Cocos2d-x建立android項目(cocos2d-x遊戲開發三)

不例外。最顯眼的就是,在文件的根目錄中增長了一個名爲setup.py的配置文件。運行它能夠配置系統的一些環境變量。python

二、建立項目

新的版本咱們來動手建立一個新項目吧。找到tools文件夾....額 打包的那個名爲create-project.py的文件彷佛木有了!原來,在新版本中,建立新項目已經能夠經過命令行來建立了,相對於先前版本的圖形界面,命令行更簡潔。咱們要在setup.py中設置參數。以mac平臺爲例,咱們進入到對應目錄,運行腳本setup.py:linux

Setting up cocos2d-x...

-> Adding COCOS2D_CONSOLE_ROOT environment variable... OK
-> Added: COCOS_CONSOLE_ROOT = /Users/fansy/Documents/cocos2d-x-3.0rc0/tools/cocos2d-console/bin

-> Looking for NDK_ROOT envrironment variable... FOUND

-> Looking for ANDROID_SDK_ROOT envrironment variable... NOT FOUND
Please enter its path (or press Enter to skip): /Users/fansy/lib/android-sdk-macosx 
ADDED
  -> Added: ANDROID_SDK_ROOT = /Users/fansy/lib/android-sdk-macosx
  -> Looking for ANT_ROOT envrironment variable... NOT FOUND
Please enter its path (or press Enter to skip): /Users/fansy/Documents/ant-1.9.3/bin
ADDED
-> Added: ANT_ROOT = /Users/fansy/Documents/ant-1.9.3/bin

Set up successfull:
ANT_ROOT was added into /Users/fansy/.bash_profile

Please execute command: "source /Users/fansy/.bash_profile" to make added system variables take effect

顯然,咱們在這裏設置了cocos2dx命令行的路徑,android_sdk的路徑,ant_root的路徑。這些路徑都是打Android包須要使用的。接下來咱們運行:android

source ~/.bash_profile

這樣就能夠將變量配置到bash_profile中。接下來咱們就能夠建立項目了,這裏使用了一個cocos new命令,有點像c++的分配一塊內存 哈 觸控的程序員兄弟挺幽默呢。ios

localhost:~ fansy$ cocos new
Runing command: new
usage: cocos new [-h] [-p PACKAGE_NAME] -l {cpp,lua,js} [-d DIRECTORY]
             [-t TEMPLATE_NAME] [--no-native]
             [PROJECT_NAME]
cocos new: error: argument -l/--language is required
localhost:~ fansy$ cocos new HelloNew2dx -p com.fansy.hello -l cpp -d ~/Documents/Code/
Runing command: new
> Copy template into /Users/fansy/Documents/Code/HelloNew2dx
> Copying cocos2d-x files...
> Rename project name from 'HelloCpp' to 'HelloNew2dx'
> Replace the project name from 'HelloCpp' to 'HelloNew2dx'
> Replace the project package name from 'org.cocos2dx.hellocpp' to 'com.fansy.hello'

這樣咱們的項目就建立好了。c++

三、打包運行

進入項目目錄,咱們能夠直接運行"cocos run"命令行,在各平臺上運行。程序員

localhost:~ fansy$ cd ~/Documents/Code/HelloNew2dx/
localhost:HelloNew2dx fansy$ cocos run 
Runing command: compile
The target platform is not specified.
You can specify a target platform with "-p" or "--platform".
Available platforms : win32, android, ios, mac, linux
localhost:HelloNew2dx fansy$ cocos run -p ios

命令經過「-p」來設置平臺,設置成ios的話,在一段編譯的信息後,會自動打開模擬器。macos

......blablabla......
** BUILD SUCCEEDED **

build succeeded.
Runing command: deploy
Deploying mode: debug
Runing command: run
starting application
running: '/Users/fansy/Documents/cocos2d-x-3.0rc0/tools/cocos2d-console/bin/../plugins/project_run/bin/ios-sim launch /Users/fansy/Documents/Code/HelloNew2dx/bin/debug/ios/HelloNew2dx.app &'

localhost:HelloNew2dx fansy$ 2014-03-15 19:08:35.432 HelloNew2dx iOS[1522:80b] cocos2d: surface size: 960x640

cocos2d: 
{
    cocos2d.x.version: 3.0-rc0
    cocos2d.x.compiled_with_gl_state_cache: true
    cocos2d.x.build_type: DEBUG
    gl.supports_vertex_array_object: true
    cocos2d.x.compiled_with_profiler: false
    gl.renderer: Apple Software Renderer
    gl.vendor: Apple Computer, Inc.
    gl.max_texture_size: 4096
    gl.max_samples_allowed: 4
    gl.version: OpenGL ES 2.0 APPLE-9.2.1
    gl.supports_S3TC: false
    gl.supports_ATITC: false
    gl.supports_ETC1: false
    gl.max_texture_units: 8
    gl.supports_PVRTC: true
    gl.supports_NPOT: true
    gl.supports_discard_framebuffer: true
    gl.supports_BGRA8888: false
}


libpng warning: iCCP: known incorrect sRGB profile

而後就是咱們熟悉的日誌了。bash

 

接下來測試Android打包。一樣運行「cocos run」。會打出debug的apk,並自動鏈接到設備上。app

localhost:HelloNew2dx fansy$ cocos run -p android -j 4
Runing command: compile
Building mode: debug
building native
The Selected NDK toolchain version was 4.7 !

......blablabla..........
BUILD SUCCESSFUL
Total time: 4 seconds
Move apk to /Users/fansy/Documents/Code/HelloNew2dx/bin/debug/android
build succeeded.
Runing command: deploy
Deploying mode: debug
installing on device
running: '/Users/fansy/lib/android-sdk-macosx/platform-tools/adb uninstall com.fansy.hello'

- waiting for device -

這時咱們打開android模擬器,或鏈接真機,便可安裝運行咱們的apk了。測試

四、遇到的小問題

我運行Android模擬器時黑屏,查看logcat顯示:

E/libEGL  (  331): called unimplemented OpenGL ES API

目測是openGL調用的問題。我又鏈接真機,發現能夠運行,估計有多是模擬器配置的問題?但願有知道的童鞋留言告訴我。

另外在win32平臺上運行setup.py報錯: 該問題是因爲python的版本引發的,將python版本從3.3更改到2.7能夠修復

C:\OutFile\cocos2d-x-3.0rc0>python setup.py
  File "setup.py", line 114
    print 'Warning: Could not add "%s" into registry' % key
                                                    ^
SyntaxError: invalid syntax

我看了一下代碼,彷佛是取註冊表時出問題了。

def _set_environment_variable_win32(self, key, value):

    import _winreg
    try:
        env = None
        env = _winreg.OpenKeyEx(_winreg.HKEY_CURRENT_USER,
                            'Environment',
                            0,
                            _winreg.KEY_SET_VALUE | _winreg.KEY_READ)
        _winreg.SetValueEx(env, key, 0, _winreg.REG_SZ, value)
        _winreg.FlushKey(env)
        _winreg.CloseKey(env)

    except Exception:
        if env:
            _winreg.CloseKey(env)
        print 'Warning: Could not add "%s" into registry' % key
        return False
    return True

個人環境是win7 64位。已關360,管理員權限運行也無效,不知是怎麼回事。多是我註冊表比較詭異?也但願知道如何解決這個問題的童鞋留言~

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