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:
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
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
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
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
Reference the official documentation:
Official manual: https://docs.cocos.com/cocos2d-x/v4/manual/zh/ API reference: Check api/ directory for detailed API documentation Examples: Check examples/ directory for code examples
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) See examples and API files → https://docs.cocos.com/cocos2d-x/v4/manual/zh/ 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 Official Documentation: https://docs.cocos.com/cocos2d-x/v4/manual/zh/ API Reference: See api/ directory Examples: See examples/ directory Templates: See templates/ directory 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 Version: This skill covers Cocos2d-x v4 specifically Language: C++ is the primary development language Build System: CMake is required for building projects Platform: Ensure platform-specific dependencies are installed Examples: All code examples use C++ syntax Memory Management: Cocos2d-x uses reference counting, be careful with retain/release cycles Coordinate System: Uses OpenGL-style coordinates (origin at bottom-left) Thread Safety: Most Cocos2d-x operations must be performed on the main thread