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|Initial release||February 29, 2008|
Cocos2d is an open source software framework. It can be used to build games, apps and other cross platform GUI based interactive programs. Cocos2d contains many branches with the best known being Cocos2d-objc, Cocos2d-x, Cocos2d-html5 and Cocos2d-XNA. There are some independent editors in the cocos2d community, such as those contributing in the areas of SpriteSheet editing, particle editing, font editing and Tilemap editing as well as world editors including SpriteBuilder and CocoStudio.
|Initial release||June 25, 2008|
3.5.0 / April 3, 2016
|Initial release||November 29, 2010|
All versions of Cocos2d work using the basic primitive known as a sprite. A sprite can be thought of as a simple 2D image, but can also be a container for other sprites. In Cocos2D, sprites are arranged together to form a scene, like a game level or a menu. Sprites can be manipulated in code based on events or actions or as part of animations. The sprites can be moved, rotated, scaled, have their image changed, etc.
Cocos2D provides basic animation primitives that can work on sprites using a set of actions and timers. They can be chained and composed together to form more complex animations. Most Cocos2D implementations let you manipulate the size, scale, position, and other effects of the sprite. Some versions of Cocos2D let you also animate particle effects, image filtering effects via shaders (warp, ripple, etc.).
Cocos2D provides primitives to representing common GUI elements in game scenes. This includes things like text boxes, labels, menus, buttons, and other common elements.
Various versions of Cocos2D have audio libraries that wrap OpenAL or other libraries to provide full audio capabilities. Features are dependent on the implementation of Cocos2D.
|Branch||Target Platform||API Language|
|Cocos2d||Windows, OS X, Linux||Python 2.6, 2.7 or 3.3+,Objective-C|
|Cocos2d-ObjC||iOS, Mac OS X, Android||Objective-C, Swift|
|Cocos2d-xna||Windows Phone 7 & 8, Windows 7 & 8, Xbox 360||C#|
|This section does not cite any sources. (August 2014) (Learn how and when to remove this template message)|
February 2008, in the town Los Cocos, near Córdoba, Argentina, Ricardo Quesada, a game developer, created a 2D game engine with several of his developer friends. They named it "Los Cocos" after its birthplace. A month later, the group released the version 0.1 and changed its name to "Cocos2d".
Shortly after, App Store was officially founded and Apple released the related SDK, a big number of developers were attracted and various apps and games got on iOS platform. In this year, Ricardo rewrote Cocos2d in Objective-C and released "Cocos2d for iPhone" v0.1, and that's the predecessor of the later Cocos2d family.
Cocos2d has been ported into various programming languages and to all kinds of platforms. Among them there were:
Also, the English designer Michael Heald designed a new logo for Cocos2d (the Cocos2d logo was previously a running coconut).
At the same time, Cocos2d developers accomplished the earliest peripheral tools - Zwoptex and Particle Designer. The latter allows developers to get the effect that used to cost them two hours within 15 minutes.
November 2010, a developer from China named Zhe Wang branched Cocos2d-x based on Cocos2d. Cocos2d-x is also an open source engine under MIT License, and it allows for compiling and running on multiple platforms with one code base.
In 2013, Ricardo Quesada left cocos2d-iPhone and joined in cocos2d-x team. In March 2017, Ricardo Quesada was layed off from the Chukong company  In 2015, there are 4 cocos2d branches being actively maintained.
|This section needs expansion. You can help by adding to it. (August 2014)|
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