Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
7 changes: 6 additions & 1 deletion AUTHORS
Original file line number Diff line number Diff line change
Expand Up @@ -76,13 +76,18 @@ Simon de Lang @simondel Fixed use of deprecated cc, ccs and ccui cre

Craig P Jolicoeur @cpjolicoeur Fix typos in setup.py

Dale Stammen @Stammen Polish Windows Phone 8 support
Dale Stammen @Stammen Add Windows Phone 8 support
Add Windows Universal app support

Jeff Oh @redsim Fixed http response header parsing bug

Thomas Jablonski @thomas-jablonski
Add cocos attr to the script element in templates

James Chen @dumganhar Support to set custom scheduler & actionmanager for node

小马哥 @andot Patch xhr.send for ArrayBuffer & ArrayBufferView.

Cocos2d-JS can not grow so fast without the active community.
Thanks to all developers who report & trace bugs, discuss the engine usage in forum & QQ groups!
Special thanks to Ricardo Quesada for giving us lots of guidances & suggestions.
47 changes: 47 additions & 0 deletions CHANGELOG
Original file line number Diff line number Diff line change
@@ -1,5 +1,52 @@
ChangeLog:

Cocos2d-JS v3.5 @ April 1 2015

* Supported Windows Universal application publish which includes Windows, Windows RT, Windows Phone 8.1 platforms.
* Updated Cocos2d-x v3.5.
* Upgraded Cocos Studio parser to support Cocos Studio v2.2.
* Supported Cocos Studio 3D scene editing.
* Upgraded runtime tempalte to support Cocos Code IDE 1.2.0.
* Upgraded Spine support to v2.1, added spine test case with FFD. FFD is supported in native but not in web, both engine can parse the new version file correctly, but the web engine will ignore FFD informations.
* Replaced '==' with '===' for better performance.
* Added `path` parameter in `ccs.load` to support modifying cocostudio project resource path.
* Added animationList to Cocostudio ActionTimeline to support playing animation by name.
* Made ParticleSystem support creation from an map object.
* Added missing functions to `cc.Grid3D` and `cc.PageTurn3D`.
* Added tip message functions to `cc.TextFieldTTF` for mobile browser.
* Added a function `cc.sys.openURL`.
* Disabled retina display by default for better performance.
* Added Bower support.
* Updated `cc.sys.OS_XXX` informations for supported systems.
* [JSB] Moved 3D modules to `jsb` namespace.
* [JSB] Bound `ParticleSystem3D` and `PUParticleSystem3D` which support Particle Universe editor.
* [JSB] Improved bindings registration code.
* [JSB] Supported setting custom scheduler or action manager for node.
* [JSB] Added `enableStroke`, `setBoundingWidth`, `setBoundingHeight` to `cc.Label` to fit web engine API.
* [JSB] Supported ArrayBuffer and ArrayBufferView in `XMLHTTPRequest`'s `send` function.
* [JSB] Made remote image loading fully asynchonous.
* [JSB] Made `cc.Camera`'s `unproject` function support one argument.

* Bug fixes:
1. Fixed a bug of chipmunk.js that it doesn't work under closure compiler advanced mode.
2. Fixed a bug of Cocos Studio parser that widget didn't set its layout component.
3. Fixed grammatical mistakes in cocostudio parser logs.
4. Fixed memory leak issue in `cc.LabelBMFont`.
5. Fixed a bug of `cc.Scale9Sprite` that its `updateDisplayColor` doesn't take effect.
6. Fixed a bug of Cocos Studio parser that `cc.Scale9Sprite` doesn't display correctly if its texture isn't preloaded.
7. Fixed a bug of `cc.MenuItemSprite` that the construction will fail when parameter `selectedSprite` is a Scale9Sprite instance.
8. Fixed a bug of Cocos Studio parser that the background color of `ccui.Layout` can't be parsed correctly.
9. Fixed a bug of `cc.ClippingNode` that it doesn't work when set `inverted` to true in Canvas Mode.
10. Fixed a bug of `ccs.Armature` that its name was modified to animation name when loading from json files.
11. Fixed a bug of `ccui.PageView` that it cancel child touch during movment of page view.
12. Fixed a bug of `cc.Scheduler` that its parameter `repeat` is invalid in schedule function.
13. Fixed a bug of `cc.Scheduler` that `unschedule` function may fail.
14. [JSB] Fixed a crash issue that `ccui.Checkbox` will crash due to conflict usage of `setUserObject`.
15. [JSB] Fixed an issue that `cc.Node`'s `init` function is empty implemented and can't be overrided.
16. [JSB] Fixed `cc.ClippingNode`'s `init` function issue that it didn't support arguments.
17. [JSB] Fixed an issue that TTF Cocos Studio parser can not correctly set TTF font for widgets.
18. [JSB] Fixed relocation overflow compilation issue by adding `LOCAL_ARM_MODE := arm`.

Cocos2d-JS v3.4 Beta0 @ March 19 2015

* Added Windows Phone 8.0 platform support.
Expand Down
34 changes: 20 additions & 14 deletions docs/release-note-v3.4.md → docs/release-note-v3.5.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# Cocos2d-JS v3.4 Beta0 release note
# Cocos2d-JS v3.5 release note

<img src="http://files.cocos2d-x.org/images/orgsite/logo.png" height=180>

Expand All @@ -10,53 +10,59 @@ In addition, Cocos2d-JS v3.x is super powerful along with all these cool new fea

One more thing, Facebook Integration for Cocos2d-JS have brought a huge opportunity for game developers who want to integrate Facebook functionality into their games. With a single code base, they can release fully cross-platform games across Facebook Canvas, iOS and Android.

## Version notice

The version v3.4 is renamed to v3.5, because we have upgraded the internal Cocos2d-x to v3.5 and we don't want our user to get confused about the version mapping between Cocos2d-JS and Cocos2d-x.

## Highlights

* 3D feature ready! Bound 3D modules including camera, light, sprite 3d, animation 3d, billboard, etc.
* Windows Phone 8.0 platform support is finally ready! Thanks to the contribution from Microsoft.
* 3D feature ready! Bound 3D modules including camera, light, sprite 3d, animation 3d, billboard, 3D particle system with Particle Universe etc.
* Supported Cocos Studio 2.2 3D scene editing.
* Windows Phone 8.0 and Windows Universal support are finally ready! Thanks to the contribution from Microsoft.
* Upgraded SpiderMonkey to v33, greatly improved JavaScript memory management and performance.
* Supported latest version of Spine editor.
* Continuously improved web engine performance.

## Notice

For JSB build, there are some restrictions :

- [Android build] Suggested NDK version is r10c, if you don't need Android 5.0 compatibility, you can also use r9d, other NDKs are not supported.
- [Android build] Suggested NDK version is r10c +, if you don't need Android 5.0 compatibility, you can also use r9d, other NDKs are not supported.
- [iOS build] Xcode version must be 5.1.1 +
- [Web code obfuscation] JRE or JDK version must be 1.6+

## Download

- [Cocos2d-JS v3.4 Beta0](http://www.cocos2d-x.org/filedown/cocos2d-js-v3.4-beta0.zip)
- [Cocos2d-JS v3.5](http://www.cocos2d-x.org/filedown/cocos2d-js-v3.5.zip)
- [Cocos2d-JS Lite Version](http://cocos2d-x.org/filecenter/jsbuilder/)
- [Cocos Dev Tool](http://h5.cocos.com/static/cocos-devtools/index-en.html)
- [Online API reference](http://www.cocos2d-x.org/wiki/reference/)
- [Downloadable API Reference](http://www.cocos2d-x.org/filedown/Cocos2d-JS-v3.3-API.zip)
- [Downloadable API Reference](http://www.cocos2d-x.org/filedown/Cocos2d-JS-v3.5-API.zip)
- [Online test cases](http://cocos2d-x.org/js-tests/)

## More information

Read more about all the features and bug fixes

- [Cocos2d-JS v3.4 Beta0 changelog](http://www.cocos2d-x.org/docs/manual/framework/html5/release-notes/v3.4b/changelog/en)
- [Cocos2d-JS v3.4 Beta0 upgrade guide](http://www.cocos2d-x.org/docs/manual/framework/html5/release-notes/v3.4/upgrade-guide/en)
- [Cocos2d-JS v3.5 changelog](http://www.cocos2d-x.org/docs/manual/framework/html5/release-notes/v3.5/changelog/en)
- [Cocos2d-JS v3.5 upgrade guide](http://www.cocos2d-x.org/docs/manual/framework/html5/release-notes/v3.5/upgrade-guide/en)

## Upgrade your project from previous versions

If you want to upgrade your game based on v3.0 previous version to the v3.4, you should follow these steps:
If you want to upgrade your game based on v3.0 previous version to the v3.5, you should follow these steps:

1. Download the Cocos2d-JS v3.4 package.
1. Download the Cocos2d-JS v3.5 package.
2. Upgrade cocos command with `setup.py`.
3. Create a new project with `cocos new` command.
4. Replace the "src", "res", "index.html", "project.json", "main.js" etc with your old project.
5. Then you may need to refer to the upgrade guide to solve some API change issues.

## About Cocos2d family

- Cocos2d-JS v3.4 uses Cocos2d-x v3.4 as base of JSB solution.
- Cocos2d-JS v3.4 uses SpiderMonkey v33 as builtin JavaScript engine.
- Cocos2d-JS v3.4 is compatible with Cocos Code IDE v1.1.0, but you need to rebuild the runtime with source code.
- Cocos2d-JS v3.4 is compatible with Cocos Studio v1.2 - v1.6 and Cocos Studio 2.1+. Cocos Studio 2.x support need JSON export file, and Cocos2d-JS won't support flatbuffer files.
- Cocos2d-JS v3.5 uses Cocos2d-x v3.5 as base of JSB solution.
- Cocos2d-JS v3.5 uses SpiderMonkey v33 as builtin JavaScript engine.
- Cocos2d-JS v3.5 is compatible with Cocos Code IDE v1.2.0.
- Cocos2d-JS v3.5 is compatible with Cocos Studio v1.2 - v1.6 and Cocos Studio 2.1+..

With any problems you might have, our communities are happy to help:

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,27 @@ Follow these steps can help you upgrade to v3.4, then create a project and at la

The biggest feature in Cocos2d-JS v3.4 is the 3D modules. We have bound Cocos2d-x's 3D modules to JSB, so that you can now code 3D games using JavaScript. Please note that it's a native engine exclusive feature, you can not use 3D classes in the web engine. We are not planning to support 3D for the web in the near future.

Sorry that we don't have a JavaScript document for 3D modules, we will add them as soon as possible.
All bound 3D classes or objects are listed here:

```
jsb.Animate3D
jsb.Animation3D
jsb.Sprite3D
jsb.Skeleton3D
jsb.Mesh
jsb.AttachNode
jsb.BillBoard
jsb.sprite3DCache
jsb.ParticleSystem3D
jsb.PUParticleSystem3D
jsb.BaseLight
jsb.DirectionLight
jsb.PointLight
jsb.SpotLight
jsb.AmbientLight
```

Sorry that we don't have a complete JavaScript document for 3D modules, we will add them as soon as possible.

To know how to use the new 3D modules, please refer to the following documents:

Expand Down Expand Up @@ -68,4 +88,27 @@ this.addChild(gradient, 10);

Result:

![](gradient-color-stop.jpg)
![](../../res/gradient-color-stop.jpg)

## 4. cc.sys.OpenURL

You can now use `cc.sys.OpenURL(url)` to open the targeted url in web browser.
In case of web engine, it will open another page in the current browser.
In case of native engine, it will open the url in an external web browser.

## 5. [Web Exclusive] Tip message in cc.TextFieldTTF

We have added a tip message getter/setter for `cc.TextFieldTTF`. APIs are:

```
textFieldTTF.setTipMessage(tipMessage);
var message = textFieldTTF.getTipMessage();
```

## 6. Load cocos studio resources within a relative path

You can now pass a `path` parameter to `ccs.load` to specify a relative path for resources linked by the targeted json file.

```
ccs.load(jsonFile, path);
```
2 changes: 1 addition & 1 deletion frameworks/cocos2d-html5
Submodule cocos2d-html5 updated 3 files
+30 −0 CHANGELOG.txt
+6 −2 cocos2d/core/CCDirector.js
+4 −4 tools/build.xml