Clarification regarding Cocos2d-x complement [New to Cocos2d-x]

Hi everyone,

I’m a c++ developer finishing my last year at uni in Game Development and Algorithmic-datastructure and I have some questions regarding IDE/Source-files. I’m well-introduced to the IDE VS20XX environment and I was just wondering, am I able to write code in the win32 project and still able to compile and run it in XCODE/Eclipse?

Are there any changes that needs to be done to the source-files to be able to run it on each platform? I read through the “Getting Started”, but as English is not my native language, I had quite a hard time to understand it fully, which raised some questions.

I do have access to each platform (XCODE, Eclipse and VS), can I code in VS, and run the program in XCODE/Eclipse?

Will I need to re-compile for each Android/iOS version to be able to run it on lower/high-end Android/iOS platforms?

I tried searching the forum, but couldn’t find anything that made it clear. If there is a summarized topic with these questions answered, please respond in the thread or PM me. Also; I tried looking in the API-document, although all links weren’t clickable, is there a plugin I need to view it all?

Kind regards, Tony.

If your code does not contain any Window-specific codes, then you can run on Xcode or Eclipse. However, you need to add the source codes (or resources) into the individual projects. Xcode or Eclipse cannot detect any change you make in VS. For example, if you add a new .cpp file in VS, you will need to add it into your .xcodeproj file before you can run anything.

I see, thank you for the quick response. I’ll check into the different /dirs when I get home from work. I tried compiling the test-files yesterday to no avail after changing the font-size in VS.

Kind regards, Tony.

We have a Programmers Guide, too: http://cocos2d-x.org/programmersguide/