Skip to content
cocos2d-x logo

Cocos2d X

cocos2d-x

Provides comprehensive guidance for Cocos2d-x v4 game engine including scene graph, nodes, sprites, actions, animations, physics, rendering, shaders, and platform deployment. Use when the user asks about Cocos2d-x, needs to create games, implement game features, set up development environments, o...

SKILL.md

Full skill instructions

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

More skills from majiayu000

xiaohongshu logo
majiayu000/claude-arsenal

xiaohongshu

xiaohongshu

286 148
View
agent-task-conductor logo
majiayu000/claude-skill-registry

agent-task-conductor

Conduct multi-agent task orchestration and workflow coordination.

663 1
View
conductor-setup logo
majiayu000/claude-skill-registry

conductor-setup

Initialize project with Conductor artifacts (product definition,

663 1
View
animation-designer logo
majiayu000/claude-skill-registry

animation-designer

Expert in web animations, transitions, and motion design using Framer Motion and CSS

663 1
View
diagramming logo
majiayu000/claude-skill-registry

diagramming

Creates Mermaid and ASCII diagrams for flowcharts, architecture, ERDs, state machines, mindmaps, and more. Use when user mentions diagram, flowchart, mermaid, ASCII diagram, text diagram, terminal diagram, visualize, C4, mindmap, architecture diagram, sequence diagram, ERD, or needs visual docume...

663 1
View
h3-pg logo
majiayu000/claude-skill-registry-data

h3-pg

PostgreSQL bindings for H3 hexagonal grid system. Use when working with H3 cells in Postgres, including spatial indexing, geometry/geography integration, and raster analysis.

23 1
View
conductor-development logo
majiayu000/claude-skill-registry

conductor-development

Context-Driven Development skill for projects using Conductor. Use this skill when you detect a `conductor/` directory in the project, when working on tasks defined in a `plan.md` file, or when the user asks about tracks, specs, or plans. Automatically applies TDD workflow, tracks task completion...

663 1
View
conductor-status logo
majiayu000/claude-skill-registry

conductor-status

Display project status, active tracks, and next actions

663 1
View
dockerization logo
majiayu000/claude-skill-registry

dockerization

Official Stakpak application containerization standard operating procedure, a step-by-step guidline to properly dockerize applications. This is a rule book curated by the Stakpak Team.

663 1
View

Popular AI tools

Kaiber logo
Video

Kaiber

Generate, edit, and beat-sync AI video with leading models in one workspace.

Paid
View
Vimcal logo
Productivity

Vimcal

The world's fastest calendar for remote work

Free
View

Transform Your Design with AI Designer by ImgCreator.ai

Freemium
View
Akool AI logo
Content & writing

Akool AI

Revolutionizing Video Production with AI-Powered Creativity

Paid
View

Extend an image past the frame and let AI fill the new aspect ratio.

Freemium
View
StarByFace logo
Security

StarByFace

Discover your celebrity doppelgänger with StarByFace!

Free
View
C

ChainClarity explains 700+ crypto whitepapers in plain English, with layered summaries, comparisons, research tools, alerts, and a $4.99 Pro plan.

Freemium
View
Opus Clip logo
Coding & apps

Opus Clip

Opus.ai: Revolutionize Your Web Experience

Free
View