cocos2d | The googlecode address | Game Engine library

 by   ZhouWeikuan Java Version: Current License: Non-SPDX

kandi X-RAY | cocos2d Summary

kandi X-RAY | cocos2d Summary

cocos2d is a Java library typically used in Gaming, Game Engine applications. cocos2d has low support. However cocos2d has 30453 bugs, it has 3 vulnerabilities, it build file is not available and it has a Non-SPDX License. You can download it from GitHub.

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            kandi-support Support

              cocos2d has a low active ecosystem.
              It has 613 star(s) with 290 fork(s). There are 93 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 48 open issues and 18 have been closed. On average issues are closed in 9 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of cocos2d is current.

            kandi-Quality Quality

              OutlinedDot
              cocos2d has 30453 bugs (1 blocker, 3 critical, 13905 major, 16544 minor) and 44871 code smells.

            kandi-Security Security

              cocos2d has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              OutlinedDot
              cocos2d code analysis shows 3 unresolved vulnerabilities (3 blocker, 0 critical, 0 major, 0 minor).
              There are 114 security hotspots that need review.

            kandi-License License

              cocos2d has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              cocos2d releases are not available. You will need to build from source code and install.
              cocos2d has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              cocos2d saves you 141756 person hours of effort in developing the same functionality from scratch.
              It has 147458 lines of code, 5518 functions and 887 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed cocos2d and discovered the below as its top functions. This is intended to give you an instant insight into cocos2d implemented functionality, and help decide if they suit your requirements.
            • Initializes a CCParticleSystem from a plist file
            • Returns a decoded string
            • Returns the number of bytes required to decode the source
            • Load a texture reference
            • Evaluate the geometry
            • Find edge normal
            • Finds the maximum separator between polygons
            • Evaluate the contact body
            • Compacts the polygon and touches the polygon and returns the result
            • Updates the coordinates of a point
            • Solve velocity constraints
            • Calculate the items in rows for the layout
            • Initial velocity constraints
            • Initialize velocity constraints
            • Calculate the point coordinates
            • Compute the velocity constraints
            • Updates the CCGrid
            • Align the items in the grid
            • Locate velocity constraints
            • Draw this view
            • Evaluate the contact
            • Calculates the point coordinates
            • Update the position
            • Solve position constraints
            • Solve the position constraints
            • Unpack PVRData from the given ByteBuffer
            Get all kandi verified functions for this library.

            cocos2d Key Features

            No Key Features are available at this moment for cocos2d.

            cocos2d Examples and Code Snippets

            No Code Snippets are available at this moment for cocos2d.

            Community Discussions

            QUESTION

            Replacing all single quotes outside of brackets to parse to valid json
            Asked 2021-Apr-29 at 12:21

            I have a file I'd like to parse to json. First item looks as follows:

            ...

            ANSWER

            Answered 2021-Apr-29 at 12:21

            As @CharlesDuffy says, you can use ast.literal_eval().

            You can read the content directly from your file:

            Source https://stackoverflow.com/questions/67316632

            QUESTION

            Cocos2d-x Display resolution problem in in iPad Air(4th Gen) and iPadPro 11 inch
            Asked 2020-Dec-14 at 17:12

            I used resource of 2048x1536 for all iPad device. Resolution is not perfect in iPad Air(4th Gen) and iPadPro 11 inch.

            In all other iPad display correct.

            Tested in Cocos2dx v4.0

            Here is my code:

            ...

            ANSWER

            Answered 2020-Dec-13 at 18:32

            You are unsing ResolutionPolicy::NO_BORDER with that policy cropping can occur.

            NO_BORDER: The entire application fills the specified area, without distortion but possibly with some cropping, while maintaining the original aspect ratio of the application.

            When you use SHOW_ALL: The entire application is visible in the specified area without distortion while maintaining the original aspect ratio of the application. Borders can appear on two sides of the application.

            Source https://stackoverflow.com/questions/65255982

            QUESTION

            Android 11 - System.loadLibrary for native C++ library takes 60+ seconds, works perfectly fast on Android 10 and below
            Asked 2020-Dec-14 at 12:42

            In our game application for Android which is based on the game engine cocos2d-x, with most of the code being written in C++, we have a very strange and critical issue since Android 11:

            When the native library gets loaded in onLoadNativeLibraries it now suddenly takes 60+ seconds. Before Android 11, it all worked fine and it loaded in 0.2-3 seconds. Now when you start the game, you have a 60+ seconds gray screen.

            We already figured out that JNI_OnLoad gets called directly after the 60 second stall is over.

            Here's the code of the onLoadNativeLibraries function:

            ...

            ANSWER

            Answered 2020-Oct-29 at 18:06

            Short Answer:

            It's a bug in Android 11 fixed by google but not deployed yet.

            Meanwhile, if you don't care about calling static and thread_local variables destructors in your lib when program is exiting/library is unloaded, pass the flag -fno-c++-static-destructors to the compiler. (see long answer for a more granular solution using clang annotations)

            I used this flag on my project (not cocos2d) with no issue and lib is loading even faster than before.

            Long Answer:

            Unfortunately this is a performance regression introduced in android 11 (R) by the Google team. The issue is being tracked by google here.

            To summarize, when System.loadLibrary() is called, the system registers a destructor for each of the C++ global variables contained in the loaded library, using __cxa_atexit()

            Since Android 11 (R), the implementation of this function in android has changed:

            • In Q, __cxa_atexit uses a linked list of chunks, and calls mprotect twice on the single chunk to be modified.
            • In R, __cxa_atexit calls mprotect twice on a single contiguous array of handlers. Each array entry is 2 pointers.

            This change regressed the performance drastically when they are many C++ global variables which seems to be the case in cocos2d so libraries.

            Google has already implemented a fix https://android-review.googlesource.com/c/platform/bionic/+/1464716 but as stated in the issue:

            this won't be in Android 11 until the March QPR at the earliest, and since this isn't a security issue it won't be mandatory for OEMs to actually take that patch.

            Google Team suggests also some workarounds at the app level by removing or skipping the destructors on global variables:

            • For a particular global variable, the [[clang::no_destroy]] attribute skips the destructor call.
            • Pass -fno-c++-static-destructors to the compiler to skip the destructors for all static variables. This flag also skips destructors for thread_local variables. If there are thread_local variables with important destructors, those can be annotated with [[clang::always_destroy]] to override the compiler flag.
            • Pass -Wexit-time-destructors to the compiler to make it warn on every instance of an exit-time destructor, to highlight where the __cxa_atexit registrations are coming from.

            Source https://stackoverflow.com/questions/64576236

            QUESTION

            Cocos2d-x v4.0 crashing in iPhone Simulator with Xcode 12, Xcode 12.1, Xcode 12.2
            Asked 2020-Nov-20 at 22:25

            Cocos2d-x v4.0 crashing in all iPhone Simulator. In device no crash

            ...

            ANSWER

            Answered 2020-Nov-20 at 22:25

            With that little info we can't help much. But if I try to interpret the posted image corretly you receive a "EXC_BAD_ACCESS" Exception.

            This means more or less that you access a freed memory region or in general you try dereference a pointer pointing to an invalid memory address.

            The only argument which could cause such an error is source.c_str(). So you should check the code path of source.

            In release builds you don't see always "access-after-free" because memory is not immediately released to the OS (which triggers such errors) it is just marked as "free" to allow faster allocations.

            Source https://stackoverflow.com/questions/62568936

            QUESTION

            JOM files not being generated
            Asked 2020-Aug-14 at 11:33

            I'm porting a qt project that compiles on a MacOS to Windows. I've managed to more or less fix all of the compiler errors, but I'm now met with this:

            ...

            ANSWER

            Answered 2020-Aug-14 at 11:33

            It would seem that LIBAPP is indeed unset. Why that is the case, I don't know. It's dependency, using the same kit and compiler has it set just fine.

            Solution I employed is to just set LIBAPP to, in my case, llvm-lib /NOLOGO.

            I absolutely hate everything about this.

            Source https://stackoverflow.com/questions/63373897

            QUESTION

            how do Sprite make trim programmatically in cocos2dx?
            Asked 2020-Aug-10 at 06:02

            The image can be with transparent pixels. How do I get the minimum size of a rectangle that fits this image without transparent pixels? I want to get something like this:

            ...

            ANSWER

            Answered 2020-Aug-10 at 06:02

            This is just a basic example. You will have to customize it.

            Source https://stackoverflow.com/questions/63290319

            QUESTION

            Definition of dllimport static field not allowed with Qt Creator and Cocos2d
            Asked 2020-Jul-31 at 09:50

            I have been given a task to make a qt project originally created on Mac run on Windows. It needs to use MinGW (g++ and gcc) for compilation.

            I had problems with _WIN32 and _WINDOWS not being defined when trying to build the project (although it says in settings that they were), so I just hardcoded that bit for the time being. I also had to add GL\glew.h and ft2build.h and whole freetype library to have all the required files for win32 version of cocos2d.

            However, Qt Creator is now complaining that I'm defining dllimport static fields for most of Cocos2d objects. There are also thousands of warnings that bunch of objects are being redeclared without dllimport attribute. I haven't touched Cocos2d files (other than the platform one where I forced it to use win32).

            What am I doing wrong (other than the hardcoding bit)?

            ...

            ANSWER

            Answered 2020-Jul-31 at 09:50

            I had to define _WIN32 and _WINDOWS in the project menu of the QtCreator as additional arguments for make to avoid the hardcoding. I also had to define CC_STATIC to prevent Cocos2d to insert the dllimport or dllexport before each of the functions. The arguments I added were:

            Source https://stackoverflow.com/questions/62993544

            QUESTION

            Cocos2d-x app code not allowing volume control buttons to work on iPhone or iPad
            Asked 2020-May-25 at 18:53

            I cannot confirm whether this has been since a newer iOS version (perhaps 11 onwards) but the hardware volume buttons do not respond whilst using an app I am updating at present. It uses SimpleAudioEngine and whilst I have looked at some other projects I have that use Cocos2d-x, I have tried to use the SimpleAudioEngine source from there, with zero success.

            The version of cocos2d-x is v2.1.1

            In my HelloWorldScene.cpp I am calling

            ...

            ANSWER

            Answered 2020-May-25 at 18:53

            In most of my apps i use the same syntax and it is working using cocos2d-x version 3.17.2.

            Source https://stackoverflow.com/questions/61787063

            QUESTION

            Which EventDispatcher to use in cocos2d ? Node::EventDispatcher or Director::EventDispatcher?
            Asked 2020-Apr-29 at 18:05

            Which EventDispatcher to use in cocos2d ? Node::EventDispatcher or Director::EventDispatcher ? After referencing the official documentation of both Director class and Node class Director Class Reference Cocos2d-x Node Class Reference Cocos2d-x I am a bit confused about, what is the difference between using

            ...

            ANSWER

            Answered 2020-Apr-29 at 18:05

            Both are same. this->getEventDispatcher() calls CCNode's getEventDispatcher() function. It returns _eventDispatcher.

            Source https://stackoverflow.com/questions/61487108

            QUESTION

            gl_PointCoord undeclared in fragment shader on macOS?
            Asked 2020-Apr-29 at 13:46

            I'm using cocos 3.17 on Xcode 11 on Mac. These are my fragment and vertex shaders.

            myShader.frag

            ...

            ANSWER

            Answered 2020-Apr-29 at 13:46

            After some troubles, I found the solution. A GLSL shader that does not have a #version directive at the top is assumed to be 1.10, but I really need version 1.2. So, I need to add '#version 120\n' as a compileTimeHeader string in the initialization:

            Source https://stackoverflow.com/questions/61323884

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install cocos2d

            You can download it from GitHub.
            You can use cocos2d like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the cocos2d component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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