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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -11,7 +11,7 @@ These are documents for Cocos2d-x, Cocos2d-html5 and CocoStudio. Please select y

### Contributing

Please read more details of the [Contributor Guide](./manual/framework/native/best_practice/cocos_docs_style/en.md) before you commit.
Please read more details of the [Contributor Guide](./manual/framework/native/best-practice/cocos-docs-style/en.md) before you commit.

Generally speaking, these docs are written in [Github Flavored Markdown](https://help.github.com/articles/github-flavored-markdown) format, and be maintained on [https://github.com/cocos2d/cocos-docs](https://github.com/cocos2d/cocos-docs) repository. You can fork this github repository, add your contribution, then send a pull request to us.

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- Architecture and Modules
- Supported Platforms and Programming Languages
- Release Notes
- [Cocos2d-x v3.0 beta & v2.2, CocoStudio v1.2, Cocos2d-html5 v2.2.2 on 2014-01-07](../release_notes/summary_release_20140107.md)
- [Cocos2d-x v3.0 beta & v2.2, CocoStudio v1.2, Cocos2d-html5 v2.2.2 on 2014-01-07](../release-notes/summary-release-20140107.md)
- Framework
- Getting Started
- Setting up Development Environments
- [Setting up Android Environments for Cocos2d-x on Windows 7](../manual/framework/native/installation/android_on_win7/en.md)
- [Setting up Android Environments for Cocos2d-x on Windows 7](../manual/framework/native/installation/android-on-win7/en.md)
- Setting up Environments for Cocos2d-x on Mac OS X
- Starting Points of Cocos2d-x Programming
- Objects Reference Count and Auto Release Pool
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- [Label](../manual/framework/native/gui/label/v3/en.md)
- Data Structure
- v3.0:
- [Vector\<T\>](../manual/framework/native/data_structure/v3/vector/en.md)
- [Map\<K,V\>](../manual/framework/native/data_structure/v3/map/en.md)
- [Value](../manual/framework/native/data_structure/v3/value/en.md)
- [Vector\<T\>](../manual/framework/native/data-structure/v3/vector/en.md)
- [Map\<K,V\>](../manual/framework/native/data-structure/v3/map/en.md)
- [Value](../manual/framework/native/data-structure/v3/value/en.md)
- v2.x: CCArray, CCDictionary and CCString
- [Physics](../manual/framework/native/physics/physics_integration/en.md)
- [Physics](../manual/framework/native/physics/physics-integration/en.md)
- Network
- [Events System](../manual/framework/native/input/event_dispatcher/en.md)
- [Events System](../manual/framework/native/input/event-dispatcher/en.md)
- Scheduler and Timer Callbacks
- Inputs
- Handling Touch Events
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- Usage of binding-generator
- Lua
- Javascript
- [Remote Debugging on Javascript Bindings](../manual/framework/native/scripting/javascript/js_remote_debugger/en.md)
- [Remote Debugging on Javascript Bindings](../manual/framework/native/scripting/javascript/js-remote-debugger/en.md)
- Debugging
- CCLog
- CCConsole
- File Stream
- Intergrating with 3rd SDK
- Cocos2d-html5
- [Why use Cocos2d-html5 for Game Development](../manual/framework/html5/cocosh5_advantages/en.md)
- [Resolution Policy Design for Cocos2d-html5 2.2.2](../manual/framework/html5/resolution_policy_design/en.md)
- [Why use Cocos2d-html5 for Game Development](../manual/framework/html5/cocosh5-advantages/en.md)
- [Resolution Policy Design for Cocos2d-html5 2.2.2](../manual/framework/html5/resolution-policy-design/en.md)
- Studio
- Tutorials
- [Build a Game with CocoStudio](../tutorial/parkour_game_with_cocostudio/en.md)
- [What is CocoStudio](../tutorial/parkour_game_with_cocostudio/chapter1/en.md)
- [Getting Started](../tutorial/parkour_game_with_cocostudio/chapter2/en.md)
- [Let's Build a Parkour Game](../tutorial/parkour_game_with_cocostudio/chapter3/en.md)
- [Keep Going](../tutorial/parkour_game_with_cocostudio/chapter4/en.md)
- [Build a Game with CocoStudio](../tutorial/parkour-game-with-cocostudio/en.md)
- [What is CocoStudio](../tutorial/parkour-game-with-cocostudio/chapter1/en.md)
- [Getting Started](../tutorial/parkour-game-with-cocostudio/chapter2/en.md)
- [Let's Build a Parkour Game](../tutorial/parkour-game-with-cocostudio/chapter3/en.md)
- [Keep Going](../tutorial/parkour-game-with-cocostudio/chapter4/en.md)
- Pakour Game with Javascript
- [Setup Development Environment](../tutorial/parkour_game_with_javascript/chapter1/en.md)
- [Hello World Cocos2d-html5](../tutorial/parkour_game_with_javascript/chapter2/en.md)
- [Make your First Game Scene](../tutorial/parkour_game_with_javascript/chapter3/en.md)
- [Design and Make Main Game Scene](../tutorial/parkour_game_with_javascript/chapter4/en.md)
- [Let Player Run Animations](../tutorial/parkour_game_with_javascript/chapter5/en.md)
- [Add Chipmunk Physics to Our Game](../tutorial/parkour_game_with_javascript/chapter6/en.md)
- [Explorer with TiledMap and Camera](../tutorial/parkour_game_with_javascript/chapter7/en.md)
- [Add Coin and Obstacles](../tutorial/parkour_game_with_javascript/chapter8/en.md)
- [Add Game Over Logic And More](../tutorial/parkour_game_with_javascript/chapter9/en.md)
- [Add Audio Effect into Parkour Game](../tutorial/parkour_game_with_javascript/chapter10/en.md)
- [Setup Development Environment](../tutorial/parkour-game-with-javascript/chapter1/en.md)
- [Hello World Cocos2d-html5](../tutorial/parkour-game-with-javascript/chapter2/en.md)
- [Make your First Game Scene](../tutorial/parkour-game-with-javascript/chapter3/en.md)
- [Design and Make Main Game Scene](../tutorial/parkour-game-with-javascript/chapter4/en.md)
- [Let Player Run Animations](../tutorial/parkour-game-with-javascript/chapter5/en.md)
- [Add Chipmunk Physics to Our Game](../tutorial/parkour-game-with-javascript/chapter6/en.md)
- [Explorer with TiledMap and Camera](../tutorial/parkour-game-with-javascript/chapter7/en.md)
- [Add Coin and Obstacles](../tutorial/parkour-game-with-javascript/chapter8/en.md)
- [Add Game Over Logic And More](../tutorial/parkour-game-with-javascript/chapter9/en.md)
- [Add Audio Effect into Parkour Game](../tutorial/parkour-game-with-javascript/chapter10/en.md)
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- 模块说明
- Cocos2d-x
- 环境搭建
- [如何在Windows 7上搭建cocos2d-x开发环境](../manual/framework/native/installation/android_on_win7/zh.md)
- [如何在Mac OS X上搭建cocos2d-x开发环境](../manual/framework/native/installation/android_on_mac/zh.md)
- [如何在Windows 7上搭建cocos2d-x开发环境](../manual/framework/native/installation/android-on-win7/zh.md)
- [如何在Mac OS X上搭建cocos2d-x开发环境](../manual/framework/native/installation/android-on-mac/zh.md)
- 基础概念
- 引擎架构和目录结构
- 引擎支持的平台及编程语言
- [导演,场景,层,以及精灵](../manual/framework/native/concept/director_scene_layer_sprite/zh.md)
- [定时器scheduler和timer](../manual/framework/native/concept/scheduler_and_timer/zh.md)
- [导演,场景,层,以及精灵](../manual/framework/native/concept/director-scene-layer-sprite/zh.md)
- [定时器scheduler和timer](../manual/framework/native/concept/scheduler-and-timer/zh.md)
- 图像渲染和动画
- [坐标系详解](../manual/framework/native/graphic/coordinate_system/zh.md)
- [坐标系详解](../manual/framework/native/graphic/coordinate-system/zh.md)
- [动作](../manual/framework/native/graphic/action/zh.md)
- [序列帧动画](../manual/framework/native/graphic/flipbook_animation/zh.md)
- [骨骼动画](../manual/framework/native/graphic/skeletal_animation/zh.md)
- [序列帧动画](../manual/framework/native/graphic/flipbook-animation/zh.md)
- [骨骼动画](../manual/framework/native/graphic/skeletal-animation/zh.md)
- [场景转换](../manual/framework/native/graphic/transition/zh.md)
- [粒子效果](../manual/framework/native/graphic/particle/v2/zh.md)
- [瓦片地图](../manual/framework/native/graphic/tiled_map/zh.md)
- [多分辨率支持策略和原理](../manual/framework/native/graphic/multi_resolution/zh.md)
- [瓦片地图](../manual/framework/native/graphic/tiled-map/zh.md)
- [多分辨率支持策略和原理](../manual/framework/native/graphic/multi-resolution/zh.md)
- 数据结构
- 3.0数据结构: Vector<T>, Map<K,V>和弱类型Value
- 2.0数据结构:[CCArray](../manual/framework/native/data_structure/v2/array/zh.md), [CCDictionary](../manual/framework/native/data_structure/v2/dictionary/zh.md), [CCString](../manual/framework/native/data_structure/v2/string/zh.md)
- 2.0数据结构:[CCArray](../manual/framework/native/data-structure/v2/array/zh.md), [CCDictionary](../manual/framework/native/data-structure/v2/dictionary/zh.md), [CCString](../manual/framework/native/data-structure/v2/string/zh.md)
- 声音
- [不同平台上所支持的音频格式](../manual/framework/native/audio/audio_formats/zh.md)
- [不同平台上所支持的音频格式](../manual/framework/native/audio/audio-formats/zh.md)
- 内存管理
- [Cocos2d-x的引用计数和AutoreleasePool](../manual/framework/native/memory/refcount_autoreleasepool/zh.md)
- [纹理缓存 Texture Cache](../manual/framework/native/memory/texture_cache/zh.md)
- [各平台硬件所允许的最大纹理尺寸](../manual/framework/native/memory/max_texture_size/zh.md)
- [Cocos2d-x的引用计数和AutoreleasePool](../manual/framework/native/memory/refcount-autoreleasepool/zh.md)
- [纹理缓存 Texture Cache](../manual/framework/native/memory/texture-cache/zh.md)
- [各平台硬件所允许的最大纹理尺寸](../manual/framework/native/memory/max-texture-size/zh.md)
- 人机交互
- [事件分发机制 Event Dispatcher](../manual/framework/native/input/event_dispatcher/zh.md)
- [事件分发机制 Event Dispatcher](../manual/framework/native/input/event-dispatcher/zh.md)
- 如何获得并响应触摸事件
- 如何开启多点触摸
- 如何获得并响应重力传感
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- Javascript
- 如何实现Javascript和C++的相互调用
- 如何通过自动绑定把C++接口批量导到Javascript
- [Javascript Binding的手动绑定实现](../manual/framework/native/scripting/javascript/jsb_manually/zh.md)
- [Javascript Binding的手动绑定实现](../manual/framework/native/scripting/javascript/jsb-manually/zh.md)
- Javascript绑定的远程调试
- 第三方库集成
- [Android: 如何让Java和C++接口互相调用:JNI使用指南](../manual/framework/native/sdk_integration/android_jni/zh.md)
- [Windows Phone 8: 通过浏览器控件添加支付宝](../manual/framework/native/sdk_integration/wp8_webbrowser/zh.md)
- [Android: 如何让Java和C++接口互相调用:JNI使用指南](../manual/framework/native/sdk-integration/android-jni/zh.md)
- [Windows Phone 8: 通过浏览器控件添加支付宝](../manual/framework/native/sdk-integration/wp8-webbrowser/zh.md)
- 如何在Android上集成第三方SDK
- 如何在iOS上集成第三方SDK
- 版本升级指南
- 从2.2升级到3.0

- CocoStudio
- [CocoStudio UI编辑器的使用](../manual/studio/ui_editor/zh.md)
- [如何使用 CocoStudio UI 编辑器实现《乱斗堂》设置界面](../manual/studio/ui_sample_chaosfighter/zh.md)
- [使用CocoStudio创建Cocos2d-x序列帧和骨骼动画](../manual/studio/animation_editor/zh.md)
- [CocoStudio UI编辑器的使用](../manual/studio/ui-editor/zh.md)
- [如何使用 CocoStudio UI 编辑器实现《乱斗堂》设置界面](../manual/studio/ui-sample-chaosfighter/zh.md)
- [使用CocoStudio创建Cocos2d-x序列帧和骨骼动画](../manual/studio/animation-editor/zh.md)

- Cocos2d-html5
- Cocos2d-html5的开发优势
- [如何搭建 Cocos2d-html5 开发调试环境](../manual/framework/html5/setup_devenv/zh.md)
- [如何自定义cocos2d-html5加载界面](../manual/framework/html5/customize_loading_screen/zh.md)
- [Cocos2d-html5 2.2.2的屏幕适配方案](../manual/framework/html5/resolution_policy_design/zh.md)
- [如何搭建 Cocos2d-html5 开发调试环境](../manual/framework/html5/setup-devenv/zh.md)
- [如何自定义cocos2d-html5加载界面](../manual/framework/html5/customize-loading-screen/zh.md)
- [Cocos2d-html5 2.2.2的屏幕适配方案](../manual/framework/html5/resolution-policy-design/zh.md)

- 教程
- 入门篇:用C++写一个忍者射飞镖游戏
- 新建一个跨平台游戏
- [怎样添加精灵](../tutorial/shooting_game_with_cpp/chapter2/zh.md)
- [怎样移动一个精灵](../tutorial/shooting_game_with_cpp/chapter3/zh.md)
- [怎样发射子弹](../tutorial/shooting_game_with_cpp/chapter4/zh.md)
- [碰撞检测](../tutorial/shooting_game_with_cpp/chapter5/zh.md)
- [如何播放背景音乐与音效](../tutorial/shooting_game_with_cpp/chapter6/zh.md)
- [锦上添花](../tutorial/shooting_game_with_cpp/chapter6/zh.md)
- [怎样添加精灵](../tutorial/shooting-game-with-cpp/chapter2/zh.md)
- [怎样移动一个精灵](../tutorial/shooting-game-with-cpp/chapter3/zh.md)
- [怎样发射子弹](../tutorial/shooting-game-with-cpp/chapter4/zh.md)
- [碰撞检测](../tutorial/shooting-game-with-cpp/chapter5/zh.md)
- [如何播放背景音乐与音效](../tutorial/shooting-game-with-cpp/chapter6/zh.md)
- [锦上添花](../tutorial/shooting-game-with-cpp/chapter6/zh.md)
- 编辑器篇:用CocoStudio来快速建立一个游戏
- CocoStudio简介
- 准备开发环境
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