Cocos2d-x 3.2 2048-Article 6 (final chapter)
It's really about to end,
I finally completed the development tutorial of 2048 ~
This is a migration to the Android platform:
Cocos2d-x 3.2 do APK, very simple it,
After the preceding environment is configured, we can generate it directly on the command line,
However, first, we need to change the icon Name:
This blog does not use Eclipse for configuration,
Instead, open it directly with EditPlus and set it,
The following content is available in the project folder:
Go to proj. android,
Those who have developed Android applications should know that,
Where is the icon,
That's right. res:
Hdpi-stores high-resolution images with 72x72 icons
Ldpi-stores low-resolution images with icons 48x48
Mdpi-stores medium-resolution images with 32x32 icons
Values -- stores a string. xml, which currently stores the name displayed on the mobile phone.
However, the names of the three icons in three different folders must be the same,
I put an icon_2048 icon in hdpi,
The image name should never be a pure number. It may cause problems ~
OK. Then, we can open string. xml in the Values Folder:
App_name indicates the game name,
You only need to change the name of the test to be set.
Because app_name is called elsewhere, we only need to change the content of app_name,
I changed to: 2048_beta
2048_beta
Don't forget to save it ~
OK, the basic resources are all set up,
Now go back to the proj. android directory:
Open the AndroidManifest. xml file:
The three arrows I marked,
The first arrow is about the version:
Version code is invisible to users. It is used in the application market, internal program identification, and new and old versions.
Version name is visible to users, which makes it easy for users to view their new and old applications
The second arrow is the one we just set,
Application name,
Application icon.
The third arrow,
ScreenOrientation, which is important
This can be set, how do we play the game on a horizontal or vertical screen:
-- Landscape Screen
-- Portrait Screen
Here, we need to change the third arrow and the second arrow. We will change the name of the call icon to icon_2048.
Of course, we need to play our games in portrait mode ~
We need to know that the above items are selected as projects, and their settings are correct and will not affect APK generation.
Next, let's talk about the part that must be changed,
If you have developed a cocos2d-x before, you may be familiar with it.
This is a headache,
Open the jni folder of proj. android:
Open Android. mk. All of these are opened with EditPlus, and use notepad or something.
It's my arrow, where we need to use our project
ALL (ALL). cpp are added to the above
Of course, we can set Automatic addition (programmers are relatively lazy and can automatically add o (why do we need to do it)
Read this article-> Android. mk automatically reads cpp
You must set this parameter ~
After these settings are complete, we can generate an APK ~
Go to the command line and enter our project folder:
Of course, cocos compile has other settings, you can see this-> http://blog.csdn.net/lttree/article/details/37814991
Start generating APK ~
Saying, looking at these generated things, I feel very tall, although many do not understand
See the final SUCCESS
Congratulations! APK generation,
In the bin directory under the project folder:
OK. We can install it on the mobile phone to play tricks.
So far, our 2048 development tutorial series has ended.
This is just a basic implementation,
There are also many additional extensions that you can find on your own:
-- Local storage with the highest score
-- Ranking implementation
-- Skin change
-- And so on ..
Let's look at this ~
So hard to say .. (If you say you have worked hard, is it a bit ...)
(Partition _ tables)
My first series of tutorials is over,
In the past few days, we are engaged in three series of elimination,
Well, after getting it out, there will be a series of tutorials
(^ ω ^) Come on (^ ω ^)
This is the end ~
The sixth piece of code, with APK: http://pan.baidu.com/s/1eQgU6Nw
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