Quick Cocos2dx-lua (V3.3R1) study notes (12)----Real-machine debugging with prebuiltruntimelua.apk with the Cocos Code IDE

Source: Internet
Author: User

Cocos code IDE out for a long time, although using a variety of problems, such as the opening of the library file encoding garbled what, but its real machine debugging is very good, less than logcat a lot of unnecessary information, but also less debugging, but also to pack the egg pain East.

We open the Cocos code IDE

OK, wait for load to succeed

There is a let's choose Lua and quick paths,

We fill in the path

After confirming, we create a quick project, write a single touch, Real machine debugging


We're mainscene.lua a section of code

functionmainscene:ctor () local Sprite= Display.newsprite ("Close.png")--find an image resource by yourself sprite:align (display. CENTER, Display.cx, display.cy) sprite:addto (self) sprite:settouchenabled (true) Sprite:settouchmode (CC. Touch_mode_one_by_one) Sprite:addnodeeventlistener (CC. Node_touch_event,function(event) local x, Y, PrevX, Prevy=event.x, Event.y, Event.prevx, Event.prevyifEvent.name = = "Ended"Then print ("You are using the Cocos Code IDE real-machine debugging feature") Endreturn trueend) End

Click the arrow point to run a bit to see if it works

Then click the Settings button on the right to do the An Zuojin machine Debug Settings

Application, Commissioning

We found that the PC logo turned into a mobile phone logo, connected to the Android device, click on the phone logo to run

We'll find that prebuiltruntimelua.apk packed into the phone, click on the Genie Test

Run successfully, is not very convenient, hope Cocos code IDE to do more and more good

Quick Cocos2dx-lua (V3.3R1) study notes (12)----Real-machine debugging with prebuiltruntimelua.apk with the Cocos Code IDE

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