Reproduced in: http://blog.csdn.net/rihui1hao/article/details/21338971
1. Run python commands in cocos2d-x-3.0rc0 \
Python setup. py
// It is used to add the following paths to your user environment variables. Of course, you can also not add
COCOS_CONSOLE_ROOT = 'cocos _ CONSOLE_ROOT'
NDK_ROOT = 'ndk _ root'
ANDROID_SDK_ROOT = 'android _ SDK_ROOT'
ANT_ROOT = 'Ant _ root'
// If you have added COCOS_CONSOLE_ROOT = "COCOS_CONSOLE_ROOT" to your environment variable, that is, you have run setup. py
2. Run the following command directly.
Cocos new MyGame-p com. MyCompany. MyGame-l cpp-d e:/MyCompany
MyGame: name of your project
-P com. MyCompany. MyGame: package name for android
-L cpp: programming language used for the project, valid value is cppand lua
-D e:/MyCompany: directory to hold your project
Cocos under cocos2d-x-3.0rc0 \ tools \ cocos2d-console \ bin
Congratulations! You have created a new project! You will find that this project has a large capacity of 810 MB, because it copies the engine. I think the benefit of doing so is to simplify the project configuration environment, that is to say, no matter who gets the project, they can run it, and there is no need to re-modify the configuration of the project.