me know if you need more information to understand the problem better.

7 posts - 3 participants

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Function parameters from touch event

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How can I pass a function parameters from touch event

Example
I have a function like:
coinMove(x){

};

I want to pass parameter value of ‘x’ from:
this.node.on(cc.Node.EventType.TOUCH_START, this.coinMove, this);

How can I pass ‘this.coinsMove’ function’s parameter?

3 posts - 3 participants

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Oppo Game Build Error

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Hi, I am trying to make Oppo build but it is failing by stating the error:

“Build Failed: ReferenceError: event is not defined”.
at x

“C:\CocosDashboard_1.0.9\resources.editors\Creator\2.4.2\resources\app.asar\editor\builtin\oppo-plugin\build.js:1:3474)”

Please help me out.

3 posts - 3 participants

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Game Crashes in iPhone after some time.

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Hi, my game stops working in iPhone after some time but it works fine on all other devices
I have Tried This as a solution Crash only in IOs. but it doesn’t work
But I have multiple assets that I download for the whole game in the start remotely. Is there any way to fix this issue those assets are only worth about 50mb. iPhone should handle that much amount, right?

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White border around sprite above videoPlayer

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Hi,
following tutorial here I made my VideoPlayer to be under the Canvas. I need some graphic elements to be over the video playing in the background.
Now I face a problem with Sprites which is over the VideoPlayer.

As you can see on the picture below, a white border appears when a sprite is above my videoPlayer. The part of the sprite which is not above the videoPlayer is drawn correctly.
The Premultiply alpha setting of the sprite texture is set to true.

Snímek obrazovky 2020-08-22 v 14.54.19

I use Cocos creator v2.1.3

Am I missing some needed settings? Is it possible to remove these white artifacts or not?
Thanks in advance!

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[iOS][Android] reverse ladybug

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Hello cocos-community,

We just released our second game “reverse ladybug” .

And again, we wanted to thank everybody from the cocos-community for this great engine and the support :slightly_smiling_face:

Two reverse ladybugs got into a storm. Help them get through the storm well.
Swipe right or left to move one of the ladybugs in the appropriate direction. But be careful, the other ladybug moves in the opposite direction.
Do your best to avoid as many raindrops as possible. If one of the ladybugs is hit by a raindrop, you lose.

The graphic looks cute, but the game is more than difficult :smiley:

The game is developed in Cocos2d-x v3.17.1 (including minor fixes from later versions).

reverse ladybug on Google Play Store

reverse ladybug on Apple App Store

Our website: https://www.embiegames.com

Have fun protecting the ladybugs :slight_smile:

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Xiaomi devices - how to disable "Install via USB" dialog on "adb install my.apk"

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Hi,

I have automated process of installation apps on Android devices. It works fine for me for all android devices except of Xiaomi MI 9, MIUI 12

Each time command
adb install my.apk
shows on device below dialog. If “Deny” is not presses installation fails
miui_install_this_app_via_usb

How to disable “Install via USB” dialog on Xiaomi MI 9, MIUI 12?

Regards,
Chp

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Cocos2d-x 4.0 Setup on Ubuntu 20.04.1 LTS

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Hello,

I am trying to set up cocos22d-x 4.0 on my Ubuntu 20.04.1 LTS OS, the install-deps-linux.sh command gives the following warning “W: --force-yes is deprecated, use one of the options starting with --allow instead.”.

Besides this when I try to run my project with “cocos run -s NewProj -p linux” command, it gives the following logs:
Building mode: debug
running: ‘cmake …’

– PROJECT_NAME:NewProj
– PROJECT_SOURCE_DIR:/home/durlabh/Documents/cocos2d-x-4.0/projects/NewProj
– COCOS2DX_ROOT_PATH:/home/durlabh/Documents/cocos2d-x-4.0/projects/NewProj/cocos2d
– CMAKE_MODULE_PATH:/home/durlabh/Documents/cocos2d-x-4.0/projects/NewProj/cocos2d/cmake/Modules/
– PROJECT_BINARY_DIR:/home/durlabh/Documents/cocos2d-x-4.0/projects/NewProj/linux-build
– ENGINE_BINARY_PATH:/home/durlabh/Documents/cocos2d-x-4.0/projects/NewProj/linux-build/engine
– PYTHON_PATH:/usr/bin/python2
– COCOS_COMMAND_PATH:/home/durlabh/Documents/cocos2d-x-4.0/tools/cocos2d-console/bin/cocos
– HOST_SYSTEM:Linux
– CMAKE_GENERATOR: Unix Makefiles
– COCOS2DX_LUAJIT_ROOT:/home/durlabh/Documents/cocos2d-x-4.0/tools/cocos2d-console/bin/…/plugins/plugin_luacompile/bin
– LUAJIT32_COMMAND:/home/durlabh/Documents/cocos2d-x-4.0/tools/cocos2d-console/plugins/plugin_luacompile/bin/32bit/luajit-linux
– LUAJIT64_COMMAND:/home/durlabh/Documents/cocos2d-x-4.0/tools/cocos2d-console/plugins/plugin_luacompile/bin/64bit/luajit-linux
– Fontconfig include dirs: /usr/include/uuid;/usr/include/freetype2;/usr/include/libpng16
– GTK3 include dirs: /usr/include/gtk-3.0;/usr/include/at-spi2-atk/2.0;/usr/include/at-spi-2.0;/usr/include/dbus-1.0;/usr/lib/x86_64-linux-gnu/dbus-1.0/include;/usr/include/gtk-3.0;/usr/include/gio-unix-2.0;/usr/include/cairo;/usr/include/pango-1.0;/usr/include/fribidi;/usr/include/harfbuzz;/usr/include/atk-1.0;/usr/include/cairo;/usr/include/pixman-1;/usr/include/uuid;/usr/include/freetype2;/usr/include/libpng16;/usr/include/gdk-pixbuf-2.0;/usr/include/libmount;/usr/include/blkid;/usr/include/glib-2.0;/usr/lib/x86_64-linux-gnu/glib-2.0/include
– ZLIB include dirs: /usr/include
– PNG include dirs: /usr/include;/usr/include
– GLEW include dirs: /usr/include
CMake Warning (dev) at /usr/share/cmake-3.16/Modules/FindOpenGL.cmake:275 (message):
Policy CMP0072 is not set: FindOpenGL prefers GLVND by default when
available. Run “cmake --help-policy CMP0072” for policy details. Use the
cmake_policy command to set the policy and suppress this warning.

FindOpenGL found both a legacy GL library:

OPENGL_gl_LIBRARY: /usr/lib/x86_64-linux-gnu/libGL.so

and GLVND libraries for OpenGL and GLX:

OPENGL_opengl_LIBRARY: /usr/lib/x86_64-linux-gnu/libOpenGL.so
OPENGL_glx_LIBRARY: /usr/lib/x86_64-linux-gnu/libGLX.so

OpenGL_GL_PREFERENCE has not been set to “GLVND” or “LEGACY”, so for
compatibility with CMake 3.10 and below the legacy GL library will be used.
Call Stack (most recent call first):
cocos2d/cmake/Modules/CocosBuildHelpers.cmake:294 (find_package)
cocos2d/cmake/Modules/CocosConfigDepend.cmake:16 (cocos_find_package)
cocos2d/cmake/Modules/CocosConfigDepend.cmake:92 (cocos2dx_depend)
cocos2d/cocos/CMakeLists.txt:117 (use_cocos2dx_libs_depend)
This warning is for project developers. Use -Wno-dev to suppress it.

– OpenGL include dirs: /usr/include
– CURL include dirs: /usr/include/x86_64-linux-gnu
– SQLite3 include dirs: /usr/include
– Configuring done
– Generating done
– Build files have been written to: /home/durlabh/Documents/cocos2d-x-4.0/projects/NewProj/linux-build
running: ‘cmake --build . --config Debug’

Copying resources for NewProj …
copying to /home/durlabh/Documents/cocos2d-x-4.0/projects/NewProj/linux-build/bin/NewProj/Resources
[ 0%] Built target SYNC_RESOURCE-NewProj
[ 0%] Built target ext_unzip
[ 3%] Built target ext_recast
[ 4%] Built target ext_tinyxml2
[ 5%] Built target ext_xxhash
[ 5%] Built target ext_xxtea
[ 6%] Built target ext_clipper
[ 7%] Built target ext_edtaa3func
[ 7%] Built target ext_convertUTF
[ 8%] Built target ext_poly2tri
[ 8%] Built target ext_md5
[ 9%] Built target external
[100%] Built target cocos2d
[100%] Linking CXX executable bin/NewProj/NewProj
/usr/bin/ld: …/cocos2d/external/linux-specific/fmod/prebuilt/64-bit/libfmod.so: .dynsym local symbol at index 2 (>= sh_info of 2)
/usr/bin/ld: …/cocos2d/external/linux-specific/fmod/prebuilt/64-bit/libfmod.so: .dynsym local symbol at index 3 (>= sh_info of 2)
/usr/bin/ld: …/cocos2d/external/linux-specific/fmod/prebuilt/64-bit/libfmod.so: .dynsym local symbol at index 4 (>= sh_info of 2)
/usr/bin/ld: cannot find -lXxf86vm
collect2: error: ld returned 1 exit status
make[2]: *** [CMakeFiles/NewProj.dir/build.make:152: bin/NewProj/NewProj] Error 1
make[1]: *** [CMakeFiles/Makefile2:597: CMakeFiles/NewProj.dir/all] Error 2
make: *** [Makefile:84: all] Error 2
Error running command, return code: 2.

Can anyone point out what I might be doing wrong!!

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Download a new apk programatically

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I want to download a new apk from my current game. I did tried to download it XMLHttpRequest but not able to get the apk. In this response type is txt and config body downloaded is too short for a apk. What I am missing here? Also is there any better way to download a whole new apk ?

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Blendfunc behaviour CCLayerGradient

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Hi,

I am trying to figure out how to change the behaviour of blending when using CCLayerGradient (Cocos2d-x 2.2.6).

I am testing a few different blendfunc combinations, and got stuck on this one:
ccBlendFunc bf = { GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA };

If I create a CCLayerGradient that has an end color alpha of zero, and the above blendfunc, it does not fade out. Instead it will be fully opacque on both ends.

If I instead create a sprite with a gradient texture, that fades out to zero, it works correctly and fades out when using the same blendfunc.

Does anyone know how I can make the CCLayerGradient render the same way as the sprite/textured version? Added an image that shows the problem.

Other blendfunc combinations like (GL_SRC_ALPHA, GL_ONE) works correctly with CCLayerGradient.

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