Cocos2D JavaScript is an HTML5 port of the popular iPhone 2D graphics engine Cocos2D. It allows rapid development of 2D games and graphical applications which can run in any modern Web browser.
Follow the instructions for your given platform or skip ahead to 'manual installation' if you want to install from git.
Download and launch the installer.
http://cocos2d-javascript.org/downloads
If you have Node.js and npm installed you can install Cocos2D JavaScript as a package.
npm install cocos2d
If you don't have, or don't want to use npm, you can install by downloading the latest ZIP.
http://cocos2d-javascript.org/downloads
Then from your terminal run sudo ./install.sh
. The script will copy Cocos2D
JavaScript to a global location of your choice and symlink the executable to
/usr/local/bin/cocos
You don't need to use the installer if you don't want to. You can download the latest ZIP or checkout the latest version from github.
If you checkout from github and don't have Node.js installed, be sure to also get the submodules as they include precompiled Node.js binaries.
git submodule update --init
With all the code read you can copy it to any place you want and from there use the 'cocos.sh', 'cocos.bat' or .EXEs in bin/ as you would normally.
On Windows use the 'Create project' shortcut from your start menu to create and select a location for your new project.
On Linux and Mac OS X open your terminal and run:
cocos new ~/my_first_project
This will create a barebones project which simply draws the project name in the centre of the screen.
To test that it's working, on Windows double click the 'Serve project' shortcut in your project's folder.
On Linux and Mac OS X from your terminal run:
cd ~/my_first_project
cocos server
Now visit http://localhost:4000 and with a bit of luck you'll have something showing.
Everything you write will be in separate JavaScript files. These will be compiled into a single file which also includes all your other resources including images, sound files, map files, etc.
The entry point for the code is the file src/main.js which has an
exports.main
function that is called on startup.
The HTML for your page is in public/index.html.
You should never use the development server in production. It's very slow and insecure. Instead you will compile your application into a single JavaScript file. This file includes everything, you don't need to worry about hosting any external resources such as images and tilemaps.
To do this, on Windows double click the 'Compile project' shortcut in your project's folder.
On Linux and Mac OS X in your terminal run:
cd ~/my_first_project
cocos make
The file will be written to build/. You can run this through a JavaScript minifier if you so choose. You will get a very good reduction in size if your Web server is configured to gzip JavaScript files.
Everything should work in Firefox 3, Chrome, Safari, Opera and IE9. If that is not the case then please file a bug report.
Documentation can be viewed online at http://cocos2d-javascript.org/documentation
If you wish to generate the documentation yourself you need to follow these steps.
Download JsDoc 2.3 (or 2.4) from http://code.google.com/p/jsdoc-toolkit/.
Copy that to /usr/local/jsdoc-toolkit or wherever you like and then run:
JSDOC_HOME=/usr/local/jsdoc-toolkit ./bin/jsdoc
The documentation will appear in the 'docs' directory.
Cocos2D JavaScript is released under the MIT license. See LICENSE for more details.
© 2010-2011 Ryan Williams ryan@cocos2d-javascript.org
- Twitter: @cocos2djs
- Website: http://cocos2d-javascript.org/
- Documentation: http://cocos2d-javascript.org/documentation
- Forum: http://cocos2d-javascript.org/forum
- Email: ryan@cocos2d-javascript.org