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Cocos2d‐x migration guide
Migrating from Cocos2d-x to Axmol Engine is straightforward. You will need to change the namespace form USING_NS_CC
to USING_NS_AX
, and check the Renamed Types section in this same page in order to solve the errors that may appear.
If in your Cocos2d-x project you're including engine headers different from cocos2d.h
(or axmol.h
), it's recommended to follow this steps for quick fixing the header's includes of your project source code:
- Clone https://github.com/axmolengine/axmol-migrate
- Go to folder
axmol-migrate
and runpwsh ./build.ps1 -xb "'--config', 'Release'"
- Use
axmol-migrate
to migrate your project sources folder./build_x64/bin/Release/axmol-migrate source --fuzzy --source-dir path/to/your/project/sources/folder
Notes: The command line axmol-migrate.exe
can fix 99% (or 100% for some projects) of your includes. After executing it, you can manually fix any compile error. The axmol-migrate
can compile on Windows, MacOS and Linux.
All the Cocos2d-x methods that make the same function than the Standard Template Library in modern C++ has been deprecated. For example, for CCString
please use std::string
instead, etc.
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RngSeed
=> FastRNG UNDERmath/FastRNG.h
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Sprite3D
=> MeshRenderer UNDER3d/CCMeshRenderer.h
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Sprite3DMaterial
=> MeshMaterial UNDER3d/CCMeshMaterial.h
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Director::isDisplayStats()
=> Director::isStatsDisplay() UNDERbase/CCDirector.h