C++ and Lua support for creator alpha1 released

C++ and Lua support for creator alpha1 released
0.0 0

#1

Please refer to C++ and Lua support for creator alpha0 released for the usage of the plugin.

Compared to alpha0 version, alpha1 version fixed some bugs and add supports more features:

  • support Button Scale transition
  • support parsing scene files in subfolder of assets
  • fix error if Button doesn’t have normal sprite frame
  • fix crash if canvas node is missed
  • fix some animation bugs
  • make the plugin more stable

You are appreciated to test and give some feedback.


Cocos Creater with existing C++ project
C++ and Lua support for creator alpha0 released
C++ and Lua support for creator v0.4 released
C++ and Lua support for creator alpha0 released
Where i can download Сocos studio?
#2

#3

@slackmoehrle do you know why it is unpinned automatically if i enter this ticket?


#4

@slackmoehrle i knew the reason, it is a wrong setting of my personal setting.


#5

Pinned posts have an expiration date in the settings for the pin on that post. Just set a longer date. It isn’t anything with personal settings.


#6

My personal setting has “unpinned it when reach the end of ticket” or something like that. I unselected it, then it works.


#7

That works for you. It is still unpinned for everyone else. Which is a global setting per topic. Just increase the date.


#8

Thanks. But i the date is long enough.

@Darren_86 after some work, i succeed to parse your TestProject. As the project doesn’t have Canvas node to set design resolution information, so you should set the design information manually in c++ codes. And Widget component is not supported, so the effect may not the same. And currently, can not support these type of animations:

  • not linear animations
  • component animation

You can synchronize https://github.com/cocos2d/creator_to_cocos2dx to have a try.


#9

@Darren_86 any feedback of the new version plugin?


#10

Can you please elaborate how to support multi resolution without the widget support? I want to keep the child nodes relatively placed to parent node. The native built project from cocos creator shows UI exactly I want but the c++ converted files miss out on the widget information, causing the UI to not giving desired result.


#11

@fazi1909 i am trying to add widget support, but it may take some time. I will update the progress here.


#12

I will wait for that, thanks for a quick response. Furthermore can we set relative path for “setUp Target Project” ? currently ./ redirects to HDD instead of current project folder.


#14

No, can not use relative path. You can use the button to select a path, it is convenient.


#15

crash when scene has prefab in autosync mode:


#16

Doesn’t support prefab, but i should not crash. I will take a look.


#17

ProgressBar supporting is complete.


#18

Great work!
I want to learn how to add a callback function to a button in C++? I have to find this node by name in a scene graph and add a function to it?


#19

Yep, you should find the node by name first, then you can do it as normal way.


#20

Thanks for the prompt reply!
Do you plan to add layout and mask support ?


#21

Yep, they will be considered after basic widgets are supported.