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cocos2d-x

Provides comprehensive guidance for Cocos2d-x v4 game engine including scene graph, nodes, sprites, actions, animations, physics, rendering, shaders, and platform deployment. Use when the user asks about Cocos2d-x, needs to create games, implement game features, set up development environments, or deploy games to multiple platforms.

223 stars

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/cocos2d-x/SKILL.md --create-dirs "https://raw.githubusercontent.com/partme-ai/full-stack-skills/main/skills/cocos-skills/cocos2d-x/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/cocos2d-x/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How cocos2d-x Compares

Feature / Agentcocos2d-xStandard Approach
Platform SupportmultiLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Provides comprehensive guidance for Cocos2d-x v4 game engine including scene graph, nodes, sprites, actions, animations, physics, rendering, shaders, and platform deployment. Use when the user asks about Cocos2d-x, needs to create games, implement game features, set up development environments, or deploy games to multiple platforms.

Which AI agents support this skill?

This skill is compatible with multi.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

## 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:

1. **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`

2. **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

3. **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

4. **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

5. **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

6. **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

1. **Version**: This skill covers Cocos2d-x v4 specifically
2. **Language**: C++ is the primary development language
3. **Build System**: CMake is required for building projects
4. **Platform**: Ensure platform-specific dependencies are installed
5. **Examples**: All code examples use C++ syntax
6. **Memory Management**: Cocos2d-x uses reference counting, be careful with retain/release cycles
7. **Coordinate System**: Uses OpenGL-style coordinates (origin at bottom-left)
8. **Thread Safety**: Most Cocos2d-x operations must be performed on the main thread