1. Create a project
Version 3.0 supports Python command line and cocos2d-x-3.0beta2 \ tools \ project-creator \ create_project.py tools to create projects, 3.0beta new support for custom project directories. There are a lot of online information on the command line. Here we will look at how to create a project through tools. Run the script mentioned above on the dual-host machine to display a graphical interface, which is used to set the corresponding project name, android package name, and project path, and then click create to create.
In this way, a new project is created and you can find the project to run:
2. Add other class libraries 3.0 with strong design coupling. The modules in the project usually exist in the form of libraries, and the link library must be added frequently. The CocoStudio editor resource data is often used in 3.0, so you need to add the CocoStudio library.
2.1 Add library project right-click solution, add-> existing project, in the pop-up box find the file cocos2d-x-3.0beta2 \ cocos \ editZ detail? Http://www.bkjia.com/kf/ware/vc/ "target =" _ blank "class =" keylink "> keys" http://www.2cto.com/uploadfile/Collfiles/20140225/20140225085419252.png "alt =" \ ">
2.2 right-click "TestCpp" to add a library project reference, select "Reference" in the pop-up box, select the required library, and click "OK" to add a project reference to the library.
LibCocosStduio is added in this way. The same method is used to add other libraries. 2.3 add path Add the class library path in the project properties: $ (EngineRoot) cocos and $ (EngineRoot) cocos \ editor-support to the include directory, otherwise the header file will not be found.
3. Use v3.0beta2's project creation tool to create a project and add a library file.
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