Cocos2d-x 3.x build in Mac environment, create Xcode project, cocos2d-xxcode
Recently relatively idle .. Toss cocos2d-x 3. x series.
Although I have been out for a long time, I still have no time to study. Version 2.14 has been used before.
After cocos2d v3.x is released, it is a command line from configuration installation to project creation.
1. http://cn.cocos2d-x.org/download/ (the latest version of 3.3 around 5 m)
2. After the download is decompressed, open the terminal and enter the corresponding folder.
For example, my:
cd /Users/apple/Desktop/Colin/Cocos2d-x/cocos2d-x-3.3/
Run again
./setup.py
As follows:
There will be several inquiries during this period. The Android SDK path is set. skip this step without setting Android Enter.
->Please enter the path of NDK_ROOT (or press Enter to skip): ->Please enter the path of ANDROID_SDK_ROOT (or press Enter to skip): ->Please enter the path of ANT_ROOT (or press Enter to skip):
Then OK. A prompt is displayed:
Please execute command: "source /Users/apple/.bash_profile" to make added system variables take effect
Just Input source/Users/apple/. bash_profile.
3. Prepare to create a project
Enter the specified folder. For example, my:
cd /Users/apple/Desktop/Colin/Cocos2d-x/cocos2d-x-3.3/tools/cocos2d-console/bin/
If it is followed by the first two steps, enter cd tools/cocos2d-console/bin directly. (Because the current is under the cocos2d-x-3.3 directory)
Run the following command:
Cocos new project name-p package name-l language-d target folder
For example, my:
./cocos new HelloWorld -p com.history.HelloWorld -l cpp -d /Users/apple/Desktop/Colin/Cocos2d-x/WorkSpace
Then the project is created in the corresponding path.
As mentioned before, skip this step if you do not need to configure the android environment.
For more information, see the following Tutorial:
Full guide to Cocos2d-x development environment in Mac Environment
Cocos2d-x 3.x full platform novice Development Configuration tutorial