Besides small bugfixes, this release brings
- support to load (some) .tmx maps with hexagonal tiles
- compatibility break: HexMapLayer and HexCell changed __init__ signature
- support collisions between CircleShape and AARectShape in collision_model,
thanks Daniel Gillet
- support to read .tmx (Tiled Editor) object layers and objects
- deprecated do_not_scale and do_not_scale_window, use autoscale
Full Changelog at https://raw.githubusercontent.com/los-cocos/cocos/master/CHANGELOG
available from pypi https://pypi.python.org/pypi/cocos2d/0.6.3
or github https://github.com/los-cocos/cocos
What is cocos2d:
A framework for building 2D games, demos, and other graphical/interactive applications.
Draws using OpenGL, which is hardware accelerated.
Targets the Operating Systems linux, mac or windows on Pc-like hardware.
Provides some conventions and classes to help you structure a "scene based application".
A cocos2d application consists of several scenes, and a workflow connecting the different scenes.
It provides you with a "director" (a singleton) which handles that workflow between scenes.
Each scene is composed of an arbitrary number of layers; layers take care of drawing to the screen (using the pyglet and OpenGL APIs), handling events and in general contain all of the game/application logic.
cocos2d simplifies the game development in these areas:
* Flow control: Manage the flow control between different scenes in an easy way
* Sprites: Fast and easy sprites
* Actions: Just tell sprites what you want them to do. Composable actions like move, rotate, scale and much more
* Effects: Effects like waves, twirl, lens and much more
* Tiled Maps: Support for rectangular and hexagonal tiled maps
* Collision: Basic pure python support for collisions
* Transitions: Move from scene to scene with style
* Menus: Built in classes to create menus
* Text Rendering: Label and HTMLLabel with action support
* Built-in Python Interpreter: For debugging purposes
* Access to OpenGL functionality
* and much more! http://python.cocos2d.org
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