Provides comprehensive guidance for Cocos2d-x v4 game engine including scene graph, nodes, sprites, actions, animations, physics, rendering, shaders, and platform deployment. Use when the user asks about Cocos2d-x, needs to create games, implement game features, set up development environments, or deploy games to multiple platforms.
Scanned 2/12/2026
Install via CLI
openskills install majiayu000/claude-skill-registry---
name: cocos2d-x
description: Provides comprehensive guidance for Cocos2d-x v4 game engine including scene graph, nodes, sprites, actions, animations, physics, rendering, shaders, and platform deployment. Use when the user asks about Cocos2d-x, needs to create games, implement game features, set up development environments, or deploy games to multiple platforms.
license: Complete terms in LICENSE.txt
---
## When to use this skill
Use this skill whenever the user wants to:
- Create Cocos2d-x v4 games or applications
- Learn Cocos2d-x v4 core concepts (Node, Sprite, Scene, Action)
- Set up Cocos2d-x v4 development environment
- Work with sprites, textures, animations, and labels
- Implement scene management and node lifecycle
- Handle input events (touch, mouse, keyboard)
- Use physics engine (Box2D) and collision detection
- Implement rendering pipeline, shaders, and particle systems
- Build and deploy games for multiple platforms (Windows, macOS, Linux, Android, iOS)
- Use CMake build system and command-line tools
- Migrate from older Cocos2d-x versions
- Extend engine with custom rendering and script bindings
## How to use this skill
To work with Cocos2d-x v4:
1. **Identify the topic** from the user's request:
- Engine overview/了解引擎 → `examples/getting-started/about-engine.md`
- Quick start/快速上手 → `examples/getting-started/quick-start.md`
- Installation/安装配置 → `examples/getting-started/installation.md`
- Node and Scene/节点和场景 → `examples/core/node-scene.md`
- Sprite/精灵 → `examples/core/sprite.md`
- Texture/纹理 → `examples/core/texture.md`
- Animation/动画 → `examples/core/animation.md`
- Action/动作 → `examples/core/action.md`
- Label/标签 → `examples/core/label.md`
- Scene management/场景管理 → `examples/core/scene.md`
- Input handling/输入处理 → `examples/core/input.md`
- Event system/事件系统 → `examples/core/event.md`
- Physics/物理引擎 → `examples/advanced/physics.md`
- Rendering/渲染 → `examples/advanced/rendering.md`
- Shaders/着色器 → `examples/advanced/shader.md`
- Particle system/粒子系统 → `examples/advanced/particle.md`
- Build system/构建系统 → `examples/tools/build-system.md`
- Platform deployment/平台部署 → `examples/tools/deployment.md`
2. **Load the appropriate example file** from the `examples/` directory:
- `examples/getting-started/about-engine.md` - Engine overview and features
- `examples/getting-started/quick-start.md` - Create first project
- `examples/getting-started/installation.md` - Environment setup
- `examples/core/node-scene.md` - Node and Scene concepts
- `examples/core/sprite.md` - Sprite creation and manipulation
- `examples/core/texture.md` - Texture loading and management
- `examples/core/animation.md` - Animation system
- `examples/core/action.md` - Action system and sequences
- `examples/core/label.md` - Label and text rendering
- `examples/core/scene.md` - Scene management and transitions
- `examples/core/input.md` - Touch, mouse, and keyboard input
- `examples/core/event.md` - Event system and listeners
- `examples/advanced/physics.md` - Physics engine integration
- `examples/advanced/rendering.md` - Rendering pipeline
- `examples/advanced/shader.md` - Custom shaders
- `examples/advanced/particle.md` - Particle effects
- `examples/tools/build-system.md` - CMake and build configuration
- `examples/tools/deployment.md` - Platform-specific deployment
3. **Follow the specific instructions** in that example file for syntax, structure, and best practices
Each example file contains:
- **Instructions**: Overview and usage guidelines
- **Syntax**: API syntax and parameters
- **Examples**: Complete code examples with explanations
- **Reference**: Links to official documentation
4. **Generate C++ code** following Cocos2d-x v4 conventions:
- Use `USING_NS_CC;` for namespace
- Use `CREATE_FUNC()` macro for create functions
- Follow Cocos2d-x naming conventions
- Include proper error handling
- Use smart pointers where appropriate
5. **Reference the official documentation**:
- Official manual: https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- API reference: Check `api/` directory for detailed API documentation
- Examples: Check `examples/` directory for code examples
6. **Use templates** when creating new projects:
- `templates/project-structure.md` - Standard project structure
- `templates/cmake-config.md` - CMake configuration examples
### Doc mapping (one-to-one with official documentation)
- See examples and API files → https://docs.cocos.com/cocos2d-x/v4/manual/zh/
## Core Concepts
### Node System
- **Node**: Base class for all display objects
- **Scene**: Root node of the scene graph
- **Sprite**: Image display node
- **Label**: Text display node
- **Node hierarchy**: Parent-child relationships
### Coordinate System
- Origin at bottom-left (OpenGL style)
- Anchor point for positioning
- Local and world coordinates
### Action System
- **Action**: Base class for node transformations
- **Sequence**: Chain multiple actions
- **Spawn**: Run actions simultaneously
- **Repeat**: Repeat actions multiple times
- **Ease**: Apply easing functions
### Scene Management
- Scene transitions
- Scene lifecycle (onEnter, onExit)
- Director for scene management
### Input Handling
- Touch events (single and multi-touch)
- Mouse events
- Keyboard events
- Event dispatcher system
## Platform Support
Cocos2d-x v4 supports:
- **Desktop**: Windows, macOS, Linux
- **Mobile**: Android, iOS
- **Web**: (via Cocos Creator)
## Build System
- **CMake**: Primary build system
- **Command-line tools**: `cocos` command
- **IDE support**: Visual Studio, Xcode, Android Studio
## Migration Guide
For migrating from older versions:
- Check `examples/migration/` for migration guides
- API changes and compatibility notes
- CMake migration from older build systems
## Reference Resources
- **Official Documentation**: https://docs.cocos.com/cocos2d-x/v4/manual/zh/
- **API Reference**: See `api/` directory
- **Examples**: See `examples/` directory
- **Templates**: See `templates/` directory
## Keywords
cocos2d-x, cocos2d, game engine, game development, C++ game, 2D game, cross-platform game, sprite, scene, node, action, animation, physics, rendering, shader, particle system, CMake, game framework, 游戏引擎, 游戏开发, 精灵, 场景, 节点, 动作, 动画, 物理引擎, 渲染, 着色器, 粒子系统
## Important Notes
1. **Version**: This skill covers Cocos2d-x v4 specifically
2. **Language**: C++ is the primary development language
3. **Build System**: CMake is required for building projects
4. **Platform**: Ensure platform-specific dependencies are installed
5. **Examples**: All code examples use C++ syntax
6. **Memory Management**: Cocos2d-x uses reference counting, be careful with retain/release cycles
7. **Coordinate System**: Uses OpenGL-style coordinates (origin at bottom-left)
8. **Thread Safety**: Most Cocos2d-x operations must be performed on the main thread
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