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cocos2d-x for C++
C++ Lua JavaScript C Objective-C++ Objective-C Other
Branch: v3

Merge pull request #13999 from igorzel/FixIntegerOverflowInIosDevice

Fix crash (integer overflow) in Device::getTextureDataForText (ios)
latest commit b38eec4d47
@pandamicro pandamicro authored
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build Remove ScriptComponent
cmake add UIEditBox support linux platform.
cocos Merge pull request #13999 from igorzel/FixIntegerOverflowInIosDevice
docs Update versions and html5 engine
extensions CCScrollView should override removeChild
external bump external version to 73
licenses Add the PolySprite support and adjust the project setting on the diff…
plugin @ ad539b5 Update versions
templates [AUTO][ci skip]: updating cocos2dx_files.json
tests fixed Windows 10 UWP app manifest by correcting image asset paths
tools Fix mistaken uploaded lua bindings
web @ 8085df8 Update versions and html5 engine
.gitattributes fix line end in windows
.gitignore fix tons of warnings
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AUTHORS Merge pull request #13716 from fusijie/particle_performance
CHANGELOG Update release docs for v3.8 final
CMakeLists.txt Update versions and html5 engine rename to
README.cmake fixes types in readme CONTRIBUTE link was wrong on line 286 Fix two issues with Solve the environment conflict with Cocos.


iOS Mac Linux Win32 Android Win8.1-Universal
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cocos2d-x is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications. It is based on cocos2d-iphone, but instead of using Objective-C, it uses C++. It works on iOS, Android, Windows Phone and Store Apps, OS X, Windows, Linux and Web platforms.

Cocos2d-x Framework Architecture:

cocos2d-x is:

  • Fast
  • Free
  • Easy to use
  • Community Supported

Git user attention

  1. Clone the repo from GitHub.

     $ git clone
  2. After cloning the repo, please execute to download and install dependencies.

     $ cd cocos2d-x
     cocos2d-x $ python
  3. After running

     cocos2d-x $ git submodule update --init

Download stable versions

How to start a new game

  1. Download the code from cocos2d download site
  2. Run
  3. Run the cocos script


$ cd cocos2d-x
$ ./
$ cocos new MyGame -p com.your_company.mygame -l cpp -d NEW_PROJECTS_DIR

You can also create a JS project or Lua project with -l js or -l lua.

Build and run a new project for Android

$ cocos run -p android -j 4

Build and run a new project for iOS

$ cocos run -p ios

Build and run a new project for OSX

$ cocos run -p mac

Build and run a new project for Linux

If you never run cocos2d-x on Linux, you need to install all dependencies by the script in cocos2d/build/

$ cd cocos2d-x/build
$ ./


$ cocos run -p linux


$ bin/MyGame

Build and run new project for win32

$ cocos run -p win32

Build and run new project for Windows 8.1/10.0 and Windows Phone 8.1/10.0

$ cocos new MyGame -p com.your_company.mygame -l cpp -d projects
  • Visual Studio 2013 Update 4 or later is required for Windows 8.1 Universal Apps

  • Visual Studio 2015 (Release version) and Windows 10.0 (Release version) are required for Windows 10.0 Universal Windows Platform (UWP) Apps. RC versions of Visual Studio and Windows 10 are no longer supported.

Starting with Cocos2d-x v3.3, you can create Windows 8.1 Universal Apps (Windows Store and Windows Phone 8.1). Starting with Cocos2d-x v3.8 you can create Windows 10.0 UWP Apps (Windows Store and Windows Phone 10.0). Starting with Cocos2d-x v3.6 there will no longer be support for Windows Phone 8.0.

See more info on How to install and Create games on Windows RT (Windows and Windows Phone 8.1) at

Build and run new project for web

Only JS project can be published to web platforms, so you will need to create a JS project first:

$ cocos new -l js WebGame

Then you can run your game in a web browser:

$ cocos run -p web

Or you can publish your game to publish/html5/ folder:

$ cocos run -p web -m release [--advanced]

Documentations and samples

Main features

  • Scene management (workflow)
  • Transitions between scenes
  • Sprites and Sprite Sheets
  • Effects: Lens, Ripple, Waves, Liquid, etc.
  • Actions (behaviours):
    • Trasformation Actions: Move, Rotate, Scale, Fade, Tint, etc.
    • Composable actions: Sequence, Spawn, Repeat, Reverse
    • Ease Actions: Exp, Sin, Cubic, Elastic, etc.
    • Misc actions: CallFunc, OrbitCamera, Follow, Tween
  • Basic menus and buttons
  • Integrated with physics engines: Box2d and Chipmunk
  • Particle system
  • Skeleton Animations: Spine and Armature support
  • Fonts:
    • Fast font rendering using Fixed and Variable width fonts
    • Support for .ttf fonts
  • Tile Map support: Orthogonal, Isometric and Hexagonal
  • Parallax scrolling
  • Motion Streak
  • Render To Texture
  • Touch/Accelerometer on mobile devices
  • Touch/Mouse/Keyboard on desktop
  • Sound Engine support (CocosDenshion library) based on OpenAL
  • Integrated Slow motion/Fast forward
  • Fast and compressed textures: PVR compressed and uncompressed textures, ETC1 compressed textures, and more
  • Resolution Independent
  • Language: C++, with Lua and JavaScript bindings
  • Open Source Commercial Friendly(MIT): Compatible with open and closed source projects
  • OpenGL ES 2.0 (mobile) / OpenGL 2.1 (desktop) based

Build Requirements

  • Mac OS X 10.7+, Xcode 5.1+
  • or Ubuntu 12.10+, CMake 2.6+
  • or Windows 7+, VS 2013+
  • Python 2.7.5
  • NDK r10c+ is required to build Android games
  • Windows Phone/Store 8.1 VS 2013 Update 4+ or VS 2015
  • Windows Phone/Store 10.0 VS 2015
  • JRE or JDK 1.6+ is required for web publishing

Runtime Requirements

  • iOS 5.0+ for iPhone / iPad games
  • Android 2.3+ for Android games
  • Windows 8.1 or Windows 10.0 for Windows Phone/Store 8.1 games
  • Windows 10.0 for Windows Phone/Store 10.0 games
  • OS X v10.6+ for Mac games
  • Windows 7+ for Win games
  • Modern browsers and IE 9+ for web games

Running Tests

Select the test you want from Xcode Scheme chooser.

  • Cocos Console
// Enter cpp test folder
cd tests/cpp-tests
// Or enter js test folder
cd tests/js-tests
// Or enter lua test folder
cd tests/lua-tests

// Compile or run test case
cocos compile -p ios|mac|android|win32|win8_1|metro|web -m debug|release
cocos run -p ios|mac|android|win32|win8_1|metro|web -m debug|release
  • For OS X / iOS
$ cd cocos2d-x/build
$ open cocos2d_tests.xcodeproj
  • For Linux
$ cd cocos2d-x/build
$ ./
$ cmake ..
$ make

Run Samples

$ bin/cpp-empty-test/cpp-empty-test
$ bin/lua-empty-test/lua-empty-test
  You may meet building errors when building It is because directs to an error target,
  you should make it to direct to a correct one. `` only has to be run once.
  • For Windows

Open the cocos2d-x/build/cocos2d-win32.sln

  • For Windows 8.1 Universal Apps (Phone and Store)

Open the cocos2d-x/build/cocos2d-win8.1-universal.sln

  • For Windows 10.0 Universal Windows Platform (UWP) Apps (Phone and Store)

Open the cocos2d-x/build/cocos2d-win10.sln

  • For Android
$ cd cocos2d-x/build
$ python ./ cpp-empty-test -p 10
$ adb install ../tests/cpp-empty-test/

Then click item on Android device to run tests. Available value of -p is the API level, cocos2d-x supports from level 10.

Contributing to the Project

Did you find a bug? Do you have feature request? Do you want to merge a feature?

Contact us

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