Cocos2d-x v3.11 released!

Cocos2d-x v3.11 released!
0.0 0

#81

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.


#82

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.


#83

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


#84

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.


#85

Crashed for me too.


#86

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.


#87
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


#88

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.


#89

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 ?


#90

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


#91

@slackmoehrle Thank you.

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


#92

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

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


#93

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


#95

Please start a new topic for this.


#96

Done, thanks!


#97

how did u fix it???


#98

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


#99

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:





#101

#102

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