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cocos2d-x

๐ŸŽฏSkill

from partme-ai/full-stack-skills

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What it does

Guides developers through creating, developing, and deploying cross-platform 2D games using Cocos2d-x v4 game engine with comprehensive technical support.

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partme-ai/full-stack-skills(119 items)

cocos2d-x

Installation

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๐Ÿ“– Extracted from docs: partme-ai/full-stack-skills
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AddedFeb 4, 2026

Skill Details

SKILL.md

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.

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/ไบ†่งฃๅผ•ๆ“Ž โ†’ examples/getting-started/about-engine.md

- Quick start/ๅฟซ้€ŸไธŠๆ‰‹ โ†’ examples/getting-started/quick-start.md

- Installation/ๅฎ‰่ฃ…้…็ฝฎ โ†’ examples/getting-started/installation.md

- Node and Scene/่Š‚็‚นๅ’Œๅœบๆ™ฏ โ†’ examples/core/node-scene.md

- Sprite/็ฒพ็ต โ†’ examples/core/sprite.md

- Texture/็บน็† โ†’ examples/core/texture.md

- Animation/ๅŠจ็”ป โ†’ examples/core/animation.md

- Action/ๅŠจไฝœ โ†’ examples/core/action.md

- Label/ๆ ‡็ญพ โ†’ examples/core/label.md

- Scene management/ๅœบๆ™ฏ็ฎก็† โ†’ examples/core/scene.md

- Input handling/่พ“ๅ…ฅๅค„็† โ†’ examples/core/input.md

- Event system/ไบ‹ไปถ็ณป็ปŸ โ†’ examples/core/event.md

- Physics/็‰ฉ็†ๅผ•ๆ“Ž โ†’ examples/advanced/physics.md

- Rendering/ๆธฒๆŸ“ โ†’ examples/advanced/rendering.md

- Shaders/็€่‰ฒๅ™จ โ†’ examples/advanced/shader.md

- Particle system/็ฒ’ๅญ็ณป็ปŸ โ†’ examples/advanced/particle.md

- Build system/ๆž„ๅปบ็ณป็ปŸ โ†’ examples/tools/build-system.md

- Platform deployment/ๅนณๅฐ้ƒจ็ฝฒ โ†’ examples/tools/deployment.md

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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 โ†’ 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, ๆธธๆˆๅผ•ๆ“Ž, ๆธธๆˆๅผ€ๅ‘, ็ฒพ็ต, ๅœบๆ™ฏ, ่Š‚็‚น, ๅŠจไฝœ, ๅŠจ็”ป, ็‰ฉ็†ๅผ•ๆ“Ž, ๆธฒๆŸ“, ็€่‰ฒๅ™จ, ็ฒ’ๅญ็ณป็ปŸ

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