Recently more busy: Toss the Cocos2d-x 3.x series.
Although it has been a long time, but has not been to study. have been using the 2.14 version before.
Cocos2d The v3.x version comes out, from the configuration installation to the creation of the project is the command line, the following simple to say.
1. http://cn.cocos2d-x.org/download/(currently the latest version 3.3 around 375M)
2. After the download is complete, open the terminal and go to the corresponding folder.
For example, my:
cd/users/apple/desktop/colin/cocos2d-x/cocos2d-x-3.3/
Re-execute
./setup.py
As follows:
There will be several queries during the installation of the Android SDK path, not setting the Android direct enter skip
->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):
After that OK, there will be a hint:
Please execute command: "Source/users/apple/.bash_profile" to make added system variables take effect
Just follow the input source/users/apple/.bash_profile.
3. Preparing 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 the first two steps are followed, enter the CD Tools/cocos2d-console/bin directly. (because it is currently in the cocos2d-x-3.3 directory)
You can then use the following command:
Cocos new project name-P package name-L language-D destination folder
For example, my:
./cocos new Helloworld-p com.history.helloworld-l cpp-d/users/apple/desktop/colin/cocos2d-x/workspace
The project is then created under the corresponding path.
Previously said, if you do not need to configure the Android environment, skip.
If you need to configure, you can refer to the following tutorials:
A complete guide to the Cocos2d-x development environment in a MAC environment
Cocos2d-x 3.x full Platform Novice development configuration tutorial
Cocos2d-x in a 3.x MAC environment to create a Xcode project