This write dragonbones of the Lua bound Android part, do not know how to bind in VS (Visual Studio), see How to use Dragonbones in the LUA project.
With the foundation of the previous article, it is easier to do Android this time.
Note: ndk9b cannot be compiled through, I use ndk9d here, other layouts are not tested.
Modify Application.mk
File path:
Myluagame/frameworks/runtime-src/proj.android/jni/application.mk
To add a pre-defined macro
+ =-Ddragon_bones_enable_lua=1
This is optional, application.mk is the global setting, if a predefined macro is added here, the module does not have to be added.
Modify Dragonbones's Android.mk
File path:
Myluagame/frameworks/cocos2d-x/cocos/editor-support/dragonbones/renderer/cocos2d-x-3.x/android/android.mk
Add dependent libraries and pre-defined macros
#libluaLocal_c_includes+=$(Local_path)/.. /.. /.. /.. /.. /Scripting/lua-bindings/manual $ (local_pathexternal/lua/tolua $ (local_pathexternal/lua/luajit /includelocal_whole_static_libraries +=+= -DDRAGON _bones_enable_lua=1
Full file Download (cocos2dx3.2, cocos2dx3.3, cocos2dx3.4), please modify the other version.
Modify Spripting's Android.mk
File path:
Myluagame/frameworks/cocos2d-x/cocos/scripting/lua-bindings/android.mk
Add search paths and dependency images
Local_src_files+= Auto/Lua_dragonbones_auto.CPP Local_c_includes+=$(Local_path)/.. /.. /Editor-Support/Dragonbones $(Local_path)/.. /.. /Editor-Support/Dragonbones/Renderer/Cocos2d-X-3.x Local_cflags += -=1local_whole_static_libraries Span class= "pun" >+= Dragonbones_static$ (call import-module,editor -support/dragonbones /renderer/cocos2d-x< Span class= "pun" >-3.x/android)
Full file Download (cocos2dx3.2, cocos2dx3.3, cocos2dx3.4), please modify the other version.
Update record:
[2015/02/07] Add Liblua search path to android.mk in Dragonbones
[2015/02/07] Added cocos2dx3.3,cocos2dx3.4 related file download path
"Go" How to do dragonbones Lua bindings (Android)