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Cocos Creator

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Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

Useful links

About

The engine for Cocos Creator

Resources

Stars

0 stars

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0 watching

Forks

Releases

Packages

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Cocos Creator

image

Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

Useful links

About

The engine for Cocos Creator

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Cocos Creator

image

Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

Useful links

About

The engine for Cocos Creator

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Cocos Creator

image

Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

Useful links

About

The engine for Cocos Creator

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Cocos Creator

image

Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

Useful links

About

The engine for Cocos Creator

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Cocos Creator

image

Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

Useful links

About

The engine for Cocos Creator

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Cocos Creator

image

Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

Useful links

About

The engine for Cocos Creator

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Cocos Creator

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Cocos Creator is a complete package of game development tools and workflow, including a game engine, resource management, scene editing, game preview, debug and publish one project to multiple platforms. Cocos Creator focused on content creation, which has realized features like thorough scriptability, componentization and data driven, etc. on the basis of Cocos2d-x. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language. Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

This repo is the engine framework for Cocos Creator. Cocos Creator's in-editor scene view and web runtime share the same framework, which is the content of this repo. It's originally forked from Cocos2d-html5, we build up an Entity Component architecture on it to meet the needs of Cocos Creator.

This framework is a cross-platform game engine written in JavaScript and licensed under MIT. It supports major desktop and mobile browsers, it's also compatible with Cocos2d Javascript Binding engine to support native platforms like iOS, Android, Win32, macOS.

The framework is naturally integrated with Cocos Creator, so it's not designed to be used independently.

Developer

Prerequisite

Install

In cloned project folder, run the following command to setup dev environment:

# Initialize gulp task dependencies# npm is a builtin CLI when you install Node.js
npm install

This is all you have to do to set engine development environment.

Build

gulp build

Test

Prerequisite

  • Install express: npm install express
  • Install gulp-qunit: npm install gulp-qunit

Unit Test

Test in CLI
npm test
Test in browser
  1. Build for testing.

    gulp build-test
  2. Start express in cloned project folder.

    node test/qunit/server.js
    
  3. Open http://localhost:8511/bin/qunit-runner.html in your browser.

DebugInfos

View EngineErrorMap.md
All the debug infos are defined in file EngineErrorMap.md.
The file DebugInfos.json will be generated based on EngineErrorMap.md, when run gulp build* command.

For details below:

  1. Define log in EngineErrorMap.md

    example

    ### 1001 cocos2d: removeAction: Target not found
    
  2. Define deprecated log in EngineErrorMap.md The log should be marked as DEPRECATED when then logId is no longer referenced in the project.

    example

    ### 1000
    <!-- DEPRECATED -->
    cc.ActionManager.addAction(): action must be non-null 

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The engine for Cocos Creator

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