Closed jonnyijapan closed 9 years ago
Found your answer which is:
Good question. It might seem odd at first, but hopefully you'll see the advantages.
cocos2d-js includes the javascript bindings. Without them your cocos2d-x game cannot run any javascript. JS can be great for scripting levels and other stuff.
With cocos2d-js both JS and C++ games can be created. If one has cocos2d-js, they can create an HTML5 game, a purely Javascript-based native game, a mixture of both JS and C++ game, and/or a purely C++ game. With cocos2d-x only purely C++ games can be created."
I'm thinking you could add this to a FAQ or something. Because I'm not very familiar with the cocos2d-x line yet.
Hey there!
While most people won't encounter the problem you will, I'm still adding a note to the README so others can see. Check under the "Creating a game" session.
Keep in mind if you are completely new to the cocos2d family that creating a cocos2d-x project (
rapidgame create cocos2dx
) means your project code will be in C++, while building a cocos2d-js project (rapidgame create cocos2djs
) allows you to develop your game in Javascript as well as C++ if you wish.
Also, glad you figured it out on your own and good luck!
Might be something I overlooked but:
When I run rapidgame create cocos2dx "HeckYeah" org.myorg.heckyeah
it looks like it's downloading cocos2d-js-v3.6.zip ... Does this mean I can only use JavaScript for developing?
My intention is to use C++, not JavaScript, so I was expecting it to download cocos2d-x for C++, not JS.