Check the LICENSE file licensing details.
This is in the early stages of development and could break backwards compatibility at any time.
- You can find me on Twitter: @cocos2djs
Creating a new project
./cocos new ~/Projects/MyApp
./cocos new ~/Projects/MyApp -g
Getting things running
To get your project running simply navigate to the newly created directory run the development web server
And visit http://localhost:4000/. There you will see a simple application outputting your application name.
The entry point for the code is path defined as "main.js" inside the in "make.js" file.
In the public/index.html you will see <script src="appname.js"> tag to include the code.
The web server will compile your code each time it is requested. This makes development a lot easier.
Run ./cocos server -h for help.
Compiling your application
To compile your code you run ./cocos make. Which reads the make.js file to work out what you want to build.
When built the resulting .js file will contain all your code aswell as all your images and map files. This means you only need to update a single file and only a single HTTP request is needed to serve everything.
Run ./cocos make -h for help.
I intend for this to work in Firefox, Chrome, Safari, Opera and IE9. I mostly develop using Chrome so that's likely to have the best compatibility until I get close to a proper release.
Download JsDoc 2.3 (or 2.4) from http://code.google.com/p/jsdoc-toolkit/.
Copy that to /usr/local/jsdoc-toolkit or wherever you like and then run:
The documentation will appear in the 'docs' directory.