Teach you how to add libpomelo to cocos2d-x projects (Windows, Android, IOS platforms), libpomelococos2d-x

Source: Internet
Author: User

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

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