-
-
Notifications
You must be signed in to change notification settings - Fork 205
FAQ
A. Cocos2d-x has not received updates since 2019, and it has been confirmed that it will no longer receive further updates, as all Cocos resources have been directed to Cocos Creator (a different engine with a visual interface, similar to Unity or Godot). Axmol serves as the solution for those who wish to continue working with Cocos2d-x in an updated manner, compatible with newer hardware, while keeping it open-source.
A. In this Wiki page we prepared a comparison between the two engines. For a full comprehensive list, please check the full list here.
A. Of course. We've prepared a Migration Guide in the Wiki for your reference.
A. We've prepared a SpriteKit to Axmol Engine guide in the Wiki for your reference.
A. They have been deprecated. Please use the Standard Template Library (STL) instead. For more deprecated nodes, please check the Migration Guide - Renamed Types section.
A. We have prepared a comprehensive list in this same wiki: Tutorials.
A. The location of the resources should be in the folder named "Content", and the build process will take care of copying those resources to the correct place. Do not add Content/
in your paths.
For adding extra folders inside the "Content" folder, you can write the full path when calling the file, or add the new paths with FileUtils::getInstance()->addSearchPath("My Folder")
.
A. Axmol Engine have AudioEngine as an audio player. Please include "audio/AudioEngine.h"
in your files.
A. You can use UserDefaults
for that task, as is the easiest solution available. For more tailored solutions, you will need to access the writable path using FileUtils::getWritablePath()
in order to save your database. For example, if the settings are stored in a SQLite database, then you could either create the database at runtime in the writable path, or package one with your application (in the Contents folder) and then copy it over to the writable folder when the app first runs.
A. UP TO axmol-2.1.2: Please use AXLOG
. It works in a similar way than printf
. You will need to convert any std::string
with .c_str()
for using them with AXLOG
.
FOR axmol-2.1.3: Please use AXLOGD/AXLOGI/AXLOGW/AXLOGE
. Their format is in the same style than fmtlib
or C++20 std::format
, and no longer requires converting std::string
with .c_str()
or std::string_view
with .data()
.
- Implemented a new logging system API:
ax::setLogLevel(ax::LogLevel)
andax::setLogFmtFlag(ax::LogFmtFlag)
in order to control logging level, prefix style, or to enable colorful log text. -
axmol::log
was removed.axmol::print
andAXLOG
are left for compatibility purposes and marked asDEPRECATED
.
As an alternative for Windows, inside main.h
add #define USE_WIN32_CONSOLE
or inside main.cpp
uncomment or add this code:
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
// since axmol-2.1.3 just use follow code instead above 4 lines, it will create a RAII object of `EmbedConsole` at current function execution line
#include "platform/win32/EmbedConsole.h"
AllocConsole
will create a console window every time you launch your game's executable, freopen
directs the stdin
, stdout
, and strerr
to the same console window.
A. Axmol Engine include many extensions, like Spine2D or Live2D. Please check our Extensions Wiki page.
A. Please check our Adding External Libraries and Frameworks page.
A. Axmol uses Reference Counting for historical reasons. In this Wiki, there is a comprehensive Memory Management Tutorial available for reference. As of now, there are no current plans to adopt smart pointers, but we are open to proposals.
A. You can choose between C++ and Lua when creating a new project. The reason for choosing Lua is because it's a faster way of prototyping and testing ideas, as there are no compilation times. It's as easy as closing and reopening the application. If you want to work simultaneously with Lua and C++ in the same project, you'll need to use toLua (more instructions here).
A. You can try to turn on vsync (off by default).
void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red, green, blue, alpha, depth, stencil, multisamplesCount
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};
glContextAttrs.vsync = true;
GLView::setGLContextAttrs(glContextAttrs);
}
For desktop apps, it can be an option for the user to turn on or off at runtime. Please be aware it adds some overhead, so for games that require very small input lag, it may not be an option.
A. After creating a new project, run the following commands:
git submodule add https://github.com/axmolengine/axmol axmol
git submodule init
git submodule update
This will add the "axmol" folder in your project, and CMake will automatically detect this and use it as part of your project, instead of using the Axmol installation in the environment path. This will still use the tools from the Axmol in the environment path, but if you wish to use the tools within the <project path>/axmol/tools/
path, then you have several options, such as:
Use the axmol
command using the local copy, such as <project path>/axmol/tools/console/axmol build ...
or
Add a Powershell script in your local folder (in this example, it would be named axmol.ps1
):
$localAxmol = (Join-Path $PSScriptRoot 'axmol/tools/console')
if (Test-Path -Path $localAxmol) {
$scriptPath = (Join-Path $localAxmol '/axmol.ps1')
Invoke-Expression "$scriptPath $args"
} else {
Invoke-Expression "axmol $args"
}
Then in the project path, you the script via ./axmol
(the ./
is important, since you want to run the local script). For example:
./axmol build -p win32 -c
If it detects the local axmol folder, then it will use that along with the tools within it rather than the Axmol installation in the environment path. Note that doing this will mean you may not be using the latest version of the tools, since it will utilizing the tools within the local axmol folder in the project.
A. Please use git clean 3rdparty -dfx
A. Create an empty file with 1k/.gitee
A. The ndk-r23c version of the Android NDK is the last one that can build Android apps that can run on devices with Android 4.2 and later. The update to the latest version may happen be when we start using the C++23 standard (expected 2026~2029+).
A. The Axmol word structure is as follows:
-
a
: one -
x
: unknown, or comes from Cocos2d-x -
mol
: molecule - Pronunciation:
/æksmoʊl/
- Axmol is an engine with various low level capabilities, like molecules in our real world.
A. Please check our How to Contribute page.
A. You can search for more questions in GitHub Discussions. If you can't find it there, please read here some indications about how to make questions.