tweejump port


#1

I ported tweejump located here: https://github.com/dvydra/tweejump to cocos2d-x.

Well, mostly. I am pretty sure I have a problem in how I setup the classes. Everything works except the clouds moving in the vertical direction. The code that doesn’t work is #if 0 out to let the game run. I also removed most of the resolution dependencies, have it working on my iPhone and iPad (no updated art though for iPad). I also added touch capability to make it easier to debug in windows.

It only took 4 hours to do the port as it is now but has taken 3 times that much time for me to try and hunt why it isn’t working with the clouds moving vertically.

A cocos2d-x guru should be able to find my error much quicker than I can, although I’m still looking. Please share the fix if you do find it and I will update the repository.

Also included in this project is the TweeJump.mkb file for AirplaySDK, which is what I use to deploy to the iPhone and iPad, do most development with the Win32 version.

The code is at: https://code.google.com/p/tweejump-cocos2dx/ , I use SVN everyday so it was easier then using github.

Regards

Francis


#2

I have downloaded original version from

and your ported version from
https://code.google.com/p/tweejump-cocos2dx/

I found that, the logic of your ported version was not the same as original.
For example,

  1. GameScene::init() was not the same.

  2. In original version, AppDelegate run the scene:

    Scene *scene = [[Scene node] addChild:[Game node] z:0];
    [[Director sharedDirector] runWithScene: scene];

and your version was

CCScene *pScene = MainScene::scene();
    pDirector->runWithScene(pScene);

Take attension, they were different. I think Game is corresponding with GameScene, right?

May be the original version was updated.


#3

Yes, Game corresponds to GameScene. I just need to spend more time understanding it rather than just porting it like I did. There are actually several tweejump branches on github, one was using a newer version of cocos2d than the one I started with but basically the same logic.

I could not get the code in AppDelegete working as originally and I suspect that is the problem. Possibly in the declerations of GameScene but I’m not sure.

Were you able to get the cocos2d-x version of tweejump to complie and run under Win32?

I have a few days off from my real job so I’ll look at it some more in the next few days.

Yesterday I ported a box2d sample with Radial Gravity that was located here: http://www.vellios.com/2010/06/06/box2d-and-radial-gravity-code/ , it was a much easier port and helped me understand things a bit more.

Hopefully others will share any ports of tutorials they make to help us all learn.


#4

I got the code from https://github.com/cocos2d/cocos2d-x.
The code is the newest version. It also has the same issue as you said.
I think the problem is that, the logic is not the same as the original.

BTW: I didn’t run the object-c version, and I don’t know if it has problem.


#5

@Francis Styck
Thanks for your porting! It will be a good tutorial to other developers in the forum.
I suggest your to put a copy of cocos2d-x engine in your game, and commit to googlecode svn. Otherwise, users had to find the right version of cocos2dx to run your game.
And I just start to read the sources now.


#6

I have it working now. I fixed the AppDelegete to be as the original as you pointed out. Then updated GameScene::init() to call MainScene::init(). Then restored the code I had #if 0 out. I knew it was going to be simple. I will also cleanup the code a bit and review the obj-c porting guildlines found on this site.

The clouds now scroll vertically, although they do not seem to be restored yet but I’ll fix that also before I update the archive.

This should be a good example for a simple game that others can build from.


#7

Awksome, it is a good news. I think you will fix it soon.


#8

I run it on win32 with 0.8.4-stable. Haha, funny!

Here are tips for others:
# copy tweejump-cocos2dx folder into cocos2d-x root, parallels to HelloWorld folder
# open cocos2d-win32.vc2008.sln, then add exist project “tweejump-cocos2dx” into this solution
# set the property of tweejump vcproj to find the resource. Otherwise your will see this notification

In VS2008, Property > Debugging> Working Directory, browse to tweejump-cocos2dx/Resource directory, use it as the working directory. Doing this step to make debuging easier. If you would like to publish a release version, please pack the resource with tweejump.exe together in the some folder.


#9

Great, glad to see you got it working.

I updated the code on the SVN with most of the bug fixes. Still one more in the resetcloud() and I will fix that in the morning. I’ll spend a little more time converting over the highscore part and maybe add a sound or two to wrap it up as a good demo. Hopefully the comments are correct since I added them by how I understand the code.


#10

Hi frank can you update your svn?

Error 1 error C2039: ‘bitmapFontAtlasWithString’ : is not a member of ‘cocos2d::CCLabelBMFont’ 2d-1.0.1-x-0.9.2\cocos2d-1.0.1-x-0.9.2\tweejump-cocos2dx\classes\gamescene.cpp 51
Error 2 error C3861: ‘bitmapFontAtlasWithString’: identifier not found 2d-1.0.1-x-0.9.2\cocos2d-1.0.1-x-0.9.2\tweejump-cocos2dx\classes\gamescene.cpp 51

  • bitmapFontAtlasWithString has been deprecated. Please update to use labelWithString

CCLabelBMFont scoreLabel = CCLabelBMFont::labelWithString(“0”, “Images/bitmapFont.fnt”);

Simply change line 52 and that fixes the compilation problems.


#11

Hi Adam,

I updated svn, the code I had also included additional comments.

If someone is using Marmalade with the tweejump project then they should be aware that I updated the TweeJump.mkb file to work with the latest cocos2d-x on github, not the current release. If they need to run with the current release just retrieve the previous version of that file.

Francis


#12

Just one question, why do you make this game with marmalade, which is a commercial development platform?
We should be able to make this code compatible with cocos2dx for ios and android instead of marmalade, i think most people don’t have it. How can i port this to normal “xcode” or android environment?

BTW I cant compile this with marmalade (i can withouth), im using stable cocos2dx but with the old MKB file, and i get a lot of warnings, and these errors:

1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(151): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(155): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(203): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(223): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(239): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(63): error C3861: ‘IW_CALLSTACK’: no se encontró el identificador
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(107): error C3861: ‘IW_CALLSTACK’: no se encontró el identificador
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(113): error C2065: ‘GAME’ : identificador no declarado
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(113): error C3861: ‘IwAssert’: no se encontró el identificador
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(42): error C2039: ‘AccelerometerDestroy’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(48): error C2039: ‘AccelerometerKeep’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(53): error C2039: ‘AccelerometerDestroy’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(62): error C2039: ‘AccelerometerKeep’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’


#13

Hi Alejandro,

I am using Marmalade because it has a common API for all the platforms. If I want to use the compass, camera, access contacts, etc for a device then I only have to write code once and not seperate versions for each device. The cost is minimal, $149/year.

The tweejump game works with cocos2d-x so the only thing missing is an xcode project for iPhone. I do have a MAC and tested tweejump on that, all you need to do is start a cocos2d-x project in xcode then add all the files for tweejump. I will try to find time during the holidays to add the Xcode project to SVN for tweejump.

The stable version of cocos2d-x does not have a working marmalade support, I and others are updating this and the next release should be better.

Regards,

Francis


#14

thank you.


#15

Hi i want to know about CCcamera actions when body moving vertically and how camera follows the body without changing the other bodies positions on the background plz help me

if (body~~>GetPosition.y<=300)
{
b2Vec2 position = body~~>GetPosition();
CCPoint myPosition = this->getPosition();
CCSize screenSize = CCDirector::sharedDirector()>getWinSize;
// Move the camera.
if
{
myPosition.y = MIN (screenSize.height * 2.0f - screenSize.height, position.x * PTM_RATIO - screenSize.height / 2.0f);
this
>setPosition(myPosition);
}
}
but in my game other body positions also changing


#16

With a little spare time on hand I updated the tweejump game to 2.0.4

The code is at: https://code.google.com/p/tweejump-cocos2dx/

Francis


#17

wow, good job!


#18

Latest revision, latest cocos2d-x, marmalade 6.1.2 :frowning:

1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/cocos2dx/textures/CCTexturePVR
.cpp(414): warning : comparison between signed and unsigned integer expressions
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/cocos2dx/textures/CCTexturePVR
.cpp(447): warning : comparison between signed and unsigned integer expressions
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxplatform\CCThread.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtileMap_parallax_nodes\CCTileMapAtlas.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtouch_dispatcher\CCTouch.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtouch_dispatcher\CCTouchDispatcher.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtouch_dispatcher\CCTouchHandler.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxlayers_scenes_transitions_nodes\CCTransition.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxlayers_scenes_transitions_nodes\CCTransitionPageTurn.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxlayers_scenes_transitions_nodes\CCTransitionProgress.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\CCUserDefault.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\CCVertex.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxcocoa\CCZone.cpp …
1> ARM Compiling(GCC) c:~~cocos2dx\Classes\GameScen
e.cpp …
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp ::init‘:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp(52): warning :
’static cocos2d::CCLabelBMFont* cocos2d::CCLabelBMFont::labelWithString(const ch
ar**, const char**, float, cocos2d::CCTextAlignment, cocos2d::CCPoint)’ is depreca
ted
1>
1>
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp ::step‘:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp(322): warning :
’static cocos2d::CCScaleTo* cocos2d::CCScaleTo::actionWithDuration(float, float
, float)’ is deprecated
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp: warning :
‘static cocos2d::CCScaleTo* cocos2d::CCScaleTo::actionWithDuration(float, float
, float)’ is deprecated
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp: warning :
‘static cocos2d::CCFiniteTimeAction* cocos2d::CCSequence::actions(cocos2d::CCFi
niteTimeAction*, …)’ is deprecated
1>
1>
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp ::ccTouchEnded‘:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp(484): warning :
’cocos2d::CCPoint cocos2d::CCTouch::locationInView()’ is deprecated
1>
1>
1> ARM Compiling c:~~cocos2dx\Classes\Main.cpp

1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/Main.cpp: In function ‘int
main()’:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/Main.cpp(13): error : request
for member ‘Run’ in ‘cocos2d::CCApplication::sharedApplication()’, which is of
non-class type ‘cocos2d::CCApplication*’
1>
1>
1> ARM Compiling(GCC) c:-cocos2dx\Classes\MainScen
e.cpp …
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/MainScene.cpp( In member fu
nction ‘void MainScene) ::initCloud()’:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/MainScene.cpp(120): warning :
‘cloud’ may be used uninitialized in this function
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocosdens
hion\marmalade\SimpleAudioEngine.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\image_support\TGAlib.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\TransformUtils.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\zip_support\ZipUtils.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2BlockAllocator.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2Body.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2BroadPhase.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2ChainAndCircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2ChainAndPolygonContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2ChainShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2CircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2CircleShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2CollideCircle.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2CollideEdge.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2CollidePolygon.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2Collision.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2Contact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2ContactManager.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2ContactSolver.cpp …
1> c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Cont
acts/b2ContactSolver.cpp( In member function ‘bool b2ContactSolver) ::SolvePosit
ionConstraints()’:
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::separation
’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::y’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::y’ may be used uninitialized in this function
1>
1>
1> c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Cont
acts/b2ContactSolver.cpp( In member function ‘bool b2ContactSolver) ::SolveTOIPo
sitionConstraints(int32, int32)’:
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::separation
’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::y’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::y’ may be used uninitialized in this function
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2Distance.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2DistanceJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Draw.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2DynamicTree.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2EdgeAndCircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2EdgeAndPolygonContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2EdgeShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2Fixture.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2FrictionJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2GearJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2Island.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2Joint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Math.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2MouseJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2PolygonAndCircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2PolygonContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2PolygonShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2PrismaticJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2PulleyJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2RevoluteJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Rope\b2Rope.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2RopeJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Settings.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2StackAllocator.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2TimeOfImpact.cpp …
1> c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Collision/b2T
imeOfImpact.cpp: In function ‘void b2TimeOfImpact(b2TOIOutput**, const b2TOIInput
**)’:
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Collision/b2Tim
eOfImpact.cpp(332): warning : ‘fcn.b2SeparationFunction::m_localPoint.b2Vec2::x’
may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Collision/b2Tim
eOfImpact.cpp(332): warning : ‘fcn.b2SeparationFunction::m_localPoint.b2Vec2::y’
may be used uninitialized in this function
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Timer.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2WeldJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2WheelJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2World.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2WorldCallbacks.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\base64.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\data_support\ccCArray.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxshaders\ccGLStateCache.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxshaders\ccShaders.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\ccUtils.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxcocos2d.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\zip_support\ioapi.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxplatform\platform.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\zip_support\unzip.cpp …
1>
1>Build FAILED.
1>
1>Time Elapsed 00:03:39.29
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped

— End Visual Studio Output —
error: build failed: ‘[’C:Program Files (x86)Microsoft Visual Studio 10.0C
ommon7IDEdevenv.exe’, ‘TweeJump_vc10.sln’, ‘/build’, ‘GCC (ARM) Release’, ‘/
out’, ‘vs_output_5436.log’]’ (1)
FAILED (error code=4)
Press any key to continue . . .


#19

fixed,

nRet = cocos2d::CCApplication::sharedApplication()->Run();;