We are happy to announce releasing LWF for C*+ with Cocos2d-x renderer!
LWF is a framework for 2D User Interface and 2D Animation. It is based on an animation data converted from an Adobe Flash SWF file. GREE, Inc. already released LWF for Unity, HTML5 and of course, Cocos2d-html5. Using Gree’s SWF with cocos2d-html5 in HTML5 forum thread.
LWF for HTML5 demo http://gree.github.io/lwf-demo/html5/lwf-loader/sample3.html
Please take a look at the presentation for the detail of LWF. http://gree.github.io/lwf/presentation20121115
And then, finally, we are releasing LWF for C*+ and Cocos2d-x renderer! It’s under the zlib License.
* LWF for C*+
* LWF Cocos2d-x renderer
* LWF Lua binding
LWF for C*+ does not depend on any game engine or environment but only C03 and C03 standard library. And LWF Cocos2d-x renderer depends on Cocos2d-x 3.0alpha1 or later. We don’t have any plan for supporting Cocos2d-x 2.x. LWF Lua binding isn’t intend to use only on Cocos2d-x Lua binding, you can use it with Cocos2d-x C++ project.
Please take a look at LWF Production Guide and Install LWFS . It automatically converts swf files to lwf files in ~/Desktop/LWFS_work folder and shows the data on Web browser.
Got stuck when I want to install rb-img. I don’t know how to install libpng, libjpeg, and libxml for Devkit on windows. Is there a tutorial on how to do it?
And is there texture atlas generator on lwf? or we should do it manually with texturepacker?
Got stuck when I want to install rb-img. I don’t know how to install libpng, libjpeg, and libxml for Devkit on windows. Is there a tutorial on how to do it?
Have you tried to install Windows binary from https://github.com/gree/lwfs ? It’s easy to use for converting Flash data.
And is there texture atlas generator on lwf? or we should do it manually with texturepacker?
We want to integrate launching TexturePacker command line tool from LWFS, but in the meantime, you have to do it manually using GUI or command line tool as the following.
Hmm, at least, if your compiler supports C++11, LWF doesn’t use boost at all. So ‘unresolved external symbol "public: class boost::shared_ptr’ seems odd. What compiler are you using?
I’m using VS2012. It’s solved now, I changed LWF class to LWFCore. I think the compiler confused between LWF class name and LWF namespace since intellisense can’t find implementation for loadLWFData and unloadLWFData.
I got another question, is there convenient way to support batching with texture atlas generated from Texturepacker? I tried this code :
LWFNode lwfNode = LWFNode::create;
SpriteBatchNodebatch = SpriteBatchNode::createWithTexture(lwfNode~~>getTexture);
batch~~>addChild(lwfNode);
this~~>addChild;
Then I got assert
Expression: childSprite~~>getTexture()>getName == _textureAtlas>getTexture()->getName()
Any thoughts? I’m currently trying to implement using SpriteFrameCache