Cocos2D for the Web


Standalone Beta Build

A few people asked for it, so I’ve built Cocos2D JavaScript into a single JavaScript file which you can use without the need to install anything. Just drop the .js file into your HTML and everything is available under the cc global namespace. The zip includes a very simple demo.

This is an early test build and likely doesn’t work properly in places. Let me know what you think.

Download the standalone build here


Release Candidate for v0.2

I’ve finally gotten around to releasing RC1 of Cocos2D-JavaScript. As always, it’s available in the downloads section of the site.

I’m calling this version RC1 in the hope that this will be good enough for a final v0.2 release.

Recent changes include:

  • Performance improvements
  • TMX Maps can use external .tsx tilesets
  • TMX Maps layers support flipped tiles
  • Basic iPhone, iPad and Android support
  • Box2D physics engine is an optional extra rather than being standard
  • Chipmunk physics engine is an optional extra

Version 0.2 beta 3 released

I’ve released the 3rd beta of version 0.2. This has some major syntax changes so I’ve put together a guide on upgrading from v0.1.

To install this build from NPM use:

npm install -g cocos2d@0.2.0-beta3

If you don’t have NPM then you should grab it from the downloads section. There’s an installer for Windows and Mac OS X, as well as a tar.gz for Linux users.

I hope to soon have some better guides and tutorials for creating new applications using Cocos2D JavaScript v0.2 soon. So stay tuned.


Beta of v0.2 released

After a far too long delay I’ve put out a beta of v0.2. You can grab it from the downloads section page or by using npm.

npm install -g cocos2d@0.2.0-beta

For a (not yet complete) list of changes see the change log file, and for more details on getting things up and running check the readme file.

Again, I should thank Marc Mauger for providing a lot of the new actions and implementing scene transitions.

If you find any bugs or issues in this beta release, please add a comment to this post or create an issue on github.