標籤:引擎 .cpp targe sse cal cost name sdk target
準備工作
你僅僅要依照上一篇的 cocos2d-x 3.0 final 環境搭建 完畢就能夠了
1.編輯proj.android\jni\Android.mk,更改內容例如以下
LOCAL_PATH := $(call my-dir)include $(CLEAR_VARS)LOCAL_MODULE := cocos2dcpp_sharedLOCAL_MODULE_FILENAME := libcocos2dcpp# 遍曆檔案夾及子檔案夾的函數define walk$(wildcard $(1)) $(foreach e, $(wildcard $(1)/*), $(call walk, $(e)))endef# 遍曆Classes檔案夾ALLFILES = $(call walk, $(LOCAL_PATH)/../../Classes)FILE_LIST := hellocpp/main.cpp# 從全部檔案裡提取出全部.cpp檔案FILE_LIST += $(filter %.cpp, $(ALLFILES))LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%)LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../ClassesLOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_staticLOCAL_WHOLE_STATIC_LIBRARIES += box2d_static #假設使用的是chipmunk引擎須要加上 chipmunk_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static #因為使用了擴充,所以加上LOCAL_WHOLE_STATIC_LIBRARIES += cocosbuilder_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocos_network_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocostudio_staticinclude $(BUILD_SHARED_LIBRARY)$(call import-module,2d)$(call import-module,audio/android)$(call import-module,Box2D)#同上$(call import-module,extensions)#同上$(call import-module,editor-support/cocosbuilder)$(call import-module,editor-support/cocostudio)$(call import-module,network)
假設你使用了 #include "cocos-ext.h" 標頭檔的話,在引入的位置改動為
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)#include "extensions/cocos-ext.h"#else#include "cocos-ext.h"#endif
android 橫屏豎屏改動例如以下,一下是豎屏
android:screenOrientation="portrait"
2.CMD到proj.android檔案夾下,鍵入 python build_native.py ,開始編譯,環境的搭建看上一篇,還有更新SDK manager 裡面的android平台 4.4.2(這是我當時選的,你選哪個依據需求)
3.編譯完畢後,開啟eclispe ,選擇 檔案->匯入,匯入你的專案檔夾下的cocos2d\cocos\2d\platform\android\java,匯入,這個是引用libcocos2dx項目,他的屬性是庫,匯入後不要動
4.選擇檔案->匯入,這次是匯入你的project下的proj.android的項目,項目匯入後會自己主動串連libcocos2dx庫,匯入後直接執行,OK
cocos2d-x 3.0 final 移植 android