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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -44,7 +44,7 @@ Any changes made while `mkdocs serve` is running are automatically rebuilt.

Content is build in `docs` and deployed to `site`. This script also builds the
ePub and PDF versions as well as deploys out to staging (slackmoehrle.github.io)
and http://cocos2d-x.org/programmersguide
and http://www.cocos2d-x.org/programmersguide

## How to add new content

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10 changes: 5 additions & 5 deletions chapters/1.md
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# Chapter 1: What is cocos2d-x?
# Chapter 1: What is Cocos2d-x?

## About cocos2d-x
Started in 2010, cocos2d-x is an open source, cross-platform game engine. It is
## About Cocos2d-x
Started in 2010, Cocos2d-x is an open source, cross-platform game engine. It is
loaded with powerful features that allow developers to create spectacular games
with ease.

## Why choose cocos2d-x
## Why choose Cocos2d-x
Why would you want to choose Cocos2d-x over other available game engines?

* Modern C++ API (please refer to the modernizing done in [version 3.0](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md#c11-features))
* Modern C++ API (please refer to the modernizing done in [version 3.0](https://github.com/cocos2d/cocos2d-x/blob/Cocos2d-x-3.0/docs/RELEASE_NOTES.md#c11-features))
* Cross platform - desktop and mobile
* Capability to test and debug your game on the desktop and then push it to a
mobile or desktop target
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14 changes: 7 additions & 7 deletions chapters/10.md
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Expand Up @@ -45,7 +45,7 @@ From this table, we can see that the functions called in lua are very similar
with the functions called in c++. These are some key points that we need to pay
attention to:
- `cc` is a module name like namespace name in c++,it is cocos2d-x 3.0 new
- `cc` is a module name like namespace name in c++,it is Cocos2d-x 3.0 new
features. The relation between lua modules and c++ namespaces is as follow:
```cpp
| Lua module name | c++ namespace |
Expand Down Expand Up @@ -120,15 +120,15 @@ The other parametric types that should be converted are:
```
### Call global functions
cocos2d-x v3 also binds some global functions to lua manually, such as
Cocos2d-x v3 also binds some global functions to lua manually, such as
`kmGLPushMatrix`, `kmGLTranslatef` and `kmGLLoadMatrix`. We can call these global
functions in lua as follows:
```cpp
kmGLPopMatrix()
```
### Call OpenGL functions
cocos2d-x v3 binds some OpenGL functions to lua. All the OpenGL functions are in
Cocos2d-x v3 binds some OpenGL functions to lua. All the OpenGL functions are in
the `gl` module and can be called as follows:
```cpp
local glNode = gl.glNodeCreate()
Expand All @@ -143,7 +143,7 @@ more information.
## Bind a c++ class to lua by bindings-generator automatically
Since cocos2d-x v3.0, there is a tools called [bindings-generator](https://github.com/cocos2d/bindings-generator) to bind c++ class to lua automatically.
Since Cocos2d-x v3.0, there is a tools called [bindings-generator](https://github.com/cocos2d/bindings-generator) to bind c++ class to lua automatically.
The _bindings-generator_ is based on _tolua++_. There is an _ini_ file in the
`tools/tolua` directory and then run the _genbindings.py_ script to generate the
Expand Down Expand Up @@ -289,7 +289,7 @@ as the module name, when you want to use `CustomClass` in lua, you must put
a prefix named `cc` in front of the name. For example, the `CustomClass` could be
reference as `cc.CustomClass`.
- headers: To config all the header files needed for parsing and the %(cocosdir)s
is the engine root path of cocos2d-x.
is the engine root path of Cocos2d-x.
- classes: To config all the classes needed to bind. Here it supports regular
expression. So we could set MyCustomClass.* here. For looking more specified usage,
you could ref to `tools/tolua/cocos2dx.ini`.
Expand Down Expand Up @@ -957,13 +957,13 @@ the mac version. The process of the windows version is almost the same.
## Prerequisite
If you have been not installed the Cocos Code IDE,you can refer to
[Cocos Code IDE Installation](http://cocos2d-x.org/wiki/Cocos_Code_IDE).
[Cocos Code IDE Installation](http://www.cocos2d-x.org/wiki/Cocos_Code_IDE).
## Cocos Code IDE Configuration
### Basic Settings
Click `Cocos Code IDE/Preferences` to open the configuration dialog,then select
the `Cocos/Lua` to set the directory of cocos2d-x v3.x in the `Lua Frameworks`:
the `Cocos/Lua` to set the directory of Cocos2d-x v3.x in the `Lua Frameworks`:
![](10-img/lua_cocos_preferences.png)
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2 changes: 1 addition & 1 deletion chapters/2.md
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Expand Up @@ -34,7 +34,7 @@ objects and much more. Everything you need to create your games is included.
## Main Components
It might seem overwhelming at first, but getting started with Cocos2d-x is
simple. Before we dive into depth we must understand some of the concepts
cocos2d-x utilizes. At the heart of Cocos2d-x are `Scene`, `Node`, `Sprite`,
Cocos2d-x utilizes. At the heart of Cocos2d-x are `Scene`, `Node`, `Sprite`,
`Menu` and `Action` objects. Look at any of your favorite games and you will
see all of these components!

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2 changes: 1 addition & 1 deletion chapters/3.md
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Expand Up @@ -42,7 +42,7 @@ used to when laying out screen position as it starts from the lower left corner.
Thus the resulting `Sprite` is only a portion of the image file. In this case the
`Sprite`dimension is 40 x 40 starting at the top left corner.

If you don't specify a `Rect`, cocos2d-x will automatically use the full width
If you don't specify a `Rect`, Cocos2d-x will automatically use the full width
and height of the image file you specify. Take a look at example below. If we use an
image with dimensions 200 x 200 the following 2 statements would have the same result.
```cpp
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2 changes: 1 addition & 1 deletion chapters/5.md
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Expand Up @@ -20,7 +20,7 @@ the drawing of our game. The important thing to remember is that this defines
the drawing order of the GUI elements. Also remember _z-order_!

## A Simple Scene
Lets's build a simple `Scene`. Remember that cocos2d-x uses a _right handed
Lets's build a simple `Scene`. Remember that Cocos2d-x uses a _right handed
coordinate system_. This means that our 0,0 coordinate is at the bottom left
corner of the screen/display. When you start positioning your game elements this
is where you should start your calculations from. Let's create a simple `Scene`
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# Chapter 7: Other Node Types
You are using _sprites_, _labels_, _actions and your game is making progress.
Besides the basic `Node` types described in previous chapters, cocos2d-x also
Besides the basic `Node` types described in previous chapters, Cocos2d-x also
provides more advanced `Node` types to help build special functionality. Perhaps
you want to make a tile-based game? Or maybe a _2d side scroller_? Or maybe you
want to add particle effects to your game? Cocos2d-x provides `Node` objects to
Expand Down Expand Up @@ -61,7 +61,7 @@ property to your liking. There are several third party tools for creating
_particle effects_. A few of these tools are:
1. [Particle Designer](https://71squared.com/particledesigner): A very powerful particle effects editor on Mac
2. [V-play particle editor](http://v-play.net/2014/02/v-play-particle-editor-for-cocos2d-and-v-play/): A cross-platform particle editor for cocos2d-x
2. [V-play particle editor](http://v-play.net/2014/02/v-play-particle-editor-for-cocos2d-and-v-play/): A cross-platform particle editor for Cocos2d-x
3. [Particle2dx](http://www.effecthub.com/particle2dx): An online web particle designer
These tools usually export a `.plist` file that you can read in with Cocos2d-x to
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4 changes: 2 additions & 2 deletions chapters/9.md
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Expand Up @@ -320,7 +320,7 @@ Cocos2d-x provides tools to help with converting your 3D models to formats that
Cocos2d-x use to provide access to all aspects of your 3D files.

#### fbx-conv command-line tool
`fbx-conv` allows the conversion of an FBX file into the cocos2d-x proprietary
`fbx-conv` allows the conversion of an FBX file into the Cocos2d-x proprietary
formats. FBX is the most popular 3D file format and is being supported by all
the major editors. `fbx-conv` exports to `.c3b` by default. It is simple to use
with just a few parameters:
Expand Down Expand Up @@ -428,7 +428,7 @@ VIEW_POINT_ORIENTED, // orient to the camera
VIEW_PLANE_ORIENTED // orient to the XOY plane of camera
};
```
cocos2d-x from the BillBoard increase in the Renderer class to introduce a transparent
Cocos2d-x from the BillBoard increase in the Renderer class to introduce a transparent
render queue, in order to ensure proper rendering of transparent objects, the queue
after the other rendering render queue, and the queue at the specified Order values ​​
are sorted in descending . In BillBoard's rendering, BillBoard passed to clear the
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10 changes: 5 additions & 5 deletions chapters/B.md
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Expand Up @@ -3,7 +3,7 @@
## Environment Requirements
* A Supported OS (Ubuntu 12.10+, OS X 10.8+, Windows 7+)

* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "cocos2d-x")
* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "Cocos2d-x")

* JDK/SDK 1.6+ [http://www.oracle.com/technetwork/java/javase/downloads/index.html](http://www.oracle.com/technetwork/java/javase/downloads/index.html)

Expand Down Expand Up @@ -78,15 +78,15 @@ path to where you installed the JDK above.
development environment. This will set the necessary environment variables needed.
If you haven't configured this environment before, you will be prompted to enter
paths for variables that are not found. You run `setup.py` from the directory
cocos2d-x is in.
Cocos2d-x is in.

> $ setup.py

* enter the paths that you are asked for.

* restart the `cmd` prompt for these settings to take effect

* to build `cpp-tests` `cd` to where you are keeping cocos2d-x and enter the
* to build `cpp-tests` `cd` to where you are keeping Cocos2d-x and enter the
`build` directory

* run `android list targets` from `sdk/tools` to see what targets you have
Expand Down Expand Up @@ -134,7 +134,7 @@ not found.
** *caution*: You must *not* use the `~` sign. Use the full path to your *home*
directory. Otherwise, the scripts will fail due to error path value.

* in your `cocos2d-x` directory run` python setup.py`
* in your `Cocos2d-x` directory run` python setup.py`

* after setting the environment variables run:

Expand All @@ -147,7 +147,7 @@ directory. Otherwise, the scripts will fail due to error path value.
![](B-img/setuppy03.png "")

* change your directory to the where the `android-build.py` script is located.
(usually `cocos2d-x/build`)
(usually `Cocos2d-x/build`)

* to see what targets are available. run:

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6 changes: 3 additions & 3 deletions chapters/D.md
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Expand Up @@ -3,14 +3,14 @@
## Environment Requirements
* Mac OS X 10.8+

* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "cocos2d-x")
* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "Cocos2d-x")

* Xcode 5.1.1+ [https://developer.apple.com/downloads/index.action](https://developer.apple.com/downloads/index.action)

* iOS 5.0+

## Prerequisite
* Download cocos2d-x and unzip it. (maybe: ~/). Right click on the `.zip` file
* Download Cocos2d-x and unzip it. (maybe: ~/). Right click on the `.zip` file
and unzip it:

![](D-img/unzip.png "")
Expand All @@ -22,7 +22,7 @@ and unzip it:
![](D-img/contents.png "")

## Build and Run
* Enter `cocos2d-x/build` and open `cocos2d_tests.xcodeproj`
* Enter `Cocos2d-x/build` and open `cocos2d_tests.xcodeproj`
* Choose `cpp-tests iOS` from targets drop-down box
* Click `run` to compile and run `cpp-tests`

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Expand Up @@ -3,12 +3,12 @@
## Environment Requirements
* Mac OS X 10.8+

* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "cocos2d-x")
* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "Cocos2d-x")

* Xcode 5.1.1+ [https://developer.apple.com/downloads/index.action](https://developer.apple.com/downloads/index.action)

## Prerequisite
* Download cocos2d-x and unzip it. (maybe: ~/). Right click on the `.zip` file
* Download Cocos2d-x and unzip it. (maybe: ~/). Right click on the `.zip` file
and unzip it:

![](D-img/unzip.png "")
Expand All @@ -20,7 +20,7 @@ and unzip it:
![](D-img/contents.png "")

## Build and Run
* Enter `cocos2d-x/build` and open `cocos2d_tests.xcodeproj`
* Enter `Cocos2d-x/build` and open `cocos2d_tests.xcodeproj`
* Choose `cpp-tests Mac` from targets drop-down box
* Click `run` to compile and run `cpp-tests`

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Expand Up @@ -2,12 +2,12 @@

## Environment Requirements
* Ubuntu 12.10+
* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "cocos2d-x")
* Cocos2d-x v3.3 [https://cocos2d-x.org/download](https://cocos2d-x.org/download "Cocos2d-x")
* CMake 2.6+
* gcc 4.9+

## Prerequisite
Download cocos2d-x and unzip it. (maybe: ~/)
Download Cocos2d-x and unzip it. (maybe: ~/)

Install dependencies. The dependencies are:

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Expand Up @@ -7,7 +7,7 @@

### OS X and Linux users.

$ cd cocos2d-x
$ cd Cocos2d-x
$ ./setup.py
$ source ~/.bash_profile
$ cocos new MyGame -p com.MyCompany.MyGame -l cpp -d ~/MyCompany
Expand All @@ -34,7 +34,7 @@ more information.)
You can run `cocos run --help` for more detail information.

### Win32 Users
using `cmd` as your shell: `cd cocos2d-x-3.1.1\tools\cocos2d-console\bin` or to
using `cmd` as your shell: `cd Cocos2d-x-3.1.1\tools\cocos2d-console\bin` or to
wherever you have this on your filesystem

`cocos.py new YourGameTitle -p com.yourcompany.gametitle -l cpp -d C:\YourGameTitle`
6 changes: 3 additions & 3 deletions chapters/index.md
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## Cocos2d-x Programmers Guide v3.3
## v2015.02.24
## v2015.02.27

#### __Authors:__ SlackMoehrle, Ricardo, Justin, Nite, Kai, Minggo, Wenhai, Tony, Yingtao, Rao

#### __Contributors/Editors:__ stevetranby, Maxxx, smitpatel88, IQD, Michael, Meir_yanovich, catch_up, kidproquo, EMebane, reyanthonyrenacia, Fradow, pabitrapadhy, Manny_Dev, ZippoLag, kubas121, bjared, grimfate

#### __Special Thanks:__ To our users! Without you there is no reason to even write this guide.

##### [PDF Version](http://cocos2d-x.org/programmersguide/ProgrammersGuide.pdf)
##### [PDF Version](http://www.cocos2d-x.org/programmersguide/ProgrammersGuide.pdf)

##### [eBook Version](http://cocos2d-x.org/programmersguide/ProgrammersGuide.epub)
##### [eBook Version](http://www.cocos2d-x.org/programmersguide/ProgrammersGuide.epub)

##### Please provide feedback for this guide on [GitHub](https://github.com/chukong/programmers-guide)

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6 changes: 3 additions & 3 deletions chapters/title.md
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## Cocos2d-x Programmers Guide v3.3
## v2015.02.24
## v2015.02.27

#### __Authors:__ SlackMoehrle, Ricardo, Justin, Nite, Kai, Minggo, Wenhai, Tony, Yingtao, Rao

#### __Contributors/Editors:__ stevetranby, Maxxx, smitpatel88, IQD, Michael, Meir_yanovich, catch_up, kidproquo, EMebane, reyanthonyrenacia, Fradow, pabitrapadhy, Manny_Dev, ZippoLag, kubas121, bjared, grimfate

#### __Special Thanks:__ To our users! Without you there is no reason to even write this guide.

##### [PDF Version](http://cocos2d-x.org/programmersguide/ProgrammersGuide.pdf)
##### [PDF Version](http://www.cocos2d-x.org/programmersguide/ProgrammersGuide.pdf)

##### [eBook Version](http://cocos2d-x.org/programmersguide/ProgrammersGuide.epub)
##### [eBook Version](http://www.cocos2d-x.org/programmersguide/ProgrammersGuide.epub)

##### Please provide feedback for this guide on [GitHub](https://github.com/chukong/programmers-guide)

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2 changes: 1 addition & 1 deletion outline.md
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Expand Up @@ -5,7 +5,7 @@

1. About Cocos2d-x
* A very brief history:
* Launched in July 2010, cocos2d-x is the best open-source game engine available.
* Launched in July 2010, Cocos2d-x is the best open-source game engine available.
* Versioning information (i.e C++, JS, Lua, not related to Cocos2d-iphone, etc)
* Cocos2d-x comes in a variety of flavors:
* c++ [c++](http://www.cocos2d-x.org/products#cocos2dx)
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<nav data-toggle="wy-nav-shift" class="wy-nav-side stickynav">
<div class="wy-side-nav-search">
<!--<img src="img/logo.png" border="0" class="icon icon-home" />-->
<a href="http://cocos2d-x.org" class="icon icon-home"></a>
<a href="http://www.cocos2d-x.org" class="icon icon-home"></a>
{{ site_name }}
{% include "searchbox.html" %}
</div>
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