cocos2d-x
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:
-
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
- Engine overview/了解引擎 →
-
Load the appropriate example file from the
examples/directory:examples/getting-started/about-engine.md- Engine overview and featuresexamples/getting-started/quick-start.md- Create first projectexamples/getting-started/installation.md- Environment setupexamples/core/node-scene.md- Node and Scene conceptsexamples/core/sprite.md- Sprite creation and manipulationexamples/core/texture.md- Texture loading and managementexamples/core/animation.md- Animation systemexamples/core/action.md- Action system and sequencesexamples/core/label.md- Label and text renderingexamples/core/scene.md- Scene management and transitionsexamples/core/input.md- Touch, mouse, and keyboard inputexamples/core/event.md- Event system and listenersexamples/advanced/physics.md- Physics engine integrationexamples/advanced/rendering.md- Rendering pipelineexamples/advanced/shader.md- Custom shadersexamples/advanced/particle.md- Particle effectsexamples/tools/build-system.md- CMake and build configurationexamples/tools/deployment.md- Platform-specific deployment
-
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
-
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
- Use
-
Reference the official documentation:
- Official manual: https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- API reference: Check
api/directory for detailed API documentation - Examples: Check
examples/directory for code examples
-
Use templates when creating new projects:
templates/project-structure.md- Standard project structuretemplates/cmake-config.md- CMake configuration examples
Doc mapping (one-to-one with official documentation)
- See examples and API files → https://docs.cocos.com/cocos2d-x/v4/manual/zh/
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:
cocoscommand - 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
- Official Documentation: https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- API Reference: See
api/directory - Examples: See
examples/directory - Templates: See
templates/directory
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
- Version: This skill covers Cocos2d-x v4 specifically
- Language: C++ is the primary development language
- Build System: CMake is required for building projects
- Platform: Ensure platform-specific dependencies are installed
- Examples: All code examples use C++ syntax
- Memory Management: Cocos2d-x uses reference counting, be careful with retain/release cycles
- Coordinate System: Uses OpenGL-style coordinates (origin at bottom-left)
- Thread Safety: Most Cocos2d-x operations must be performed on the main thread
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