cocos2d-x 减少编译时间/免除重复编译

cocos2d-x游戏引擎在每新建一个工程时都会附带好多库文件要编译,导致开发效率降低,一个helloworld项目初次编译可能都要10来分钟。

所以减少编译时间是非常有必要的。 (本文只讲VS2013和Android NDK的方法,其他平台大同小异)

有一个参考 http://blog.csdn.net/etring/article/details/8608032但他的还不够。

我用的是cocos2d-x-3.x 一共有30来个静态库,17个要源码编译,所以做了大量改进更通用一些。

1.新建一个项目HelloCocos2dx: cocos.py new HelloCocos2dx -p com.longshu -l cpp ,有300多M。进入proj.android目录执行ndk-build或者build_native.py

如果是android-studio,在proj.android-studio\app\jni下执行ndk-build命令。 (建议使用COCOS_ROOT/tests/cpp-empty-test空项目,免去新建项目操作)

2.成功后在proj.android\obj\local\下会默认生成armeabi平台所需要的各种静态库,其他平台在proj.android\jni\Application.mk文件添加即可

比如APP_ABI := armeabi armeabi-v7a x86生成3个平台的静态库。(两个平台第一次编译大概占880M)

3.在COCOS_ROOT(游戏引擎安装目录)下新建一个prebuild文件夹,在prebuild下新建android,android下新建armeabi armeabi-v7a x86(根据自己要的平台),

复制第2步proj.android\obj\local下的相应平台到prebuild下的相应平台目录,一共17个*.a文件(大概210M,libcocos2dcpp.so不要)。复制好后记得 ndk-build clean

4.prebuild/android文件夹下面新建一个Android.mk,内容在文章最后面。该文件是根据COCOS_ROOT/cocos/Android.mk修改而来。

5. 修改proj.android/Android.mk 内容如下:

LOCAL_PATH := $(call my-dir)

#Cocos2d-x安装目录,如果环境变量有可以不配
COCOS_ROOT := D:/Dev_Tool/Cocos2d-x

include $(CLEAR_VARS)
#去除
#$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)
#$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)
#$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)
#要添加 不然import-module找不到编译好的静态库
$(call import-add-path,$(COCOS_ROOT))

LOCAL_MODULE := cocos2dcpp_shared

LOCAL_MODULE_FILENAME := libcocos2dcpp

LOCAL_SRC_FILES := hellocpp/main.cpp \
                   ../../Classes/AppDelegate.cpp \
                   ../../Classes/HelloWorldScene.cpp

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes

# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END

LOCAL_STATIC_LIBRARIES := cocos2dx_static

# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END

include $(BUILD_SHARED_LIBRARY)
#去除
#$(call import-module,.)
# 保存了编译好的静态库目录
$(call import-module,prebuild/android)

# _COCOS_LIB_IMPORT_ANDROID_BEGIN
# _COCOS_LIB_IMPORT_ANDROID_END


这里新加了两句:

$(call import-add-path,$(COCOS_ROOT))

$(call import-module,prebuild/android)

去除了原来的import-add-path和import-module 。

这样就可以在修改了Classes下的代码和java代码时,在几十秒内完成编译了。以后新建项目只要修改第5步的Android.mk文件就OK了。

而且还可以删除(建议不要,VS或者其他开发工具要用到)cocos2d下的extensions目录和cocos下除platform以外的目录(platform里面还有一个引用项目)。效果如下:

安卓编译效果:

============================================================================================

下面介绍VS2013减少编译时间的方法 和安卓的方法不同

1.打开COCOS_ROOT/build/cocos2d-win32.sln也可以使用上面的HelloCocos2dx,主要是为了方便调试。选择libcocos2d项目,Debug模式,右键->生成,漫长等待后,

在build\Debug.win32目录下会有大量的*.lib和*.dll库文件生成(其实好多是来自Cocos已经编译好的复制过来的),一共有45个文件。

2.在COCOS_ROOT(游戏引擎安装目录)下新建一个prebuild文件夹,在prebuild下新建win32文件夹(最好在下面新建Release和Debug区分编译版本),复制第1步的lib到win32下Debug和复制dll文件到win32下。

3.修改项目配置: 选择HelloCocos2dx解决方案->右键->属性->通用属性-项目依赖 右边选择HelloCocos2dx项目-去除小面的勾。

选择解决方案下HelloCocos2dx(你的项目)右键->属性->通用属性-引用 移除中间的引用。如下图:

4. 在HelloCocos2dx(你的项目)属性->配置属性->上面选择所有配置->VC++目录 $(Configuration)表示Release和Debug

对于添加 $(COCOS_ROOT)\prebuild\win32和$(COCOS_ROOT)\prebuild\win32\$(Configuration) 如下图:

5.选择HelloCocos2dx(你的项目,不要选择libcocos2d项目了否则又要编译好久),右键-生成-运行 ,是不是飞一般的快呢!?

到这里可以选择libcocos2d项目,右键清理。

存在问题:EXE程序在加载动态库dll文件时会在当期目录和系统path环境变量里找,所以还要把在系统path后面添加 ;%COCOS_ROOT%\prebuild\win32

否则会出现dll文件没找到的错误。

运行效果:

========================================================================================================

安卓部分 prebuild/android文件夹下面新建一个Android.mk内容:

### COCOS 预编译静态库,确保环境变量有COCOS_ROOT或者项目里有

# 文件位置 $(COCOS_ROOT)/prebuild/android
LOCAL_PATH := $(call my-dir)

#$(call import-add-path,$(COCOS_ROOT))
$(call import-add-path,$(COCOS_ROOT)/external)
$(call import-add-path,$(COCOS_ROOT)/cocos)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos2dx_static
LOCAL_MODULE_FILENAME := libcocos2d

LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2d.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos \
	$(COCOS_ROOT)/cocos/platform/android
LOCAL_STATIC_LIBRARIES := cocostudio_static
LOCAL_STATIC_LIBRARIES += cocosbuilder_static
LOCAL_STATIC_LIBRARIES += cocos3d_static
LOCAL_STATIC_LIBRARIES += spine_static
LOCAL_STATIC_LIBRARIES += cocos_network_static
LOCAL_STATIC_LIBRARIES += audioengine_static

include $(PREBUILT_STATIC_LIBRARY)
#include $(BUILD_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos_ui_static
LOCAL_MODULE_FILENAME := libui
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libui.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/ui \
	$(COCOS_ROOT)/cocos/editor-support
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/ui \
	$(COCOS_ROOT)/cocos/editor-support
LOCAL_STATIC_LIBRARIES := cocos_extension_static

include $(PREBUILT_STATIC_LIBRARY)
					
#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos_flatbuffers_static
LOCAL_MODULE_FILENAME := flatbuffers
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/flatbuffers.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/external

LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/external \
	$(COCOS_ROOT)/external/flatbuffers

include $(PREBUILT_STATIC_LIBRARY)
#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos_extension_static
LOCAL_MODULE_FILENAME := libextension
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libextension.a

LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static
LOCAL_STATIC_LIBRARIES += cocos_curl_static
LOCAL_STATIC_LIBRARIES += box2d_static
LOCAL_STATIC_LIBRARIES += bullet_static
LOCAL_STATIC_LIBRARIES += cocos_network_static

LOCAL_CXXFLAGS += -fexceptions
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT) \
	$(COCOS_ROOT)/extensions
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT) \
	$(COCOS_ROOT)/extensions \
	$(COCOS_ROOT)/extensions/GUI/CCControlExtension \
	$(COCOS_ROOT)/extensions/GUI/CCScrollView \
	$(COCOS_ROOT)/cocos/network
include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos2dx_internal_static
LOCAL_MODULE_FILENAME := libcocos2dxinternal
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2dxinternal.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos \
	$(COCOS_ROOT) \
	$(COCOS_ROOT)/cocos/platform \
	$(COCOS_ROOT)/cocos/base \
	$(COCOS_ROOT)/external \
	$(COCOS_ROOT)/external/tinyxml2 \
	$(COCOS_ROOT)/external/unzip \
	$(COCOS_ROOT)/external/chipmunk/include/chipmunk \
	$(COCOS_ROOT)/external/xxhash \
	$(COCOS_ROOT)/external/nslog \
	$(COCOS_ROOT)/external/poly2tri \
	$(COCOS_ROOT)/external/poly2tri/common \
	$(COCOS_ROOT)/external/poly2tri/sweep \
	$(COCOS_ROOT)/external/clipper

LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/platform \
	$(COCOS_ROOT)/external \
	$(COCOS_ROOT)/external/tinyxml2 \
	$(COCOS_ROOT)/external/unzip \
	$(COCOS_ROOT)/external/chipmunk/include/chipmunk \
	$(COCOS_ROOT)/external/edtaa3func \
	$(COCOS_ROOT)/external/xxhash \
	$(COCOS_ROOT)/external/ConvertUTF \
	$(COCOS_ROOT)/external/nslog \
	$(COCOS_ROOT)/external/poly2tri \
	$(COCOS_ROOT)/external/poly2tri/common \
	$(COCOS_ROOT)/external/poly2tri/sweep \
	$(COCOS_ROOT)/external/clipper

LOCAL_EXPORT_LDLIBS := -lGLESv2 -llog -landroid

LOCAL_STATIC_LIBRARIES := cocos_freetype2_static
LOCAL_STATIC_LIBRARIES += cocos_png_static
LOCAL_STATIC_LIBRARIES += cocos_jpeg_static
LOCAL_STATIC_LIBRARIES += cocos_tiff_static
LOCAL_STATIC_LIBRARIES += cocos_webp_static
LOCAL_STATIC_LIBRARIES += cocos_chipmunk_static
LOCAL_STATIC_LIBRARIES += cocos_zlib_static
LOCAL_STATIC_LIBRARIES += recast_static
LOCAL_STATIC_LIBRARIES += bullet_static

LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dxandroid_static

# define the macro to compile through support/zip_support/ioapi.c
LOCAL_CFLAGS   :=  -DUSE_FILE32API
LOCAL_CFLAGS   +=  -fexceptions
LOCAL_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compat
LOCAL_EXPORT_CFLAGS   := -DUSE_FILE32API
LOCAL_EXPORT_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compat

include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocostudio_static
LOCAL_MODULE_FILENAME := libcocostudio
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocostudio.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/editor-support \
	$(COCOS_ROOT)/cocos/editor-support/cocostudio
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/editor-support \
	$(COCOS_ROOT)/cocos/editor-support/cocostudio \
	$(COCOS_ROOT)/cocos/editor-support/cocostudio/WidgetReader \
	$(COCOS_ROOT)/cocos/editor-support/cocostudio/ActionTimeline \
LOCAL_STATIC_LIBRARIES := cocos_ui_static
LOCAL_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_STATIC_LIBRARIES += cocos_flatbuffers_static

include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocosbuilder_static
LOCAL_MODULE_FILENAME := libcocosbuilder
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocosbuilder.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/editor-support
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/editor-support \
	$(COCOS_ROOT)/cocos/2d \
LOCAL_STATIC_LIBRARIES := cocos_extension_static

include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := spine_static
LOCAL_MODULE_FILENAME := libspine
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libspine.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/editor-support
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/editor-support
LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static

include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos3d_static
LOCAL_MODULE_FILENAME := libcocos3d
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos3d.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/cocos
LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static

include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := box2d_static
LOCAL_MODULE_FILENAME := libbox2d
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libbox2d.a
LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/external
LOCAL_C_INCLUDES := $(COCOS_ROOT)/external \
	$(COCOS_ROOT)/external/Box2D
include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := recast_static
LOCAL_MODULE_FILENAME := librecast
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/librecast.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/external
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/external

include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := bullet_static
LOCAL_MODULE_FILENAME := libbullet
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libbullet.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/external
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/external

include $(PREBUILT_STATIC_LIBRARY)
#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos_network_static
LOCAL_MODULE_FILENAME := libnetwork
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libnetwork.a
LOCAL_EXPORT_C_INCLUDES :=

LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/external/curl/include/android \
	$(COCOS_ROOT)/external/websockets/include/android

LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static
LOCAL_STATIC_LIBRARIES += cocos_curl_static
LOCAL_STATIC_LIBRARIES += libwebsockets_static

include $(PREBUILT_STATIC_LIBRARY)
#==============================================================
include $(CLEAR_VARS)

LOCAL_MODULE := cocos2dxandroid_static
LOCAL_MODULE_FILENAME := libcocos2dandroid
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2dandroid.a
LOCAL_EXPORT_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/platform/android \
LOCAL_C_INCLUDES := \
	$(COCOS_ROOT)/cocos/platform/android \
	$(COCOS_ROOT)/cocos/platform \
	$(COCOS_ROOT)/cocos
LOCAL_EXPORT_LDLIBS := -lGLESv1_CM \
                       -lGLESv2 \
                       -lEGL \
                       -llog \
                       -landroid

LOCAL_CPPFLAGS := -Wno-extern-c-compat

LOCAL_EXPORT_CPPFLAGS := -Wno-extern-c-compat
include $(PREBUILT_STATIC_LIBRARY)
#========AudioEngine库加入失败因为本身存在编译警告========
#New AudioEngine
#include $(CLEAR_VARS)
#LOCAL_MODULE := audioengine_static

#LOCAL_MODULE_FILENAME := libaudioengine

#LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libaudioengine.a

#LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include
#LOCAL_EXPORT_LDLIBS := -lOpenSLES
#LOCAL_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include \
                    $(COCOS_ROOT)/cocos \
                    $(COCOS_ROOT)/cocos/audio/platform/android

#include $(PREBUILT_STATIC_LIBRARY)
#SimpleAudioEngine
#include $(CLEAR_VARS)

#LOCAL_MODULE := cocosdenshion_static
#LOCAL_MODULE_FILENAME := libcocosdenshion
#LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocosdenshion.a
#LOCAL_STATIC_LIBRARIES := audioengine_static
#LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include

#LOCAL_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include \
                    $(COCOS_ROOT)/cocos \
                    $(COCOS_ROOT)/cocos/audio/platform/android

#include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
##以下是cocos编译好的静态库
#==============================================================
$(call import-module,freetype2/prebuilt/android)
$(call import-module,png/prebuilt/android)
$(call import-module,zlib/prebuilt/android)
$(call import-module,jpeg/prebuilt/android)
$(call import-module,tiff/prebuilt/android)
$(call import-module,webp/prebuilt/android)
$(call import-module,chipmunk/prebuilt/android)
$(call import-module,curl/prebuilt/android)
$(call import-module,websockets/prebuilt/android)
#==============================================================
#AudioEngine在这里加入编译
$(call import-module,audio/android)

到这里就全部结束了,希望能帮到大家!!

版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。

相关推荐


    本文实践自 RayWenderlich、Ali Hafizji 的文章《How To Create Dynamic Textures with CCRenderTexture in Cocos2D 2.X》,文中使用Cocos2D,我在这里使用Cocos2D-x 2.1.4进行学习和移植。在这篇文章,将会学习到如何创建实时纹理、如何用Gimp创建无缝拼接纹
Cocos-code-ide使用入门学习地点:杭州滨江邮箱:appdevzw@163.com微信公众号:HopToad 欢迎转载,转载标注出处:http://blog.csdn.netotbaron/article/details/424343991.  软件准备 下载地址:http://cn.cocos2d-x.org/download 2.  简介2.1         引用C
第一次開始用手游引擎挺激动!!!进入正题。下载资源1:从Cocos2D-x官网上下载,进入网页http://www.cocos2d-x.org/download,点击Cocos2d-x以下的Download  v3.0,保存到自定义的文件夹2:从python官网上下载。进入网页https://www.python.org/downloads/,我当前下载的是3.4.0(当前最新
    Cocos2d-x是一款强大的基于OpenGLES的跨平台游戏开发引擎,易学易用,支持多种智能移动平台。官网地址:http://cocos2d-x.org/当前版本:2.0    有很多的学习资料,在这里我只做为自己的笔记记录下来,错误之处还请指出。在VisualStudio2008平台的编译:1.下载当前稳
1.  来源 QuickV3sample项目中的2048样例游戏,以及最近《最强大脑》娱乐节目。将2048改造成一款挑战玩家对数字记忆的小游戏。邮箱:appdevzw@163.com微信公众号:HopToadAPK下载地址:http://download.csdn.net/detailotbaron/8446223源码下载地址:http://download.csdn.net/
   Cocos2d-x3.x已经支持使用CMake来进行构建了,这里尝试以QtCreatorIDE来进行CMake构建。Cocos2d-x3.X地址:https://github.com/cocos2d/cocos2d-x1.打开QtCreator,菜单栏→"打开文件或项目...",打开cocos2d-x目录下的CMakeLists.txt文件;2.弹出CMake向导,如下图所示:设置
 下载地址:链接:https://pan.baidu.com/s/1IkQsMU6NoERAAQLcCUMcXQ提取码:p1pb下载完成后,解压进入build目录使用vs2013打开工程设置平台工具集,打开设置界面设置: 点击开始编译等待编译结束编译成功在build文件下会出现一个新文件夹Debug.win32,里面就是编译
分享一下我老师大神的人工智能教程吧。零基础!通俗易懂!风趣幽默!还带黄段子!希望你也加入到我们人工智能的队伍中来!http://www.captainbed.net前言上次用象棋演示了cocos2dx的基本用法,但是对cocos2dx并没有作深入的讨论,这次以超级马里奥的源代码为线索,我们一起来学习超级马里奥的实
1. 圆形音量button事实上作者的本意应该是叫做“电位计button”。可是我觉得它和我们的圆形音量button非常像,所以就这么叫它吧~先看效果:好了,不多解释,本篇到此为止。(旁白: 噗。就这样结束了?)啊才怪~我们来看看代码:[cpp] viewplaincopyprint?CCContro
原文链接:http://www.cnblogs.com/physwf/archive/2013/04/26/3043912.html为了进一步深入学习贯彻Cocos2d,我们将自己写一个场景类,但我们不会走的太远,凡是都要循序渐进,哪怕只前进一点点,那也至少是前进了,总比贪多嚼不烂一头雾水的好。在上一节中我们建
2019独角兽企业重金招聘Python工程师标准>>>cocos2d2.0之后加入了一种九宫格的实现,主要作用是用来拉伸图片,这样的好处在于保留图片四个角不变形的同时,对图片中间部分进行拉伸,来满足一些控件的自适应(PS: 比如包括按钮,对话框,最直观的形象就是ios里的短信气泡了),这就要求图
原文链接:http://www.cnblogs.com/linji/p/3599478.html1.环境和工具准备Win7VS2010/2012,至于2008v2版本之后似乎就不支持了。 2.安装pythonv.2.0版本之前是用vs模板创建工程的,到vs2.2之后就改用python创建了。到python官网下载版本2.7.5的,然后
环境:ubuntu14.04adt-bundle-linux-x86_64android-ndk-r9d-linux-x86_64cocos2d-x-3.0正式版apache-ant1.9.3python2.7(ubuntu自带)加入环境变量exportANDROID_SDK_ROOT=/home/yangming/adt-bundle-linux/sdkexportPATH=${PATH}:/$ANDROID_SDK_ROOTools/export
1开发背景游戏程序设计涉及了学科中的各个方面,鉴于目的在于学习与进步,本游戏《FlappyBird》采用了两个不同的开发方式来开发本款游戏,一类直接采用win32底层API来实现,另一类采用当前火热的cocos2d-x游戏引擎来开发本游戏。2需求分析2.1数据分析本项目要开发的是一款游
原文链接:http://www.cnblogs.com/linji/p/3599912.html//纯色色块控件(锚点默认左下角)CCLayerColor*ccc=CCLayerColor::create(ccc4(255,0,0,128),200,100);//渐变色块控件CCLayerGradient*ccc=CCLayerGradient::create(ccc4(255,0,0,
原文链接:http://www.cnblogs.com/linji/p/3599488.html//载入一张图片CCSprite*leftDoor=CCSprite::create("loading/door.png");leftDoor->setAnchorPoint(ccp(1,0.5));//设置锚点为右边中心点leftDoor->setPosition(ccp(240,160));/
为了答谢广大学员对智捷课堂以及关老师的支持,现购买51CTO学院关老师的Cocos2d-x课程之一可以送智捷课堂编写图书一本(专题可以送3本)。一、Cocos2d-x课程列表:1、Cocos2d-x入门与提高视频教程__Part22、Cocos2d-x数据持久化与网络通信__Part33、Cocos2d-x架构设计与性能优化内存优
Spawn让多个action同时执行。Spawn有多种不同的create方法,最终都调用了createWithTwoActions(FiniteTimeAction*action1,FiniteTimeAction*action2)方法。createWithTwoActions调用initWithTwoActions方法:对两个action变量初始化:_one=action1;_two=action2;如果两个a
需要环境:php,luajit.昨天在cygwin上安装php和luajit环境,这真特么是一个坑。建议不要用虚拟环境安装打包环境,否则可能会出现各种莫名问题。折腾了一下午,最终将环境转向linux。其中,luajit的安装脚本已经在quick-cocos2d-x-develop/bin/中,直接luajit_install.sh即可。我的lin
v3.0相对v2.2来说,最引人注意的。应该是对触摸层级的优化。和lambda回调函数的引入(嗯嗯,不枉我改了那么多类名。话说,每次cocos2dx大更新。总要改掉一堆类名函数名)。这些特性应该有不少人研究了,所以今天说点跟图片有关的东西。v3.0在载入图片方面也有了非常大改变,仅仅只是