Cocos2d-x v3.11 released!

oh, interesting. Yes, that makes sense.

Usually the course of action is:

git clone ....
git submodule sync
git submodule update --init
./download-deps.py

so I think that .zip is the tag, minus these steps.

1 Like

I finded a little bug in the binary template. (Prebuilt)

The xcode project search paths are wrong.

Cocos2d-x search path fields are beginning Applications/Cocos/…

It must be “$(COCOS2DX_ROOT)”

So, If you download last version framework except using cocos application(download page or github) and try prebuilt project; you will get error in xcode for “cocos2d.h” header.

Edit: Sorry, I tried again and I can’t see that problem. But I got error from “#include cocosstudio.h” file in helloworldscene.cpp. It’s not a major problem but you may fix that in the next version.

new WebGL Renderer is not working properly
I have created a progress timer and added on to a sprite when i rotate the sprite the progress timer breaks
It works properly when i render it in canvas mode

I am prebuilding the lib for iOS, and am running into problems linking my game using that lib…

Undefined symbols for architecture armv7:
“_cpArbiterGetPointA”, referenced from:
cocos2d::PhysicsContact::generateContactData() in libcocos2d iOS.a(CCPhysicsContact.o)
“_cpHastySpaceStep”, referenced from:
cocos2d::PhysicsWorld::update(float, bool) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpHastySpaceFree”, referenced from:
cocos2d::PhysicsWorld::~PhysicsWorld() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpHastySpaceSetThreads”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpShapeGetBody”, referenced from:
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpConstraintSetMaxForce”, referenced from:
cocos2d::PhysicsJoint::initJoint() in libcocos2d iOS.a(CCPhysicsJoint.o)
“_cpBodyIsSleeping”, referenced from:
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpArbiterGetUserData”, referenced from:
cocos2d::PhysicsWorldCallback::collisionPreSolveCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorldCallback::collisionPostSolveCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorldCallback::collisionSeparateCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpShapeGetUserData”, referenced from:
cocos2d::PhysicsWorldCallback::collisionBeginCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpSpaceDebugDraw”, referenced from:
cocos2d::PhysicsWorld::debugDraw() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpArbiterSetUserData”, referenced from:
cocos2d::PhysicsWorldCallback::collisionBeginCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetSpace”, referenced from:
cocos2d::PhysicsBody::addShape(cocos2d::PhysicsShape*, bool) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpShapeSetUserData”, referenced from:
cocos2d::PhysicsShape::addShape(cpShape*) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeCircle::init(float, cocos2d::PhysicsMaterial const&, cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeEdgeChain::init(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpSpaceSetGravity”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::setGravity(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetAngularVelocity”, referenced from:
cocos2d::PhysicsBody::getAngularVelocity() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodyGetPosition”, referenced from:
cocos2d::PhysicsBody::afterSimulation(cocos2d::Mat4 const&, float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpShapeGetSensor”, referenced from:
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetVelocityAtWorldPoint”, referenced from:
cocos2d::PhysicsBody::getVelocityAtWorldPoint(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpArbiterGetShapes”, referenced from:
cocos2d::PhysicsWorldCallback::collisionBeginCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpShapeSetFilter”, referenced from:
cocos2d::PhysicsShape::addShape(cpShape*) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpShapeSetElasticity”, referenced from:
cocos2d::PhysicsShape::setMaterial(cocos2d::PhysicsMaterial const&) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeEdgeChain::init(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpBodyGetVelocity”, referenced from:
cocos2d::PhysicsBody::getVelocity() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpSpaceAddDefaultCollisionHandler”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodySetAngularVelocity”, referenced from:
cocos2d::PhysicsBody::setAngularVelocity(float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetVelocity”, referenced from:
cocos2d::PhysicsBody::setVelocity(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetTorque”, referenced from:
internalBodyUpdateVelocity(cpBody*, cpVect, float, float) in libcocos2d iOS.a(CCPhysicsBody.o)
cocos2d::PhysicsBody::applyTorque(float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetType”, referenced from:
cocos2d::PhysicsBody::setDynamic(bool) in libcocos2d iOS.a(CCPhysicsBody.o)
cocos2d::PhysicsBody::createEdgeChain(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpHastySpaceNew”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyApplyForceAtLocalPoint”, referenced from:
cocos2d::PhysicsBody::applyForce(cocos2d::Vec2 const&, cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetForce”, referenced from:
cocos2d::PhysicsBody::resetForces() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetVelocityUpdateFunc”, referenced from:
cocos2d::PhysicsBody::init() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpSpaceIsLocked”, referenced from:
cocos2d::PhysicsWorld::updateBodies() in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::removeBodyOrDelay(cocos2d::PhysicsBody*) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::removeJoint(cocos2d::PhysicsJoint*, bool) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::updateJoints() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetType”, referenced from:
internalBodyUpdateVelocity(cpBody*, cpVect, float, float) in libcocos2d iOS.a(CCPhysicsBody.o)
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetAngle”, referenced from:
cocos2d::PhysicsBody::getRotation() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpShapeSetFriction”, referenced from:
cocos2d::PhysicsShape::setMaterial(cocos2d::PhysicsMaterial const&) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeEdgeChain::init(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpBodySetPosition”, referenced from:
cocos2d::PhysicsBody::setPosition(float, float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetUserData”, referenced from:
cocos2d::PhysicsBody::init() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpConstraintSetErrorBias”, referenced from:
cocos2d::PhysicsJoint::initJoint() in libcocos2d iOS.a(CCPhysicsJoint.o)
“_cpBodyGetVelocityAtLocalPoint”, referenced from:
cocos2d::PhysicsBody::getVelocityAtLocalPoint(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodyApplyImpulseAtLocalPoint”, referenced from:
cocos2d::PhysicsBody::applyImpulse(cocos2d::Vec2 const&, cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)

A lot of missing stuff in the Chipmunk stuff I guess?
BTW I am enabling bitcode in my project and thus have also enabled bitcode in cocos2d-x before compiling the library. I also recompiled all “precompiled” libraries like tiff, png, chipmunk too so I guess I made some mistake there. Is the required Chipmunk code not among https://github.com/cocos2d/cocos2d-x-3rd-party-libs-src.git anymore?

BTW using 3.11.1.

Crashed for me too.

what command are you using to compile?

Are you building from having cloned the GitHub repo? Or are you building from the .zip downloaded from the website? I am running v3.11 and I tested this process for ios, android and win32.

cocos gen-libs -c -p ios -m release -e ~/cocos2d-x-3.11.1bitcode

The folder contains prebuilt libs patched with bitcode enabled libs. http://stackoverflow.com/a/35571638/129202

I imagine this is something to do with the patched libs. The SO article is not an official solution.

Try turning off bitcode for cocos2d-x and your project and see if everything works. That would narrow it down.

For fresh setup.
What is the latest stable version for cocos2d-js and cocos2dX ?
I am using window10 operating system.

Cocos2dX version ?
NDK version ?
ADT version ?
appache ant version ?
python version ?

Cocos2d-JS version ?
NDK version ?
ADT version ?
appache ant version ?
python version ?
Cocos Code IDE version or any other IDE version for javascript development ?

Cocos2d-x, Cocos2d-js and Cocos2d-lua are all a single product/download. The current version is 3.11.1

For Android requirements and other prerequisites, please see this document

@slackmoehrle Thank you.

Which IDE should I use ? Earlier I use Cocos Code IDE for javascript development.

on Windows, I use a text editor that I wrote.

There is VS, Code Blocks, Notepad++, QT Creator and many, many others.

If I use text editor tools then how do I debug cocos2d-js application ?

Please start a new topic for this.

Done, thanks!

how did u fix it???

Didn’t fix sorry confusing wording, just linked to a separate thread with the same issue.

Will using v3.11 to compile a game for web enable you to successfully play the game on a mobile phone web browser?

There have been experiences where the game fails when played on a mobile phone web browser, but works fine on a PC web browser. I’m hoping v3.11 will rectify this. See below:




The update did indeed fix the issue with my game failing to display properly in an Android web browser. Thanks Cocos 2d team!