1. Open Eclipse (The CDT,ADT, and NDK are already installed) and import the Cocos2d-x Android project.
2. After importing Java source code will appear compile error, open the root folder of Cocos2d-x engine \cocos2dx\platform\android\java\src, copy the org file under SRC to the Project src folder, java file compiled by
3. Configure environment variables and resource paths. Right click on the project name, press the Alt+enter key, enter the linked resources in resource, click New, the following dialog box appears
Name Input Cocos2dx,location Enter the root folder of the Cocos2d-x engine, click OK and then tap new again.
Name Input Project_loc,location Enter the root folder of the Cocos2d-x engine \projects\ your project \proj.android, then click OK to configure the resource path bindings
With C + + build selected, see Build command: Change the contents of this text box to the installation folder of the ndk of your native \ndk-build.cmd (the folder cannot have spaces)
Next, select the Environment,add three variables under C + + Build
The name and value of the three variables are each
COCOS2DX The root folder of the Cocos2d-x engine
Ndk_module_path The root folder of the Cocos2d-x engine; cocos2d-x Engine root Folder \cocos2dx\platform\third_party\android\prebuilt
Ndk_root NDK's installation folder
4. Copy the resource files under the resources to the root folder of the Cocos2d-x engine \projects\ your project \proj.android\assets
5. Writing the Jni\android.mk file
Increase the CPP file name of your project in Local_src_files
If the project file is a lot of words bound to write trouble, and need to change the very easy to write errors, in the next article, with the Py script to avoid this situation
If you have introduced the third party libraries after writing the local_src_files, you need to change the following two places (for example, Iconv library)
Download the Iconv library and copy it to the Cocos2d-x root folder
Add the following two more places
Why do you write this in this way, you can find it from the Iconv root folder \android.mk
This allows the project to be
#if (Cc_target_platform = = Cc_platform_win32) #include ". /iconv/iconv.h "#pragma comment (lib," Libiconv.lib ") #elif (Cc_target_platform = = cc_platform_android) #include". /.. /.. /libiconv/include/iconv.h "#endif
When using Iconv on the Android platform also to turn the const char** strong to char** (Android real egg pain), where the pin is a const char** type,
#if (Cc_target_platform = = Cc_platform_win32) if ( -1 = = Iconv (iconvh,pin,&strlength,&outbuf,&outlength)) { #elif (Cc_target_platform = = cc_platform_android) if ( -1 = = Iconv (ICONVH, (char * *) pin,&strlength,&outbuf,& Outlength)) {#endif
6. Compile the project, assuming you see the console output
Indicates that the compilation was successful.
Pack Cocos2d-x games into an Android app