I am working with cocos2d-x 3.1 and try to use the Cocostudio UI Editor.
This helppage http://upyun.cocimg.com/CocoStudio/helpdoc/v1.0.0.0/en/index.html uses a CCUIHelper to load the json file and create a widget. This method was removed in cocos2d-x 3.0. While searching for a solution I found a directory which is called "WidgetReader" located under "editor-support". Sadly I am unable to include it, because the vs 2013 project can't find it. (and I am unsure if that's the right place where I am searching)
Does anyone know how I can use the exportes json-files from ui editor?
Thanks!
You can try this :
#include "cocostudio/Cocostudio.h"
auto widget = cocostudio::GUIReader::getInstance()->widgetFromJsonFile("abc.json");
Anyway,the include path should add "(yourCocosRoot)/cocos/editor-support".
you can use the following code
Node* node = CSLoader::createNode("SampleUIAnimation.json");
this->addChild(node);
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.
Am very new to sencha architect. I need to do localization in sencha architect. Using extjs 5, I refer http://docs.sencha.com/extjs/5.0/core_concepts/localization.html document.
And trying without Sencha Cmd.
Getting error as localhost/projectname/js/pt_BR.js file not found. Not able to get any working examples.
ext-all and ext-locale-es if any updating as mentioned above inindex.html. Its not able to fetch js from the path. so i gave exact path location for both js files.
Please let me know whats the mistake am doing.
Got It
Add "requires": ["ext-locale"] in app.json in created project file.
Add the preferred language "locale": "es" in app.json out side requires
Should not preview the project. Need to create a build. Click build web app in tool bar.Before that click build setting and set the path to save the files. Once clicking buil web app. App will be builded in specified path.
All the default stings will be changed to mentioned language. (In app.json we mentioned "locale": "es" spanish language.)
default strings like ok button, date picker, etc. Labels will not be updated with app.json language we need to add labels plugin.
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'm developing AS3 project using Flash Builder 4.5 (also with library Away3D 4.0 and Flex 4.5.1 SDK).
Also, I add my own SWC library, which I compile previously into my project.
It works find if I import class in my SWC library, however I want my swf run in a stand-alone flash player 11.
I follow this tutorial:
http://help.adobe.com/en_US/flashbuilder/using/WSe4e4b720da9dedb5-4dd43be212e8f90c222-7ffb.html
Now, I could run my app in a flash player 11, but I got an error in run time:
VerifyError: Error #1014: XXX class could not be found
And XXX is my class in SWC library. How should I fix this?
Merged into code means this, in project properties -> Flex Build Path -> Library Path -> Framework Linkage. Framework lingage has two options Merged into code and RSL. Chose Merged into code. This should solve your problem.
We had this problem when trying to build a project using a Native Extension.
Classes within the NE weren't being found at runtime, but were accessible in Flash Builder.
It turned out that by default the .ANE file wasn't copied to the device.
To fix this, change the following project property:
ActionScript Build Packaging -> Apple iOS -> Native Extensions -> Check 'Package' for the ANE
No idea why it wasn't included by default. When you uncheck 'Package' you get a warning telling you that it may cause runtime issues!
In my case, we had a nested reference to the same library which needed to load before the other library also using it. This fix can be accomplished by unchecking the 'Automatically determine library ordering based on dependencies' and moving the library up in the chain of Build path libraries. Flash Builder was unable to determine the correct order base on dependencies because we had 2 different versions of the same library. The error would only happen during run time.
I had this problem after installing AIR 3.9 and trying to upgrade a project.
It was also saying there was an RSL error, before throwing a succession of #1014 errors.
It worked after I set the textLayout.swc link type in Advanced ActionScript Settings to 'merged into code' instead of the default (RSL)
Hope this helps!
Since I landed on this page searching for this error message and none of the above solutions worked for me, here's how I finally managed to work around it:
It seems that this error happens particularly when you include old libraries that were compiled with the old compiler but compile your app with the new one. Unfortunately the error sometimes fires and when you compile again it doesn't; at other times it works fine in the debug version but then it fails in the release.
What worked for me is to include dummy objects in your main app which are instances of the class that the verify error complains about:
import some.classpath.to.TheClassThatFailsOnVerify;
function YourMainApp(){
var dummy:TheClassThatFailsOnVerify = new TheClassThatFailsOnVerify ();
}
At least in my case the errors only fired for classes that were not used directly in the app but only internally in the swc library code, so by having the dummy objects in the main app I force Flash Builder to include those classes in the compilation.
In some cases you might have to first find the swc that contains the class in question since it's not part of the library swc you use but it's again a library that that swc uses itself.
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.