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| Cocos2d-x | |
|---|---|
| Original author | Zhe Wang |
| Developer | Chukong Technologies |
| Initial release | 1 December 2010 (2010-12-01)[1] |
| Stable release | |
| Repository | github |
| Written in | C++ |
| Platform | Cross-platform |
| License | MIT License |
| Website | cocos2d-x |
| Cocos2D-ObjC | |
|---|---|
| Original author | Ricardo Quesada |
| Developers | Andrei Volodin and Lars Birkemose |
| Initial release | 25 June 2008 (2008-06-25) |
| Stable release | |
| Repository | github |
| Written in | Objective-C |
| Platform | Cross-platform |
| License | MIT License |
| Website | web |
| Cocos2d | |
|---|---|
| Original authors | Ricardo Quesada, Lucio Torre |
| Initial release | 29 February 2008 (2008-02-29) |
| Stable release | |
| Repository | github |
| Written in | Python |
| Platform | Cross-platform |
| License | 3-clause BSD |
| Website | los-cocos |
Cocos2d is anopen-sourcegame development framework for creating2D games and othergraphical software foriOS,Android,Windows,macOS,Linux,HarmonyOS,OpenHarmony andweb platforms. It is written inC++ and provides bindings for various programming languages, includingC++,C#,Lua, andJavaScript. The framework offers a wide range of features, includingphysics,particle systems,skeletal animations,tile maps, and others.
Cocos2d was first released in 2008, and was originally written in Python. It contains many branches with the best known being Cocos2d-ObjC (formerly known as Cocos2d-iPhone), Cocos2d-x, Cocos2d-JS and Cocos2d-XNA. There are also many third-party tools, editors and libraries made by the Cocos2d community, such as particle editors,spritesheet editors,font editors, andlevel editors, like SpriteBuilder and CocoStudio.
All versions of Cocos2d work using the basic primitive known as asprite. A sprite can be thought of as a simple 2D image, but can also be a container for other sprites. In Cocos2D, sprites are arranged together to form a scene, like a game level or a menu. Sprites can be manipulated in code based on events or actions or as part of animations. The sprites can be moved, rotated, scaled, have their image changed, etc.
Cocos2D provides basic animation primitives that can work on sprites using a set of actions and timers. They can be chained and composed together to form more complex animations. Most Cocos2D implementations let you manipulate the size, scale, position, and other effects of the sprite. Some versions of Cocos2D let you also animate particle effects, image filtering effects via shaders (warp, ripple, etc.).
Cocos2D provides primitives to represent common GUI elements in game scenes. This includes things like text boxes, labels, menus, buttons, and other common elements.
Many Cocos2D implementations come with support for common 2D physics engines likeBox2D andChipmunk.
Various versions of Cocos2D have audio libraries that wrapOpenAL or other libraries to provide full audio capabilities. Features are dependent on the implementation of Cocos2D.
Support binding toJavaScript,Lua, and other engines exist for Cocos2D. For example, Cocos2d JavaScript Binding (JSB) forC/C++/Objective-C is the wrapper code that sits between native code and JavaScript code usingMozilla's SpiderMonkey. With JSB, you can accelerate your development process by writing your game using easy and flexible JavaScript.
| Branch | Target Platform | API Language |
|---|---|---|
| Cocos2d | Windows, OS X, Linux | Python 2.6, 2.7 or 3.3+, Objective-C |
| Cocos2d-x | iOS, Android, Tizen, Windows, Windows Phone 8, Linux, Mac OS X | C++, Lua, JavaScript |
| Cocos2d-ObjC | iOS, Mac OS X, tvOS[20] | Objective-C, Swift |
| Cocos2d-html5 | HTML5-ready browsers | JavaScript |
| Cocos2d-xna | Windows Phone 7 & 8, Windows 7 & 8, Xbox 360 | C# |
| Cocos Creator | Android, iOS, HarmonyOS | C#, C++, TypeScript, JavaScript |
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February 2008, in the village ofLos Cocos, nearCórdoba, Argentina,Ricardo Quesada, a game developer, andLucio Torre created a 2D game engine forPython with several of their developer friends. They named it "Los Cocos" after its birthplace. A month later, the group released the version 0.1 and changed its name to "Cocos2d".[21]
Attracted by the potential of the newAppleApp Store for theiPhone, Quesada rewrote Cocos2d inObjective-C and in June 2008 released "Cocos2d for iPhone" v0.1, the predecessor of the later Cocos2d family.[21]
Cocos2D-ObjC (formerly known as Cocos2D-iPhone and Cocos2D-SpriteBuilder), is maintained by Lars Birkemose.
Also, the English designerMichael Heald designed a new logo for Cocos2d (the Cocos2d logo was previously a running coconut).
November 2010, a developer fromChina named Zhe Wang branched Cocos2d-x based on Cocos2d. Cocos2d-x is also afree engine underMIT License, and it allows for compiling and running on multiple platforms with one code base.
In 2013, Quesada left cocos2d-iPhone and joined in cocos2d-x team. In March 2017, Quesada was laid off from the Chukong company.[22][21] In 2015, there are 4 cocos2d branches being actively maintained.
Cocos2d-x & Cocos2d-html5 is maintained and sponsored by developers atChukong Technologies. Chukong is also developing CocoStudio, which is aWYSIWYG editor for Cocos2d-x and Cocos2D-html5, and afree Cocos3d-xfork of the Cocos3D project.
Cocos2d has been ported into various programming languages and to all kinds of platforms. Among them there are:
Zynga said it would not be acquiring cocos2d, which is a free game engine that developers use to make games for Apple devices such as the iPhone, the iPad and iPod touch. Zynga's Chief Technology Officer, Cadir Lee, said in an interview that Zynga already uses the game engine in its FarmVille game on the iPhone. Having the developers, who were key in developing the free platform, will help Zynga master the technology, Lee said.
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