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Category: Cocos2dx

Cocos2d-x is an open source mobile 2D game framework, released under the MIT license. This is a version of the C++ Cocos2d-iPhone project. The focus of the development of Cocos2d-X is the framework provided by Cocos2d-x around the Cocos2d cross-platform. Mobile games can be written in C++ or Lua, and the API is fully compatible with Cocos2d-iPhone. The Cocos2d-x project can be easily built and run on iOS, Android, Blackberry and other operating systems. Cocos2d-x also supports desktop operating systems such as Windows, Mac and Linux. Therefore, the source code written by developers can be easily edited and debugged in the desktop operating system.

Cocos Creator how to use physical engine

1: 3 steps and a hole to turn on the physics engine:

(1) Turn on the engine: cc.director.getPhysicsManager().enabled = true

(2) Configure gravity: cc.director.getPhysicsManager().gravit

October 7, 2021By Simo Cocos2dx Cocos, creator, Engine, How to, Physics, useLeave a Comment

COCOS CREATOR engine font definition

In the generated cocos2d-js-min.js, search for

Math.min( 2,window.devicePixelRatio||1 ) Change to

window.devicePixelRatio||1 Screen The font and texture become so clear in an instant, please refer to the document:
http://forum.cocos.com/t/android-web/39807/9

October 7, 2021By Simo Cocos2dx Cocos, creator, Engine, font, ScientificLeave a Comment

COS CREATOR Export Scenery and Prefabricated Problems

Cocos Creator supports exporting scenes and prefabs in the current project for use in another project:
1, select the scene or prefab to be exported;
2, select the target to export to Folder locat

October 7, 2021By Simo Cocos2dx Cocos, creator, export, Prefabrication, problem, sceneLeave a Comment

COS CREATOR calls the PHP interface, C #, Java ideas

var url=”jk.php”;
var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function () { if (xhr.readyState == 4 && (xhr.status >= 200 && xhr.status Actually It is the native js method.

To f

October 7, 2021By Simo Cocos2dx C #, call, Cocos, creator, idea, Interface, Java, PHPLeave a Comment

Cocos Creator uses Chrome debugging TS project

1. Add Chrome Debug configuration

Cocos Creator editor interface development ->VS Code Workflow->Add Chrome Debug Configuration

2.VSCode installs the Debug For Chrome plugin

3. Mo

October 7, 2021By Simo Cocos2dx Chrome, Cocos, creator, debugging, project, TS, utilizationLeave a Comment

COS CREATOR Module Introduction

Project –> Project Settings –> Select the modules that will be packaged into the engine when building and publishing

The modules are as follows:

Core mandatory Canvas is required, canva

October 7, 2021By Simo Cocos2dx Cocos, creator, Introduction, moduleLeave a Comment

COS CREATOR crossing JS pass parameters, set global parameters

index.js stored value:

cc.sys.localStorage.setItem(“wxuser”,id); left .js value:

var wxuser=cc.sys.localStorage.getItem(“wxuser”);
console.log(“wxuser:”+wxuser); That’s it.

index

October 7, 2021By Simo Cocos2dx Biography, Cocos, creator, cross, Global, JS, parameters, Parts, SettingsLeave a Comment

Cocos Creator Dynamic Change Sprite Picture

First name the outermost folder for storing pictures resources    changeBj: function(){     var url = ‘globalUI/video/gVideoPlayClick’; < /span>     var _this = this; cc.loader.loadRes(url,

August 22, 2021By Simo Cocos2dx change, Cocos, creator, dynamic, Pictures, SpriteLeave a Comment

Cocos Android packaging problem

One. Multi-platform architecture packaging so file

Add the following code to the application.mk file, where TARGET_CPU_API represents the target cpu and APP_ABI represents the compilation

August 22, 2021By Simo Cocos2dx Android, Cocos, package, problemLeave a Comment

cocos creator box2d

title Map use box2d

var sfloors = this.tiledMap.getObjectGroup(‘Special_Floor’).getObjects(); //Get the object layer here

< span class="hljs-comment">for (let i = 0, l = sfloors. length

August 22, 2021By Simo Cocos2dx box, box2d, Cocos, creatorLeave a Comment

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