cocos2d-x

SKILL.md

When to use this skill

Use this skill whenever the user wants to:

  • Create Cocos2d-x v4 games or applications
  • Learn Cocos2d-x v4 core concepts (Node, Sprite, Scene, Action)
  • Set up Cocos2d-x v4 development environment
  • Work with sprites, textures, animations, and labels
  • Implement scene management and node lifecycle
  • Handle input events (touch, mouse, keyboard)
  • Use physics engine (Box2D) and collision detection
  • Implement rendering pipeline, shaders, and particle systems
  • Build and deploy games for multiple platforms (Windows, macOS, Linux, Android, iOS)
  • Use CMake build system and command-line tools
  • Migrate from older Cocos2d-x versions
  • Extend engine with custom rendering and script bindings

How to use this skill

To work with Cocos2d-x v4:

  1. Identify the topic from the user's request:

    • Engine overview/了解引擎 → examples/getting-started/about-engine.md
    • Quick start/快速上手 → examples/getting-started/quick-start.md
    • Installation/安装配置 → examples/getting-started/installation.md
    • Node and Scene/节点和场景 → examples/core/node-scene.md
    • Sprite/精灵 → examples/core/sprite.md
    • Texture/纹理 → examples/core/texture.md
    • Animation/动画 → examples/core/animation.md
    • Action/动作 → examples/core/action.md
    • Label/标签 → examples/core/label.md
    • Scene management/场景管理 → examples/core/scene.md
    • Input handling/输入处理 → examples/core/input.md
    • Event system/事件系统 → examples/core/event.md
    • Physics/物理引擎 → examples/advanced/physics.md
    • Rendering/渲染 → examples/advanced/rendering.md
    • Shaders/着色器 → examples/advanced/shader.md
    • Particle system/粒子系统 → examples/advanced/particle.md
    • Build system/构建系统 → examples/tools/build-system.md
    • Platform deployment/平台部署 → examples/tools/deployment.md
  2. Load the appropriate example file from the examples/ directory:

    • examples/getting-started/about-engine.md - Engine overview and features
    • examples/getting-started/quick-start.md - Create first project
    • examples/getting-started/installation.md - Environment setup
    • examples/core/node-scene.md - Node and Scene concepts
    • examples/core/sprite.md - Sprite creation and manipulation
    • examples/core/texture.md - Texture loading and management
    • examples/core/animation.md - Animation system
    • examples/core/action.md - Action system and sequences
    • examples/core/label.md - Label and text rendering
    • examples/core/scene.md - Scene management and transitions
    • examples/core/input.md - Touch, mouse, and keyboard input
    • examples/core/event.md - Event system and listeners
    • examples/advanced/physics.md - Physics engine integration
    • examples/advanced/rendering.md - Rendering pipeline
    • examples/advanced/shader.md - Custom shaders
    • examples/advanced/particle.md - Particle effects
    • examples/tools/build-system.md - CMake and build configuration
    • examples/tools/deployment.md - Platform-specific deployment
  3. Follow the specific instructions in that example file for syntax, structure, and best practices

    Each example file contains:

    • Instructions: Overview and usage guidelines
    • Syntax: API syntax and parameters
    • Examples: Complete code examples with explanations
    • Reference: Links to official documentation
  4. Generate C++ code following Cocos2d-x v4 conventions:

    • Use USING_NS_CC; for namespace
    • Use CREATE_FUNC() macro for create functions
    • Follow Cocos2d-x naming conventions
    • Include proper error handling
    • Use smart pointers where appropriate
  5. Reference the official documentation:

  6. Use templates when creating new projects:

    • templates/project-structure.md - Standard project structure
    • templates/cmake-config.md - CMake configuration examples

Doc mapping (one-to-one with official documentation)

Core Concepts

Node System

  • Node: Base class for all display objects
  • Scene: Root node of the scene graph
  • Sprite: Image display node
  • Label: Text display node
  • Node hierarchy: Parent-child relationships

Coordinate System

  • Origin at bottom-left (OpenGL style)
  • Anchor point for positioning
  • Local and world coordinates

Action System

  • Action: Base class for node transformations
  • Sequence: Chain multiple actions
  • Spawn: Run actions simultaneously
  • Repeat: Repeat actions multiple times
  • Ease: Apply easing functions

Scene Management

  • Scene transitions
  • Scene lifecycle (onEnter, onExit)
  • Director for scene management

Input Handling

  • Touch events (single and multi-touch)
  • Mouse events
  • Keyboard events
  • Event dispatcher system

Platform Support

Cocos2d-x v4 supports:

  • Desktop: Windows, macOS, Linux
  • Mobile: Android, iOS
  • Web: (via Cocos Creator)

Build System

  • CMake: Primary build system
  • Command-line tools: cocos command
  • IDE support: Visual Studio, Xcode, Android Studio

Migration Guide

For migrating from older versions:

  • Check examples/migration/ for migration guides
  • API changes and compatibility notes
  • CMake migration from older build systems

Reference Resources

Keywords

cocos2d-x, cocos2d, game engine, game development, C++ game, 2D game, cross-platform game, sprite, scene, node, action, animation, physics, rendering, shader, particle system, CMake, game framework, 游戏引擎, 游戏开发, 精灵, 场景, 节点, 动作, 动画, 物理引擎, 渲染, 着色器, 粒子系统

Important Notes

  1. Version: This skill covers Cocos2d-x v4 specifically
  2. Language: C++ is the primary development language
  3. Build System: CMake is required for building projects
  4. Platform: Ensure platform-specific dependencies are installed
  5. Examples: All code examples use C++ syntax
  6. Memory Management: Cocos2d-x uses reference counting, be careful with retain/release cycles
  7. Coordinate System: Uses OpenGL-style coordinates (origin at bottom-left)
  8. Thread Safety: Most Cocos2d-x operations must be performed on the main thread
Weekly Installs
22
GitHub Stars
155
First Seen
Jan 29, 2026
Installed on
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