cocos2d-x

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When to use this skill

何时使用本技能

Use this skill whenever the user wants to:
  • Create Cocos2d-x v4 games or applications
  • Learn Cocos2d-x v4 core concepts (Node, Sprite, Scene, Action)
  • Set up Cocos2d-x v4 development environment
  • Work with sprites, textures, animations, and labels
  • Implement scene management and node lifecycle
  • Handle input events (touch, mouse, keyboard)
  • Use physics engine (Box2D) and collision detection
  • Implement rendering pipeline, shaders, and particle systems
  • Build and deploy games for multiple platforms (Windows, macOS, Linux, Android, iOS)
  • Use CMake build system and command-line tools
  • Migrate from older Cocos2d-x versions
  • Extend engine with custom rendering and script bindings
当用户有以下需求时,可使用本技能:
  • 创建Cocos2d-x v4游戏或应用程序
  • 学习Cocos2d-x v4核心概念(Node、Sprite、Scene、Action)
  • 搭建Cocos2d-x v4开发环境
  • 处理sprites、textures、animations和labels
  • 实现场景管理与节点生命周期
  • 处理输入事件(触摸、鼠标、键盘)
  • 使用物理引擎(Box2D)与碰撞检测
  • 实现渲染管线、shaders和粒子系统
  • 为多平台(Windows、macOS、Linux、Android、iOS)构建并部署游戏
  • 使用CMake构建系统与命令行工具
  • 从旧版Cocos2d-x迁移
  • 通过自定义渲染与脚本绑定扩展引擎

How to use this skill

如何使用本技能

To work with Cocos2d-x v4:
  1. Identify the topic from the user's request:
    • Engine overview/了解引擎 →
      examples/getting-started/about-engine.md
    • Quick start/快速上手 →
      examples/getting-started/quick-start.md
    • Installation/安装配置 →
      examples/getting-started/installation.md
    • Node and Scene/节点和场景 →
      examples/core/node-scene.md
    • Sprite/精灵 →
      examples/core/sprite.md
    • Texture/纹理 →
      examples/core/texture.md
    • Animation/动画 →
      examples/core/animation.md
    • Action/动作 →
      examples/core/action.md
    • Label/标签 →
      examples/core/label.md
    • Scene management/场景管理 →
      examples/core/scene.md
    • Input handling/输入处理 →
      examples/core/input.md
    • Event system/事件系统 →
      examples/core/event.md
    • Physics/物理引擎 →
      examples/advanced/physics.md
    • Rendering/渲染 →
      examples/advanced/rendering.md
    • Shaders/着色器 →
      examples/advanced/shader.md
    • Particle system/粒子系统 →
      examples/advanced/particle.md
    • Build system/构建系统 →
      examples/tools/build-system.md
    • Platform deployment/平台部署 →
      examples/tools/deployment.md
  2. Load the appropriate example file from the
    examples/
    directory:
    • examples/getting-started/about-engine.md
      - Engine overview and features
    • examples/getting-started/quick-start.md
      - Create first project
    • examples/getting-started/installation.md
      - Environment setup
    • examples/core/node-scene.md
      - Node and Scene concepts
    • examples/core/sprite.md
      - Sprite creation and manipulation
    • examples/core/texture.md
      - Texture loading and management
    • examples/core/animation.md
      - Animation system
    • examples/core/action.md
      - Action system and sequences
    • examples/core/label.md
      - Label and text rendering
    • examples/core/scene.md
      - Scene management and transitions
    • examples/core/input.md
      - Touch, mouse, and keyboard input
    • examples/core/event.md
      - Event system and listeners
    • examples/advanced/physics.md
      - Physics engine integration
    • examples/advanced/rendering.md
      - Rendering pipeline
    • examples/advanced/shader.md
      - Custom shaders
    • examples/advanced/particle.md
      - Particle effects
    • examples/tools/build-system.md
      - CMake and build configuration
    • examples/tools/deployment.md
      - Platform-specific deployment
  3. Follow the specific instructions in that example file for syntax, structure, and best practices
    Each example file contains:
    • Instructions: Overview and usage guidelines
    • Syntax: API syntax and parameters
    • Examples: Complete code examples with explanations
    • Reference: Links to official documentation
  4. Generate C++ code following Cocos2d-x v4 conventions:
    • Use
      USING_NS_CC;
      for namespace
    • Use
      CREATE_FUNC()
      macro for create functions
    • Follow Cocos2d-x naming conventions
    • Include proper error handling
    • Use smart pointers where appropriate
  5. Reference the official documentation:
  6. Use templates when creating new projects:
    • templates/project-structure.md
      - Standard project structure
    • templates/cmake-config.md
      - CMake configuration examples
使用Cocos2d-x v4时,请遵循以下步骤:
  1. 从用户请求中确定主题
    • 引擎概述/了解引擎 →
      examples/getting-started/about-engine.md
    • 快速上手 →
      examples/getting-started/quick-start.md
    • 安装配置 →
      examples/getting-started/installation.md
    • 节点和场景 →
      examples/core/node-scene.md
    • 精灵 →
      examples/core/sprite.md
    • 纹理 →
      examples/core/texture.md
    • 动画 →
      examples/core/animation.md
    • 动作 →
      examples/core/action.md
    • 标签 →
      examples/core/label.md
    • 场景管理 →
      examples/core/scene.md
    • 输入处理 →
      examples/core/input.md
    • 事件系统 →
      examples/core/event.md
    • 物理引擎 →
      examples/advanced/physics.md
    • 渲染 →
      examples/advanced/rendering.md
    • 着色器 →
      examples/advanced/shader.md
    • 粒子系统 →
      examples/advanced/particle.md
    • 构建系统 →
      examples/tools/build-system.md
    • 平台部署 →
      examples/tools/deployment.md
  2. examples/
    目录中加载对应的示例文件
    • examples/getting-started/about-engine.md
      - 引擎概述与特性
    • examples/getting-started/quick-start.md
      - 创建首个项目
    • examples/getting-started/installation.md
      - 环境搭建
    • examples/core/node-scene.md
      - Node与Scene概念
    • examples/core/sprite.md
      - Sprite创建与操作
    • examples/core/texture.md
      - 纹理加载与管理
    • examples/core/animation.md
      - 动画系统
    • examples/core/action.md
      - 动作系统与序列
    • examples/core/label.md
      - Label与文本渲染
    • examples/core/scene.md
      - 场景管理与过渡
    • examples/core/input.md
      - 触摸、鼠标与键盘输入
    • examples/core/event.md
      - 事件系统与监听器
    • examples/advanced/physics.md
      - 物理引擎集成
    • examples/advanced/rendering.md
      - 渲染管线
    • examples/advanced/shader.md
      - 自定义shaders
    • examples/advanced/particle.md
      - 粒子效果
    • examples/tools/build-system.md
      - CMake与构建配置
    • examples/tools/deployment.md
      - 平台专属部署
  3. 遵循示例文件中的具体说明,包括语法、结构与最佳实践
    每个示例文件包含:
    • 说明:概述与使用指南
    • 语法:API语法与参数
    • 示例:带解释的完整代码示例
    • 参考:官方文档链接
  4. 遵循Cocos2d-x v4规范生成C++代码
    • 使用
      USING_NS_CC;
      声明命名空间
    • 使用
      CREATE_FUNC()
      宏创建实例函数
    • 遵循Cocos2d-x命名规范
    • 包含适当的错误处理
    • 合理使用智能指针
  5. 参考官方文档
  6. 创建新项目时使用模板
    • templates/project-structure.md
      - 标准项目结构
    • templates/cmake-config.md
      - CMake配置示例

Doc mapping (one-to-one with official documentation)

文档映射(与官方文档一一对应)

Core Concepts

核心概念

Node System

Node系统

  • Node: Base class for all display objects
  • Scene: Root node of the scene graph
  • Sprite: Image display node
  • Label: Text display node
  • Node hierarchy: Parent-child relationships
  • Node:所有显示对象的基类
  • Scene:场景图的根节点
  • Sprite:图像显示节点
  • Label:文本显示节点
  • 节点层级:父子关系

Coordinate System

坐标系

  • Origin at bottom-left (OpenGL style)
  • Anchor point for positioning
  • Local and world coordinates
  • 原点位于左下角(OpenGL风格)
  • 锚点用于定位
  • 局部坐标与世界坐标

Action System

动作系统

  • Action: Base class for node transformations
  • Sequence: Chain multiple actions
  • Spawn: Run actions simultaneously
  • Repeat: Repeat actions multiple times
  • Ease: Apply easing functions
  • Action:节点变换的基类
  • Sequence:串联多个动作
  • Spawn:同时运行多个动作
  • Repeat:重复执行动作多次
  • Ease:应用缓动函数

Scene Management

场景管理

  • Scene transitions
  • Scene lifecycle (onEnter, onExit)
  • Director for scene management
  • 场景过渡
  • 场景生命周期(onEnter、onExit)
  • 用于场景管理的Director

Input Handling

输入处理

  • Touch events (single and multi-touch)
  • Mouse events
  • Keyboard events
  • Event dispatcher system
  • 触摸事件(单点与多点触摸)
  • 鼠标事件
  • 键盘事件
  • 事件分发系统

Platform Support

平台支持

Cocos2d-x v4 supports:
  • Desktop: Windows, macOS, Linux
  • Mobile: Android, iOS
  • Web: (via Cocos Creator)
Cocos2d-x v4支持:
  • 桌面端:Windows、macOS、Linux
  • 移动端:Android、iOS
  • 网页端:(通过Cocos Creator)

Build System

构建系统

  • CMake: Primary build system
  • Command-line tools:
    cocos
    command
  • IDE support: Visual Studio, Xcode, Android Studio
  • CMake:主要构建系统
  • 命令行工具
    cocos
    命令
  • IDE支持:Visual Studio、Xcode、Android Studio

Migration Guide

迁移指南

For migrating from older versions:
  • Check
    examples/migration/
    for migration guides
  • API changes and compatibility notes
  • CMake migration from older build systems
从旧版本迁移时:
  • 查看
    examples/migration/
    目录获取迁移指南
  • API变更与兼容性说明
  • 从旧构建系统迁移到CMake

Reference Resources

参考资源

Keywords

关键词

cocos2d-x, cocos2d, game engine, game development, C++ game, 2D game, cross-platform game, sprite, scene, node, action, animation, physics, rendering, shader, particle system, CMake, game framework, 游戏引擎, 游戏开发, 精灵, 场景, 节点, 动作, 动画, 物理引擎, 渲染, 着色器, 粒子系统
cocos2d-x, cocos2d, game engine, game development, C++ game, 2D game, cross-platform game, sprite, scene, node, action, animation, physics, rendering, shader, particle system, CMake, game framework, 游戏引擎, 游戏开发, 精灵, 场景, 节点, 动作, 动画, 物理引擎, 渲染, 着色器, 粒子系统

Important Notes

重要说明

  1. Version: This skill covers Cocos2d-x v4 specifically
  2. Language: C++ is the primary development language
  3. Build System: CMake is required for building projects
  4. Platform: Ensure platform-specific dependencies are installed
  5. Examples: All code examples use C++ syntax
  6. Memory Management: Cocos2d-x uses reference counting, be careful with retain/release cycles
  7. Coordinate System: Uses OpenGL-style coordinates (origin at bottom-left)
  8. Thread Safety: Most Cocos2d-x operations must be performed on the main thread
  1. 版本:本技能专门针对Cocos2d-x v4
  2. 语言:C++为主要开发语言
  3. 构建系统:构建项目需使用CMake
  4. 平台:确保已安装平台专属依赖
  5. 示例:所有代码示例均使用C++语法
  6. 内存管理:Cocos2d-x使用引用计数,需注意retain/release循环
  7. 坐标系:采用OpenGL风格坐标系(原点位于左下角)
  8. 线程安全:大多数Cocos2d-x操作必须在主线程执行