- Objective
Recently started to contact Cocos2d-x, a cross-platform game development framework, and as with all frameworks, the first problem faced by newcomers is the configuration of the development environment. Here to record my configuration process, ready to check.
- Install package
The required installation packages are as follows:
Cocos2d-x 3.4, Address Http://cn.cocos2d-x.org/download#anchor2
Android SDk, where I directly use the Android official development environment Android Studio, address https://dl.google.com/dl/android/studio/install/1.1.0/ Android-studio-bundle-135.1740770-windows.exe
NKD,COCOS2D official recommended use of the r9d version, using r10d will not find Srand function error, address Http://dl.google.com/android/ndk/android-ndk-r9d-windows-x86_64.zip
Eclipse, I'm using the latest Luna standard version, address http://ftp.neu.edu.cn/mirrors/eclipse/technology/epp/downloads/release/luna/SR2/ Eclipse-standard-luna-sr2-win32-x86_64.zip
ADT, using Eclipse to develop an Android program requires an ADT environment, address https://dl.google.com/android/ADT-23.0.4.zip
Jdk,java development environment, address http://download.oracle.com/otn-pub/java/jdk/8u40-b25/jdk-8u40-windows-x64.exe
AVD arm support, the default Android emulator is not arm supported, need to download arm image, address https://dl.google.com/android/repository/sys-img/google_apis/ Sysimg_arm-21_r03.zip
Visual Studio Community, which is a completely free version of the address http://download.microsoft.com/download/7/1/B/ 71ba74d8-b9a0-4e6c-9159-a8335d54437e/vs2013.4_ce_enu.iso
The above installation package can not be downloaded to use My network disk, Link: http://pan.baidu.com/s/1kToVGv9 Password: fki3
To prevent unnecessary errors, all directories are in English.
- Installing VS2013
Go directly to the next step.
- Installing Cocos2d-x 3.4
Unzip the package to E-drive, I am here to E:\Cocos\Cocos2d-x-3.4, use VS2013 to open the SLN solution in E:\Cocos\cocos2d-x-3.4\build, compile, run, and if you see the Cocos configuration is successful.
- Installing the Android SDK
Since I am a downloaded Android Studio, installing the Android SDK installs directly, and note that I chose E:\android when I chose the Android SDK installation path.
Create a new test project after installation test the Android SDK is installed correctly.
- Installing the NDK
Unzip to the E:\Android directory.
- Install Eclipse
Unzip directly into any directory.
- Installing ADT
Run Eclipse and select Help->install New software from the menu.
In the top right corner of the popup dialog box, select Add ... Button.
In the pop-up dialog box, name Enter ADT Plugin, and in archive, select the ADT package to download.
Developer Tools before the next step, the installation will restart eclipse after completion.
After reboot will let choose android SDK path, I here is E:\android\SDK.
At this point, Eclipse's Android environment is installed.
- Configure environment variables
New environment variable: java_home value is: D:\Program files\java\ jdk1.7.0
New environment variable: CLASSPATH value is:.; %java_home%\lib; (Note: The dot indicates the current directory, cannot be omitted)
Adds the following to the value of the system variable path:%java_home%\bin; (note: The semicolon here cannot be omitted) here, the JDK is installed.
New environment variable: ANDROID_SDK value: E:\ANDROID\SDK
Include the following in front of the value of the system variable path:%android_sdk%
New environment variable: ndk_root value is: E : \android\android-ndk-r9d
Adds the following in front of the value of the system variable path:% ndk_root%
- Create Cocos2d-x project
Unzip the COCOS2D-X-3.2ALPHA0 compressed package you just downloaded into the folder you specified.
Go to directory cocos2d-x-3.4/tools/cocos2d-console/bin/cocos.py
Open terminal Run cocos.py script create file
|
Python cocos.py new He Lloworld-p com.coco2dx.org-l cpp-d E:\cocos\projects |
Parameter description:
Test for Project name
-P Follow-up package name
-L followed by development language type, with CPP, LUA, JS three types
-D followed by project-hosted directory
Build Android project file
- Import Android Project
Finally, you can start Eclipse and import the Android project. The procedure is as follows:
Right-click on "Package Explorer" and select "Import ..."
When the dialog box appears, select "Exsiting Android Project into Workspace" (Import the existing Android projects into the workspace).
The import will automatically execute the build_native.py script to compile. Once the compilation is complete, you can run HelloWorld in the real machine or emulator.
Running in the emulator may prompt that the currently compiled APK can only be installed in an arm environment, only the downloaded arm image, and the Sysimg_arm-21_r03.zip into the Temp folder in the Android SDK directory. Then open the Android SDK Manager in Eclipse and select the following to install the local image file.
This completes the environment configuration for the entire Cocos2d-x 3.4 release.
- let NDK automatically compile all files in the classes directory
In large projects, the source files hundreds of thousands, with the following android.mk file, you do not have to add a source file.
Local_path: = $ (call My-dir) include $ (clear_vars) $ (Call Import-add-path,$ (Local_path)/. /.. /cocos2d) $ (Call Import-add-path,$ (Local_path)/. /.. /cocos2d/external) $ (Call Import-add-path,$ (Local_path)/. /.. /cocos2d/cocos) Local_module: = cocos2dcpp_shared Local_module_filename: = Libcocos2dcpp # functions that traverse directories and subdirectories Define Walk $ ( Wildcard $ (1) ) $ (foreach E, $ (wildcard $ (1) ) $ (call Walk $ (e) ) Endef # Traverse Classes Catalogue Allfiles = $ (call Walk, $ (Local_path)/. /.. /classes) file_list: = Hellocpp/main.cpp # extract all of the files from all . cpp file File_list + = $ (Filter %.cpp, $ (allfiles)) Local_src_files: = $ (file_list:$ (Local_path)/%=%) 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) $ (Call Import-module,.) # _cocos_lib_import_android_begin # _cocos_lib_import_android_end |