I found CocosEditor and I download it. But after I put it into /plugins, it didn't work.
If I import the Classes of my cocos project, the ide can't find the cocos2d.h
Related
I'm using Cocos-2dx JS for a game project. The Cocos version I use is 3.10. To create the GUIs of my game, I used Cocos Studio and then I generate JSON file of said scene using Cocos Studio. However, the generated JSON file version is 3.10.0.0, and when I compile my project, it got the error "JSON is undefined". When I changed the version attribute of the JSON file to 2.1.0.0, the project run without a problem. Anyone has experienced same error can explain why this happens and how to fix it? Thank you very much.
I found a simple solution that works well for me. All you need to do is go to the Cocos Studio project folder and open YourProjectName.cfg. Find two lines that look something like below.
<CreateFrameworkVersion Value="cocos2d-x-3.10.0.0" />
<CurrentFrameworkVersion Value="cocos2d-x-3.10.0.0" />
Modify the value of CreateFrameworkVersion and CurrentFrameworkVersion to "cocos2d-x-2.10". Then, save it. Now, whenever you publish the project, the JSON file version will be 2.10.
Remember you have to close your Cocos Studio project first.
I downloaded the built version of Away3D 4.1.6 and imported to my Flash Pro CS6. But there some classes are missing:
away3d.entities.Mesh
away3d.entities.Camera
away3d.entities.Sprite3D
maybe other classes, too. (I've not compared).
There are no errors when compiling this code:
var mesh:Mesh = new Mesh(new CubeGeometry());
but, I cannot view the available properties and functions, when I put a dot after the variable mesh.
After this I downloaded source files of away3d, but compiling takes about a minute. So, it gets boring to work. What should I do?
I found this bug too. I solved this problem by generating SWC of their own. Just download source files and create a lib project (FB).
PS. my SWC file is 20% less than default. I don't now why.
I want to import fl.core.* but I can't find it.
There are only flash.something to import.
What should I do? Do i have to set something in project properties?
Thank you.
You can find the fl classes in the the flash cs install fold.In my experience, we use the classed as a library in the project. You can copy the class to you project or make a library project with the fl classes and use this library in other project.
Here is some information about fl class(where you can find the classes)
fl classes
Thanks you guys. I clearly get it now. I just start with only Flash Developer. However, if you
want to use fl class, you have to start with another program which is Adobe Flash CS5 ( or
5.5 ). I find some fla file and import it into adobe flash CS5, then export it to swc.
So you can copy swc file into your Flash Developer and right click to Add into your project.
Then you can use fl class. I dont know I'm doing it right or wrong but it works.
I am using Flash CS5 and I have created a large, rarely changing framework that I don't want to be recompiled every time I use it in my projects.
I must be doing something wrong because the "auto-complete" functionality doesn't show the names of the parameters of the functions.
For example, I have a function:
public class Hey {
public function show(name:String, num:Number, data:Array):void {...}
}
I export the SWC file and when I import it into another project, then the auto-complete for this function shows :
show(arg0:String, arg1:Number, arg2:Array):void
So, instead of "name", "num" and "data" I get "arg0", "arg1" and "arg2".
I have downloaded other SWC files and the auto-complete gets the names correctly.
Am I doing something wrong at export-time?
I have never been able to get an SWC generated with the Flash Pro IDE to supply the correct parameter names in code hints. For some reason, the Flash IDE either does not use the same compiler or does not use the same compiler options as the Flex SDK toolkit.
You can generate code-hinting-compatable SWCs with Flash Builder by creating a Flex Library project. The "Flex" part of "Flex Library" is a little misleading. You can build AS3-only SWC files with this project type.
Or if you don't feel like shelling out the money for Flash Builder, you can always download the free Flex SDK and use the compc compiler to generate the SWC for you. It's the same tool set that Flash Builder uses to generate SWCs, so you will get the same code-hinting ability. The syntax is pretty straight-forward if you're used to command line tools:
compc -source-path . -include-classes MyCustomClass -output=MyLibrary.swc
Hopefully someone can post a better answer and prove me wrong, but I've never seen a Flash-generated SWC include the parameters in code-hinting.
I suppose you compile with debug=false but should be debug=true to keep all necessary data in swc including arguments names.
Optimizing libraries means to remove debugging and other code from the library prior to deployment. For normal libraries that you are not using as RSLs, you do not need to optimize. This is because you will likely want to debug against the library during development, so you will need the debug code inside the library. And, when you compile the release version of your application, the compiler will exclude debug information as it links the classes from the library.
http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf69084-7ad5.html
For me the easiest way was to import the code to a Flash Develop project, and install a plugin to export swc's: http://sourceforge.net/projects/exportswc/
After installing Flash Develop go to Tools » Install Software and install the AIR SDK + ASC 2.0 (Action Script Compiler 2.0).
Furter information here: http://www.flashdevelop.org/community/viewtopic.php?t=2987
I'm using FlashDevelop4.0.0 RC1 to create AS3 library project, in which I want to import Away3D library. I follow this tutorial to set up my FD.
http://www.mclelun.com/blog/2011/08/flashdevelop-stage3d-away3d/
However, FD generate error message when I use ExportSWC4.2 plugin to compile the project, I got error message said that
at away3d\materials\methods\TerrainDiffuseMethod_NormalizeKernel.as(10): The definition of base class ByteArrayAsset was not found
Can anyone help me with that? Thanks!
p.s.
I also have issue like the following link
http://sourceforge.net/tracker/index.php?func=detail&aid=3401191&group_id=252536&atid=1127375
not sure if it's related to my problem.
Are you downloading the zip package from http://away3d.com/download/ or accessing via SVN / GIT?
http://away3d.com/images/uploads/releases/away3d_4_0_110915.zip
Not sure about their GIT, but I found the SVN repo dated.
I did not see ByteArrayAsset anywhere in the inheritance chain within my version:
away3d.materials.methods.TerrainDiffuseMethod
away3d.materials.methods.BasicDiffuseMethod
away3d.materials.methods.LightingMethodBase
away3d.materials.methods.ShadingMethodBase
mx.core.ByteArrayAsset is an Adobe class.
There's a NormalizeSplats Pixel Bender linkage, but I did not see any Normalize Kernel.
I'd recommend grabbing the Broomstick ZIP package - I had no issues building the SWC with Flash Builder targeting Flash Player 11.