cocos2d-x
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ChineseWhen 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
- 处理精灵、纹理、动画和标签
- 实现场景管理和节点生命周期
- 处理输入事件(触摸、鼠标、键盘)
- 使用物理引擎(Box2D)和碰撞检测
- 实现渲染管线、着色器和粒子系统
- 为多平台(Windows、macOS、Linux、Android、iOS)构建并部署游戏
- 使用CMake构建系统和命令行工具
- 从旧版Cocos2d-x迁移
- 通过自定义渲染和脚本绑定扩展引擎
How to use this skill
如何使用本技能
To work with Cocos2d-x v4:
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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
- Engine overview/了解引擎 →
-
Load the appropriate example file from thedirectory:
examples/- - Engine overview and features
examples/getting-started/about-engine.md - - Create first project
examples/getting-started/quick-start.md - - Environment setup
examples/getting-started/installation.md - - Node and Scene concepts
examples/core/node-scene.md - - Sprite creation and manipulation
examples/core/sprite.md - - Texture loading and management
examples/core/texture.md - - Animation system
examples/core/animation.md - - Action system and sequences
examples/core/action.md - - Label and text rendering
examples/core/label.md - - Scene management and transitions
examples/core/scene.md - - Touch, mouse, and keyboard input
examples/core/input.md - - Event system and listeners
examples/core/event.md - - Physics engine integration
examples/advanced/physics.md - - Rendering pipeline
examples/advanced/rendering.md - - Custom shaders
examples/advanced/shader.md - - Particle effects
examples/advanced/particle.md - - CMake and build configuration
examples/tools/build-system.md - - Platform-specific deployment
examples/tools/deployment.md
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Follow the specific instructions in that example file for syntax, structure, and best practicesEach example file contains:
- Instructions: Overview and usage guidelines
- Syntax: API syntax and parameters
- Examples: Complete code examples with explanations
- Reference: Links to official documentation
-
Generate C++ code following Cocos2d-x v4 conventions:
- Use for namespace
USING_NS_CC; - Use macro for create functions
CREATE_FUNC() - Follow Cocos2d-x naming conventions
- Include proper error handling
- Use smart pointers where appropriate
- Use
-
Reference the official documentation:
- Official manual: https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- API reference: Check directory for detailed API documentation
api/ - Examples: Check directory for code examples
examples/
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Use templates when creating new projects:
- - Standard project structure
templates/project-structure.md - - CMake configuration examples
templates/cmake-config.md
使用Cocos2d-x v4的步骤:
-
从用户的请求中确定主题:
- 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
- 引擎概述/了解引擎 →
-
从目录中加载对应的示例文件:
examples/- - 引擎概述与功能介绍
examples/getting-started/about-engine.md - - 创建第一个项目
examples/getting-started/quick-start.md - - 环境搭建
examples/getting-started/installation.md - - 节点与场景概念
examples/core/node-scene.md - - 精灵的创建与操作
examples/core/sprite.md - - 纹理加载与管理
examples/core/texture.md - - 动画系统
examples/core/animation.md - - 动作系统与序列
examples/core/action.md - - 标签与文本渲染
examples/core/label.md - - 场景管理与切换
examples/core/scene.md - - 触摸、鼠标与键盘输入
examples/core/input.md - - 事件系统与监听器
examples/core/event.md - - 物理引擎集成
examples/advanced/physics.md - - 渲染管线
examples/advanced/rendering.md - - 自定义着色器
examples/advanced/shader.md - - 粒子效果
examples/advanced/particle.md - - CMake与构建配置
examples/tools/build-system.md - - 平台专属部署指南
examples/tools/deployment.md
-
遵循示例文件中的具体说明,包括语法、结构和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
-
遵循Cocos2d-x v4规范生成C++代码:
- 使用声明命名空间
USING_NS_CC; - 使用宏创建实例函数
CREATE_FUNC() - 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
- 使用
-
参考官方文档:
- 官方手册:https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- API参考:查看目录获取详细API文档
api/ - 示例:查看目录获取代码示例
examples/
-
创建新项目时使用模板:
- - 标准项目结构
templates/project-structure.md - - CMake配置示例
templates/cmake-config.md
Doc mapping (one-to-one with official documentation)
文档映射(与官方文档一一对应)
- See examples and API files → https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- 查看示例与API文件 → https://docs.cocos.com/cocos2d-x/v4/manual/zh/
Core Concepts
核心概念
Node System
节点系统
- 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)
- 定位锚点
- 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:链式执行多个动作
- Spawn:同时执行多个动作
- 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
- 场景切换
- 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: command
cocos - IDE support: Visual Studio, Xcode, Android Studio
- CMake:主要构建系统
- 命令行工具:命令
cocos - IDE支持:Visual Studio、Xcode、Android Studio
Migration Guide
迁移指南
For migrating from older versions:
- Check for migration guides
examples/migration/ - API changes and compatibility notes
- CMake migration from older build systems
从旧版本迁移时:
- 查看获取迁移指南
examples/migration/ - 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
- Official Documentation: https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- API Reference: See directory
api/ - Examples: See directory
examples/ - Templates: See directory
templates/
- 官方文档:https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- API参考:查看目录
api/ - 示例:查看目录
examples/ - 模板:查看目录
templates/
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
- Version: This skill covers Cocos2d-x v4 specifically
- Language: C++ is the primary development language
- Build System: CMake is required for building projects
- Platform: Ensure platform-specific dependencies are installed
- Examples: All code examples use C++ syntax
- Memory Management: Cocos2d-x uses reference counting, be careful with retain/release cycles
- Coordinate System: Uses OpenGL-style coordinates (origin at bottom-left)
- Thread Safety: Most Cocos2d-x operations must be performed on the main thread
- 版本:本技能专门针对Cocos2d-x v4
- 开发语言:C++为主要开发语言
- 构建系统:构建项目必须使用CMake
- 平台:确保已安装平台专属依赖
- 示例:所有代码示例均使用C++语法
- 内存管理:Cocos2d-x使用引用计数,需注意retain/release循环
- 坐标系:采用OpenGL风格坐标系(原点位于左下角)
- 线程安全:大多数Cocos2d-x操作必须在主线程执行