tweejump port

I ported tweejump located here: https://github.com/dvydra/tweejump to cocos2d-x.

Well, mostly. I am pretty sure I have a problem in how I setup the classes. Everything works except the clouds moving in the vertical direction. The code that doesn’t work is #if 0 out to let the game run. I also removed most of the resolution dependencies, have it working on my iPhone and iPad (no updated art though for iPad). I also added touch capability to make it easier to debug in windows.

It only took 4 hours to do the port as it is now but has taken 3 times that much time for me to try and hunt why it isn’t working with the clouds moving vertically.

A cocos2d-x guru should be able to find my error much quicker than I can, although I’m still looking. Please share the fix if you do find it and I will update the repository.

Also included in this project is the TweeJump.mkb file for AirplaySDK, which is what I use to deploy to the iPhone and iPad, do most development with the Win32 version.

The code is at: https://code.google.com/p/tweejump-cocos2dx/ , I use SVN everyday so it was easier then using github.

Regards

Francis

I have downloaded original version from

and your ported version from
https://code.google.com/p/tweejump-cocos2dx/

I found that, the logic of your ported version was not the same as original.
For example,

  1. GameScene::init() was not the same.

  2. In original version, AppDelegate run the scene:

    Scene *scene = [[Scene node] addChild:[Game node] z:0];
    [[Director sharedDirector] runWithScene: scene];

and your version was

CCScene *pScene = MainScene::scene();
    pDirector->runWithScene(pScene);

Take attension, they were different. I think Game is corresponding with GameScene, right?

May be the original version was updated.

Yes, Game corresponds to GameScene. I just need to spend more time understanding it rather than just porting it like I did. There are actually several tweejump branches on github, one was using a newer version of cocos2d than the one I started with but basically the same logic.

I could not get the code in AppDelegete working as originally and I suspect that is the problem. Possibly in the declerations of GameScene but I’m not sure.

Were you able to get the cocos2d-x version of tweejump to complie and run under Win32?

I have a few days off from my real job so I’ll look at it some more in the next few days.

Yesterday I ported a box2d sample with Radial Gravity that was located here: http://www.vellios.com/2010/06/06/box2d-and-radial-gravity-code/ , it was a much easier port and helped me understand things a bit more.

Hopefully others will share any ports of tutorials they make to help us all learn.

I got the code from https://github.com/cocos2d/cocos2d-x.
The code is the newest version. It also has the same issue as you said.
I think the problem is that, the logic is not the same as the original.

BTW: I didn’t run the object-c version, and I don’t know if it has problem.

@Francis Styck
Thanks for your porting! It will be a good tutorial to other developers in the forum.
I suggest your to put a copy of cocos2d-x engine in your game, and commit to googlecode svn. Otherwise, users had to find the right version of cocos2dx to run your game.
And I just start to read the sources now.

I have it working now. I fixed the AppDelegete to be as the original as you pointed out. Then updated GameScene::init() to call MainScene::init(). Then restored the code I had #if 0 out. I knew it was going to be simple. I will also cleanup the code a bit and review the obj-c porting guildlines found on this site.

The clouds now scroll vertically, although they do not seem to be restored yet but I’ll fix that also before I update the archive.

This should be a good example for a simple game that others can build from.

Awksome, it is a good news. I think you will fix it soon.

I run it on win32 with 0.8.4-stable. Haha, funny!

Here are tips for others:
# copy tweejump-cocos2dx folder into cocos2d-x root, parallels to HelloWorld folder
# open cocos2d-win32.vc2008.sln, then add exist project “tweejump-cocos2dx” into this solution
# set the property of tweejump vcproj to find the resource. Otherwise your will see this notification

In VS2008, Property > Debugging> Working Directory, browse to tweejump-cocos2dx/Resource directory, use it as the working directory. Doing this step to make debuging easier. If you would like to publish a release version, please pack the resource with tweejump.exe together in the some folder.

Great, glad to see you got it working.

I updated the code on the SVN with most of the bug fixes. Still one more in the resetcloud() and I will fix that in the morning. I’ll spend a little more time converting over the highscore part and maybe add a sound or two to wrap it up as a good demo. Hopefully the comments are correct since I added them by how I understand the code.

Hi frank can you update your svn?

Error 1 error C2039: ‘bitmapFontAtlasWithString’ : is not a member of ‘cocos2d::CCLabelBMFont’ 2d-1.0.1-x-0.9.2\cocos2d-1.0.1-x-0.9.2\tweejump-cocos2dx\classes\gamescene.cpp 51
Error 2 error C3861: ‘bitmapFontAtlasWithString’: identifier not found 2d-1.0.1-x-0.9.2\cocos2d-1.0.1-x-0.9.2\tweejump-cocos2dx\classes\gamescene.cpp 51

  • bitmapFontAtlasWithString has been deprecated. Please update to use labelWithString

CCLabelBMFont scoreLabel = CCLabelBMFont::labelWithString(“0”, “Images/bitmapFont.fnt”);

Simply change line 52 and that fixes the compilation problems.

Hi Adam,

I updated svn, the code I had also included additional comments.

If someone is using Marmalade with the tweejump project then they should be aware that I updated the TweeJump.mkb file to work with the latest cocos2d-x on github, not the current release. If they need to run with the current release just retrieve the previous version of that file.

Francis

Just one question, why do you make this game with marmalade, which is a commercial development platform?
We should be able to make this code compatible with cocos2dx for ios and android instead of marmalade, i think most people don’t have it. How can i port this to normal “xcode” or android environment?

BTW I cant compile this with marmalade (i can withouth), im using stable cocos2dx but with the old MKB file, and i get a lot of warnings, and these errors:

1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(151): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(155): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(203): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(223): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.cpp(239): error C2039: ‘setDelegate’ : no es un miembro de ‘cocos2d::CCAccelerometer’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.h(64) : vea la declaración de ‘cocos2d::CCAccelerometer’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(63): error C3861: ‘IW_CALLSTACK’: no se encontró el identificador
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(107): error C3861: ‘IW_CALLSTACK’: no se encontró el identificador
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(113): error C2065: ‘GAME’ : identificador no declarado
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccimage_airplay.cpp(113): error C3861: ‘IwAssert’: no se encontró el identificador
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(42): error C2039: ‘AccelerometerDestroy’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(48): error C2039: ‘AccelerometerKeep’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(53): error C2039: ‘AccelerometerDestroy’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’
1>c:2d-1.0.1-x-0.10.0\cocos2dx\platform\airplay\ccaccelerometer_airplay.cpp(62): error C2039: ‘AccelerometerKeep’ : no es un miembro de ‘cocos2d::CCAccelerometerDelegate’
1> c:2d-1.0.1-x-0.10.0\cocos2dx\include\ccaccelerometerdelegate.h(49) : vea la declaración de ‘cocos2d::CCAccelerometerDelegate’

Hi Alejandro,

I am using Marmalade because it has a common API for all the platforms. If I want to use the compass, camera, access contacts, etc for a device then I only have to write code once and not seperate versions for each device. The cost is minimal, $149/year.

The tweejump game works with cocos2d-x so the only thing missing is an xcode project for iPhone. I do have a MAC and tested tweejump on that, all you need to do is start a cocos2d-x project in xcode then add all the files for tweejump. I will try to find time during the holidays to add the Xcode project to SVN for tweejump.

The stable version of cocos2d-x does not have a working marmalade support, I and others are updating this and the next release should be better.

Regards,

Francis

thank you.

Hi i want to know about CCcamera actions when body moving vertically and how camera follows the body without changing the other bodies positions on the background plz help me

if (body~~>GetPosition.y<=300)
{
b2Vec2 position = body~~>GetPosition();
CCPoint myPosition = this->getPosition();
CCSize screenSize = CCDirector::sharedDirector()>getWinSize;
// Move the camera.
if
{
myPosition.y = MIN (screenSize.height * 2.0f - screenSize.height, position.x * PTM_RATIO - screenSize.height / 2.0f);
this
>setPosition(myPosition);
}
}
but in my game other body positions also changing

With a little spare time on hand I updated the tweejump game to 2.0.4

The code is at: https://code.google.com/p/tweejump-cocos2dx/

Francis

wow, good job!

Latest revision, latest cocos2d-x, marmalade 6.1.2 :frowning:

1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/cocos2dx/textures/CCTexturePVR
.cpp(414): warning : comparison between signed and unsigned integer expressions
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/cocos2dx/textures/CCTexturePVR
.cpp(447): warning : comparison between signed and unsigned integer expressions
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxplatform\CCThread.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtileMap_parallax_nodes\CCTileMapAtlas.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtouch_dispatcher\CCTouch.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtouch_dispatcher\CCTouchDispatcher.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxtouch_dispatcher\CCTouchHandler.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxlayers_scenes_transitions_nodes\CCTransition.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxlayers_scenes_transitions_nodes\CCTransitionPageTurn.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxlayers_scenes_transitions_nodes\CCTransitionProgress.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\CCUserDefault.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\CCVertex.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxcocoa\CCZone.cpp …
1> ARM Compiling(GCC) c:~~cocos2dx\Classes\GameScen
e.cpp …
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp ::init‘:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp(52): warning :
’static cocos2d::CCLabelBMFont* cocos2d::CCLabelBMFont::labelWithString(const ch
ar**, const char**, float, cocos2d::CCTextAlignment, cocos2d::CCPoint)’ is depreca
ted
1>
1>
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp ::step‘:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp(322): warning :
’static cocos2d::CCScaleTo* cocos2d::CCScaleTo::actionWithDuration(float, float
, float)’ is deprecated
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp: warning :
‘static cocos2d::CCScaleTo* cocos2d::CCScaleTo::actionWithDuration(float, float
, float)’ is deprecated
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp: warning :
‘static cocos2d::CCFiniteTimeAction* cocos2d::CCSequence::actions(cocos2d::CCFi
niteTimeAction*, …)’ is deprecated
1>
1>
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp ::ccTouchEnded‘:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/GameScene.cpp(484): warning :
’cocos2d::CCPoint cocos2d::CCTouch::locationInView()’ is deprecated
1>
1>
1> ARM Compiling c:~~cocos2dx\Classes\Main.cpp

1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/Main.cpp: In function ‘int
main()’:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/Main.cpp(13): error : request
for member ‘Run’ in ‘cocos2d::CCApplication::sharedApplication()’, which is of
non-class type ‘cocos2d::CCApplication*’
1>
1>
1> ARM Compiling(GCC) c:-cocos2dx\Classes\MainScen
e.cpp …
1> c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/MainScene.cpp( In member fu
nction ‘void MainScene) ::initCloud()’:
1>
1>
1>c:/Users/Apple/Desktop/tweejump-cocos2dx/Classes/MainScene.cpp(120): warning :
‘cloud’ may be used uninitialized in this function
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocosdens
hion\marmalade\SimpleAudioEngine.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\image_support\TGAlib.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\TransformUtils.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\zip_support\ZipUtils.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2BlockAllocator.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2Body.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2BroadPhase.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2ChainAndCircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2ChainAndPolygonContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2ChainShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2CircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2CircleShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2CollideCircle.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2CollideEdge.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2CollidePolygon.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2Collision.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2Contact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2ContactManager.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2ContactSolver.cpp …
1> c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Cont
acts/b2ContactSolver.cpp( In member function ‘bool b2ContactSolver) ::SolvePosit
ionConstraints()’:
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::separation
’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::y’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(698): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::y’ may be used uninitialized in this function
1>
1>
1> c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Cont
acts/b2ContactSolver.cpp( In member function ‘bool b2ContactSolver) ::SolveTOIPo
sitionConstraints(int32, int32)’:
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::separation
’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::point.b2Ve
c2::y’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::x’ may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Dynamics/Contac
ts/b2ContactSolver.cpp(789): warning : ‘psm.b2PositionSolverManifold::normal.b2V
ec2::y’ may be used uninitialized in this function
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2Distance.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2DistanceJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Draw.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2DynamicTree.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2EdgeAndCircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2EdgeAndPolygonContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2EdgeShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2Fixture.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2FrictionJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2GearJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2Island.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2Joint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Math.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2MouseJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2PolygonAndCircleContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Contacts\b2PolygonContact.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\Shapes\b2PolygonShape.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2PrismaticJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2PulleyJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2RevoluteJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Rope\b2Rope.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2RopeJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Settings.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2StackAllocator.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Collision\b2TimeOfImpact.cpp …
1> c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Collision/b2T
imeOfImpact.cpp: In function ‘void b2TimeOfImpact(b2TOIOutput**, const b2TOIInput
**)’:
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Collision/b2Tim
eOfImpact.cpp(332): warning : ‘fcn.b2SeparationFunction::m_localPoint.b2Vec2::x’
may be used uninitialized in this function
1>
1>
1>c:/users/apple/desktop/cocos2d-2.1beta3-x-2.1.0/external/box2d/Collision/b2Tim
eOfImpact.cpp(332): warning : ‘fcn.b2SeparationFunction::m_localPoint.b2Vec2::y’
may be used uninitialized in this function
1>
1>
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Common\b2Timer.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2WeldJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\Joints\b2WheelJoint.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2World.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\externalbox2d\Dynamics\b2WorldCallbacks.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\base64.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\data_support\ccCArray.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxshaders\ccGLStateCache.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxshaders\ccShaders.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\ccUtils.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxcocos2d.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\zip_support\ioapi.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxplatform\platform.cpp …
1> ARM Compiling(GCC) c:2d-2.1beta3-x-2.1.0\cocos2dxsupport\zip_support\unzip.cpp …
1>
1>Build FAILED.
1>
1>Time Elapsed 00:03:39.29
Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped

— End Visual Studio Output —
error: build failed: ‘[’C:Program Files (x86)Microsoft Visual Studio 10.0C
ommon7IDEdevenv.exe’, ‘TweeJump_vc10.sln’, ‘/build’, ‘GCC (ARM) Release’, ‘/
out’, ‘vs_output_5436.log’]’ (1)
FAILED (error code=4)
Press any key to continue . . .

fixed,

nRet = cocos2d::CCApplication::sharedApplication()->Run();;