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cocos2d-x

cocos2d-x

github.com/partme-aiDevelopment716148 installsUpdated 3w ago
Repository

About cocos2d-x

cocos2d-x is a reference skill for C++ developers working with Cocos2d-x v4. It provides engine guidance, code examples, and build and deployment references across common game development topics.

Key features

  1. 01Core concepts including nodes, scenes, and sprites
  2. 02Examples for animation, input, and events
  3. 03Guidance on physics, rendering, shaders, and particles
  4. 04CMake build and platform deployment references
  5. 05Migration guidance for older versions

Use cases

  1. 01Set up a Cocos2d-x v4 development environment
  2. 02Implement scene management and touch input
  3. 03Add physics or particle effects to a game
  4. 04Build and deploy a project with CMake

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/partme-ai/full-stack-skills --skill cocos2d-x

After installing, type/cocos2d-xin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

LICENSE.txt
examples/core/
action.md
animation.md
event.md
input.md
label.md
node-scene.md
scene.md
sprite.md
texture.md
examples/getting-started/
about-engine.md
installation.md
quick-start.md

Details

From the project README

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

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