Update:
class: 90%
enums: 0%
functions: 80%:
macros: 0%
structures: 30%:
constants: 0%
test case: 5%:
script: Fixed bugs with non-rooted objects. variadic_2_array and optional_args_since works as expected.
OLD API:
var sprite = cc.Sprite.spriteWithFile("grossini.png");
var sprite2 = cc.Sprite.spriteWithFileRect("grossini_atlas.png", rect );
var action = cc.RotateBy.actionWithDurationAngle(2, 360)
var seq = cc.Sequence.actions( [action1, action2] );
var menu = cc.Menu.menuWithItems( [item1, item2] );
NEW API (generated automatically by the script):
var sprite = cc.Sprite.create("grossini.png");
var sprite2 = cc.Sprite.create("grossini.png", rect);
var action = cc.RotateBy.create(2, 360);
var seq = cc.Sequence.create( action1, action2 );
var menu = cc.Menu.create( item1, item2 );
These new API is generated automatically by the script. The configuration file has "convert" rules.
https://github.com/ricardoquesada/cocos2d-iphone/blob/js-spidermonkey/tools/js/cocos2d_spidermonkey.ini
I still need to add more rules for the rest of the classes.
The idea is:
- If you want to change the output, you have to modify the config file, not the script.
Bugs:
- GC crashes if the callback function is not a "property" (still investigating)
- Needs a native initial scene, otherwise the GC will complain (not a big deal)
- "Subclasses" with "extend" have issues