You are appreciated to test it and report any bugs met. Any pull request is appreciated too.
Edit: the repo address changed from https://github.com/cocos2d/creator_to_cocos2dx_cpp to https://github.com/cocos2d/creator_to_cocos2dx to make it clear, because the plugin also supports Lua.
I created a scene, exported and loaded correctly, but after … I made a modification in Creator, several modifications, but the exported scene (*.creator ) remained unchanged, like the first time I exported it. I even restarted the application. The scene in CocosCreator displays all the changes, but the exported data remains like the first save, IDK why.
zhangxm: Did you use the plugin to build again?
----> yes, im only using the plugin.
yaaashua:
update: LOL, I even deleted the scenes and still appear in the exported data hahaha. Ill try the alpha0 now
zhangxm: What did you mean? You tried another version?
—> no, I mean I deleted from the cocosCreator the scenes that were creating problems, created a new scene, and after building the data (exporting using the plugin) the new scene was not exported, but the most interesting part is that the scenes that I previously deleted were actually exported by the plugin.
after some moment, seems like the exported data doesnt change, no matter how much you changes the scene.
as I mentioned, I found out how to reproduce this error:
-I just took everything from the example project and put it inside a folder “example”
-I created a new scene. As long as this scene does NOT use any of the contents of the “example” folder, everything is fine, but as soon as I place one sprite into the new scene… build script fails , and data is not exported.
Currently not, and i am not sure if it is possible. This plugin will support as more features of creator as possible, but can not support all features.
I experience some errors:
using the alpha0 project I created a scene, to use it in C++, after creating a RichText (i think thats the source of problems) and save it, the plugin fails trying to export.
I deleted the scene, since didnt know what from my scene was creating the error, but the error remains. So all I have is the alpha0 example project and is failing.
I check the files difference against the repository, and all I can see is there are some files created from my already deleted scene ( from folders: /ccreator , /json/ , temp/BackupAssets/assets/). I deleted this files hoping that this helps, but no.
(note: everything was in the same folder, I didnt create any subdirectory)
log:
WARNING: RichText support is an experimental feature ERROR: convert_fire_to_json.py", line 793, in parse_properties _ self._properties[‘backgroundImage’] = state.sprite_frames[sprite_frame_uuid][‘frameName’]
what I mean is this.
In order to have prebuild we should first setup the projects after we created, because this is not by default, I think changing that can save a lot of time and space in the hard drives.Well of course I don’t really know if changing this is easy or nor, of course I talk for the C++ version of the engine.
I will check if this new version of cocos creator 1.5 is more faster to develop (I receive an email talking about a release of Cocos Creator 1.5 and Cocos2d-x 3.15)
@yaaashua as the readme and log says, RichText is not completed.
They are two different issues, right? I don’t quite understand the issue. Could you please describe it how to reproduce it step by step? Thanks.
Could you please show me the wrong result or show me how to reproduce it?
Thanks.
@OscarLeif i think the engine used in cocos creator is binary by default, i am not sure. But the plugin is for cocos2d-x, could you please ask questions in creator category?
@zhangxm how to reproduce it? Im not exactly sure. All I did was:
open the example alpha0 project
added a new scene
added a layout
added 2 buttons and 1 label as children of layout
exported and loaded SUCESFULLY to c++
added another richtext label,
renamed the buttons and labels
—> and at this point… something went wrong and I could NOT export anymore…
—> then I deleted the scene (I didnt clear the scene, I removed the scene.fire) but still I was unable to export. I was screwed up with that project after that point. Script would always send error.
label size (dimensions in C++) are missing when exported
Is it possible to have some documentation ??
I struggled last 2 hrs finding out that the hierarchy in cocoscreator is not the same that the nodes in C++
example: button text
creator: /button/label
C++: /btn. for changing text need to changing from button->SetString ( since Label doesnt exist)
example: button inside scrollview:
creator: scrollview/view/content/button this is translated into c++ as:
C++: scrollview/button
I know documentation is not the priority right now, and all of these diference can be found out by the programmer in a few days >_> but… really, it would be nice to be aware of all these diferences.
tnx