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cocos2d for iPhone v2.0.0-beta2 Release Notes

IMPORTANT

cocos2d v2.0 has only been tested with Xcode 4.0+. Do not report bugs if you are using Xcode 3.x

Download

You can download cocos2d for iPhone v2.0-beta2 from here:

Compatibility

  • API is not %100 backwards compatible with v1.0. It is pretty similar but take into account that:
    • A few features were removed
    • A few classes were renamed
    • A few methods were renamed
  • It only runs on iOS >= 4.0. It might crash on iOS 3.x
  • It only runs on OpenGL ES >= 2.0 devices. It won't run on OpenGL ES 1.1 only devices. Supported devices:
    • iPhone 3GS or newer
    • iPod Touch 3rd gen or newer
    • iPad 1 or newer
  • Use Xcode >= 4.0. It has not been tested with Xcode 3.x
  • Use llvm as compiler. It has not been tested with llvm-gcc

Documentation

You can find the v2.0-beta2 documentation here:

Performance

To understand how fast cocos2d v2.0.0-beta is, please see the performance tests

New Features / Improvements

  • OpenGL ES 2.0 support
  • Much Faster Motion Streak
  • Improved Progress Timer
  • Sprite / Batch Sprite / Node: much simpler and easier to maintain code
  • Sprite: removed support for Honor-Parent-Transform
  • Super easy to create a “Double Resolution” sprite in Retina Display
  • Improved Profiling API / Macros
  • Simplified ccConfig file
  • Better integration with physics engines
  • Includes Chipmunk v6.0.2 and Box2d v2.2.1
  • New Retina Display code

ARC Compatible

cocos2d is ARC compatible. It means that if you are developing an ARC project you can use cocos2d if you follow this instructions:

XXX TO BE COMPLETED XXX

List of open bugs

Changelog

Changes in v2.0

version 2.0-beta2 - 17-Jan-2012
  • [NEW] v1.1 Forward-ported changes:
    • LabelTTF: word wrap works on Mac (issue #1074)
    • Node: Added onExitTransitionDidStart (issue #792)
  • [NEW] ActionManager: It is no longer a singleton. It is an ivar of director
  • [NEW] Director: it is a subclass of UIViewController (iOS only)
  • [NEW] Director: pushScene is the new recommended way to start the scene. Director will start the animation
    • automatically once the view is displayed (iOS only)
  • [NEW] Director: FPS & seconds per frame are displayed at the same time
  • [NEW] EventDispatcher / TouchDispatcher: They are no longer singletons. They are an ivar of director.
  • [NEW] GL View: Some classes were renamed to have more API concistency:
    • MacWindow → CCWindow (Mac)
    • MacView → CCGLView (Mac)
    • EAGLView → CCGLView (iOS)
    • ESRenderer → CCESRenderer (iOS)
    • ES2Renderer → CCES2Renderer (iOS)
    • GLProgram → CCGLProgram
  • [NEW] Macros: Using __CC_PLATFORM_IOS/MAC internally. Suggested way for games too.
  • [NEW] Menu: API CHANGE. “itemFrom…” was replaced with “itemWith…”
  • [NEW] Menu: target/selector pattern simulated with blocks. Before, blocks were simulated with target/selector
  • [NEW] MenuItem: overrides “cleanup” in order to break circular references.
  • [NEW] Node: Supports custom scheduler and actionManager
  • [NEW] Scheduler: It is no longer a singleton. It is an ivar of director
  • [NEW] Template: AppController use a navigation controller (like the cocos2d's tests)
  • [NEW] Template: cocos2d v2 and v1 templates can be installed at the same time
  • [NEW] Template: Added option for Device Family
  • [NEW] Test: Added Director tests. Tests integration with GameCenter and other UIKit components (iOS)
  • [NEW] Transitios: Added new transitions: CCTransitionProgressHorizontal, CCTransitionProgressVertical,
    • CCTransitionProgressInOut and CCTransitionProgressOutIn
  • [NEW] Transitions: CCTransitionRadial… renamed to CCTransitionProgressRadial…
  • [FIX] Actions: IntervalAction works OK in rewind mode
  • [FIX] Actions: EaseIn/EaseOut actions support float arguments
  • [FIX] Director: Uses DisplayLink timestamp. More stable delta times (iOS) (issue #1277)
  • [FIX] Director: CC_DIRECTOR_INIT() centers main window (Mac)
  • [FIX] Effects: 2D Effects and Transitions work as expected with a 2D projection
  • [FIX] Events: Events are removed/added from outside an event (Mac)
  • [FIX] Events: Fixed memory leak when removing delegate (Mac)
  • [FIX] Grid: Fixed two big memory leaks (issue #1280)
  • [FIX] Grid: CCGrid3D was allocating 2x memory on Mac
  • [FIX] Menu: Blocks API doesn't crash on Mac
  • [FIX] RenderTexture: Works with RGB888 (issue #1293)
  • [FIX] RenderTexture: Supports NPOT textures (issue #1291)
  • [FIX] Shaders: example shaders have the “example_” prefix
  • [FIX] Sprite: isFrameDisplayed takes into accout the offset (issue #1295)
  • [FIX] Tests: ActionProgress, Box2dtest, ChipmunkTest, LayerTest, MotionStreakTest, NodeTest, RotateWorld and SceneTest work on Mac
  • [FIX] Tests: MenuTestBlocks removed. Merged into MenuTest
  • [FIX] Tests: ShaderTest works (issue #1285)
  • [FIX] Tests: ShaderTest centers shaders (Mac and iOS Retina Display)
  • [FIX] Texture2D: Uses CGImageRef instead of UIKit for iOS API
  • [FIX] TileMaps: Re-added “cc_vertexz” property
  • [3RD] Chipmunk: Using Chipmunk v6.0.3
version 2.0-beta - 27-Nov-2011
  • [NEW] All: forward-ported changes from v1.1 branch:
    • reorderSprite: faster reordering sprites/nodes
    • Particle batches: Particles support batch rendering
    • TMX parse from memory
    • events fixes
    • ARC compatible
  • [NEW] Director: Added API to display Milliseconds Per Frame
  • [NEW] LabelBMFont: Added support for alignment, also in multiline
  • [NEW] Node: Added glServerState property. Ideal to enable/disabled blending for certain nodes.
  • [NEW] Particle: ParticlePoint removed
  • [NEW] Shader: Added AlphaTesting shader
  • [NEW] DrawingPrimitives: DrawPoint and PointSize fixed both on Mac and iOS. DrawPoly fixed on Mac
  • [FIX] Node#draw() Added helper macro to setup draw
  • [FIX] Node#draw() removed [super draw]. Draw() should be “atomic”. It shall not depend on a possible state of super class.
  • [FIX] ccGLState: Added cache for texture unit and GL_BLEND
  • [FIX] Paticles: Faster initialization: texCoords are generated only once.
  • [FIX] SpriteFrameCache: readded API to create spriteFrames from CCTexture2D
  • [FIX] Shaders: Using correct precision. Fixed performance issue with iOS 5
  • [FIX] Shaders: Improved internal API and constants names
  • [FIX] Templates: Works when the project name contains spaces
  • [3RD] Chipmunk: Using Chipmunk v6.0.2
version 2.0.0-alpha - 18-Sept-2011
  • [NEW] Action: Added new CallBlockO action
  • [NEW] AtlasNode: added init method
  • [NEW] ccConfig: removed CC_USES_VBO since VBO is always used
  • [NEW] ccConfig: removed CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA since the ccBlendFunctions keeps state
  • [NEW] ccConfig: removed CC_SPRITEBATCHNODE_DEBUG_DRAW. CC_SPRITE_DEBUG_DRAW can be used both for batches and non batches.
  • [NEW] ccConfig: renamed CC_COCOSNODE_RENDER_SUBPIXEL to CC_NODE_RENDER_SUBPIXEL
  • [NEW] ccGLState: added helper functions that keeps the GL state
  • [NEW] CProgressTimer:
    • Convenience class constructor now passes in CCSprite (this gives developers easier access to timer with CCSpriteFrames, CCSprites, etc)
    • Reduced the progress timer types to just radial and bar - added in reverse, midpoint, barChangeRate to be have more flexible options to modify the progress.
    • Supports Tint + Color
  • [NEW] Director: Removed Fast, FastThreaded and NSTimer director. The only one available is DisplayLink.
  • [NEW] Director: Orientations are no longer supported. Only Portrait mode is supported. Use a ViewController to rotate the EAGL view.
  • [NEW] Director: The FPS position can be configured via ccConfig.h file
  • [NEW] Director: Fast FPS is the only supported way to display FPS. Removed the CCLabelTTF way of doing it
  • [NEW] Macros: ccgl* replaced with ccGL*
  • [NEW] Macros: CC_ENABLE/DISABLE_DEFAULT_STATE: Removed. No longer needed.
  • [NEW] MotionStreak: Using new motion streak code. 10x faster than the old one.
  • [NEW] OpenGL ES: Added support for OpenGL ES 2.0. OpenGL ES 1.1 is no longer supported
  • [NEW] ParticleQuad: Uses VAO for rendering. Indices are part the VBO.
  • [NEW] ParticlePoint: removed code. It is a subclass of ParticleQuad for compatibility.
  • [NEW] Profiler: API heavily updated to make it easier to integrate into any kind of component
  • [NEW] Sprite: initWithTexture:rect is the designated initializer
  • [NEW] Sprite: removed pixels API.
  • [NEW] Sprite: useSelfRender / useBatchNode replaced with setBatchNode
  • [NEW] Sprite: Improved API in order to make it easier to create DoubleResolution sprites
  • [NEW] SpriteBatchNode / Sprite / Node: Simplied rendering. Easiert to integrate with physics engines. Just subclass nodeToParentTransform().
  • [NEW] SpriteBatchNode: Removed support for HONOR_PARENT_TRANSFORM.
  • [NEW] SpriteFrameCache: addSpriteFramesWithFile:textureFile renamed to addSpriteFramesWithFile:textureFilename to be consistent with the new API
  • [NEW] Templates: Removed Xcode3 templates. Updated Xcode4 templates.
  • [NEW] Templates: Box2d & Chipmunk templates use new way to sync cocos2d and physics engine by using PhysicsSprite
  • [NEW] Tests: All tests use RootViewController
  • [NEW] Tests: Box2d + cocos2d test: Added PhysicsSprite and other Box2d best practices
  • [NEW] Tests: Chipmunk + cocos2d test: Added PhysicsSprite and other Chipmunk's best practices
  • [NEW] Tests: FontTest uses “bundle” fonts instead of FontLabel
  • [NEW] Tests: Removed HelloWorld* tests
  • [NEW] Tests: TextureTest has TextureCache#asyncWithBlock test
  • [NEW] Tests: Removed Chipmunk iOS TestBed since it was outdated
  • [NEW] Texture: Uses NPOT textures (gles20 already supports them)
  • [NEW] Texture: PVRTC-RAW format is no longer supported. Use the non-raw format instead.
  • [NEW] TextureAtlas: Uses VAO for rendering
  • [NEW] TextureCache: Added asyncWithBlock method
  • [NEW] Tiled: cc_vertexz property is no longer supported. Will raise exception if found.
  • [FIX] All: Removed deprecated methods and classes that were scheduled for removal post 1.0
  • [FIX] Node: slightly faster nodeToParentTransform()
  • [FIX] ProgressTimer: reverse renamed to reverseDirection in order to prevent possible collision with action#reverse
  • [FIX] RenderTexture: getUIImageFromBuffer doesn't return artifacs
  • [FIX] TextureCache: Uses “self” instead of “CCTextureCache” in shared instance
  • [FIX] Sprite: displayedFrame correctly returns originalSize
  • [FIX] SpriteFrameCache: it doesn't retain the textures when they are loaded from a dictionary file (issue #1227)
  • [FIX] Xcode: cocosLive: Removed. Use OpenFeint or GameCenter instead
  • [FIX] Xcode: FontLabel: Removed since in iOS 4 you can load custom TTF
  • [FIX] Xcode: TouchJSON: Removed. No longer needed since cocosLive was removed
  • [FIX] Xcode: Tremor / vorbis: Removed. Experimental sound engine is no longer supported
  • [FIX] Xcode: iOS 4 is minimun required to run
  • [3RD] Box2d: Using Box2D 2.2.1
  • [3RD] Chipmunk: Using Chipmunk v6.0.1
  • [3RD] Kazmath: New external library. kazmath library for matrix and projection operations, and matrix GL stack
  • [3RD] Kazmath: Added ARM NEON Matrix Multiplication from Oolong project
release_notes/2_0_0.txt · Last modified: 2012/01/17 17:29 by admin
Trace: 2_0_0
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