Teach you how to add libpomelo to cocos2d-x projects (Windows, Android, IOS platforms), libpomelococos2d-x
Windows Platform
Operating System: Windows 7 (64-bit)
VS: 2013
Cocos2d-x version: 3.0
Project path: E: cocos2d-prj \
1. Download libpomelo code from github
E:\cocos2d-prj\cocos2d\external> git clone https://github.com/NetEase/libpomelo.git
2. Create a VS project for libpomelo
E:\cocos2d-prj\cocos2d\external>cd libpomeloE:\cocos2d-prj\cocos2d\external\libpomelo>mkdir buildE:\cocos2d-prj\cocos2d\external\libpomelo>git clone https://github.com/martine/gyp.git build/gypE:\cocos2d-prj\cocos2d\external\libpomelo>build\gyp\gyp.bat --depth=. pomelo.gyp -Dlibrary=static_library -DTO=pc
If an error is reported (a vs version problem)
Modify row 188th of the E: \ snake \ code \ client \ libpomelo \ build \ gyp \ pylib \ gyp \ MSVSVersion. py file
Return versions [str (name)]
Change
Return versions ["2010"]
Execute the script after modification.
E:\cocos2d-prj\cocos2d\external\libpomelo>build\gyp\gyp.bat --depth=. pomelo.gyp -Dlibrary=static_library -DTO=pc
3. Create libuv VS Project (execute E: \ cocos2d-prj \ libpomelo \ deps \ uv \ vcbuild. bat script)
E:\cocos2d-prj\cocos2d\external>cd libpomelo\deps\uvE:\cocos2d-prj\cocos2d\external\libpomelo\deps\uv>vcbuild.bat
4. Open the cocos2d project and add the following vs projects to the project (add existing project)
E:\cocos2d-prj\cocos2d\external\libpomelo\libpomelo.vcxprojE:\cocos2d-prj\cocos2d\external\libpomelo\deps\jansson\jansson.vcxprojE:\cocos2d-prj\cocos2d\external\libpomelo\deps\uv\libuv.vcxproj
5. Modify the project version
In vs, right-click the above project and select Upgrade VC ++ Compiler and Libraries
6. Add project Dependencies
On the cocos2d-prj project, select the properties menu item to add the three projects as dependencies, as shown in
7. Add Include
8. Add the system lib to reference Psapi. lib; Iphlpapi. lib;, as shown in figure
Android platform
Operating System: Windows 7 (64-bit)
NDK version: r9d (64-bit)
Cocos2d-x version: 3.0
Project path: E: cocos2d-prj \
Android platform is relatively simple, as long as you modify E: \ cocos2d-prj \ proj. android \ jni \ Android. mk file can be, a total of three such
IOS platform
Operating System: MAC MINI
XCODE version: 3.1.1
Iphonesimulator: 6.1
Cocos2d-x version: 3.0
Python: 2.7.
Gyp Tool
1. Create an xcode project and run the following command:
cd pomelogyp --depth=. pomelo.gyp -Dlibrary=static_library -DTO=ioscd deps/uvgyp --depth=. uv.gyp -Dlibrary=static_library -DTO=ioscd ../janssongyp --depth=. jansson.gyp -Dlibrary=static_library -DTO=ios
2. Generate a static library
cd pomeloxcodebuild -project deps/jansson/jansson.xcodeprojxcodebuild -project deps/uv/uv.xcodeprojxcodebuild -project pomelo.xcodeprojxcodebuild -project deps/jansson/jansson.xcodeproj -sdk iphonesimulator6.1 -arch i386xcodebuild -project deps/uv/uv.xcodeproj -sdk iphonesimulator6.1 -arch i386xcodebuild -project pomelo.xcodeproj -sdk iphonesimulator6.1 -arch i386
3. Use lipo to package the two together
cd pomelolipo -create ./build/Default-iphoneos/libpomelo.a ./build/Default-iphonesimulator/libpomelo.a -output libpomelo.alipo -create ./deps/jansson/build/Default-iphoneos/libjansson.a ./deps/jansson/build/Default-iphonesimulator/libjansson.a -output libjansson.alipo -create ./deps/uv/build/Default-iphoneos/libuv.a ./deps/uv/build/Default-iphonesimulator/libuv.a -output libuv.a
4. Modify the xcode Project
Open the cocos2d-x project in xcode and add the three. a static library files generated in project target Build Phases to "Link Binary With Libraries;
Add three directories to "Header Search Paths" in "Build Settings:
Libpomelo/include
Libpomelo/deps/jansson/src
Libpomelo/deps/uv/include
Note the absolute and relative locations of directories.
In this way, you can call the libpomelo static library in both the real machine and simulator.
Cocos2d-x 32alpha Lua project created in android platform cannot be transplanted Problems
When Cocos 3.0 creates the default Lua project, its Android project is very incomplete. The generated project template. C ++ compilation is not included at all.
Your exception actually tells you that the SO file is not generated in the libs directory of your project.
I also tried to modify the default Android Project template in the past, but the modification volume was too large, and it took a long time to complete the modification.
My advice to you is not to use Cocos to create a Lua project. Just create a common C ++ project. After compiling a common C ++ project, you can get the SO library under the libs directory.
For Android Lua projects, it does not need C ++ code, but a SO library file,
With this SO library file, the rest is easy to handle.
Cocos2d-x on windows write code compiled into android version running on the real machine debugging, Get data from file (assets/) failed!
This is a bug in cocos2d-x. Switch to cocos2d-x 0.12.0 just fine. Some problems are inevitable in beta