cocos2d-html5在cocos2d-x里面打包编译

main.cpp打开USE_WIN32_CONSOLE输出

#include "main.h"
#include "AppDelegate.h"
#include "CCEGLView.h" #define USE_WIN32_CONSOLE USING_NS_CC; // uncomment below line, open debug console
// #define USE_WIN32_CONSOLE int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine); #ifdef USE_WIN32_CONSOLE
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
#endif
#include "main.h"
#include "AppDelegate.h"
#include "CCEGLView.h" #define USE_WIN32_CONSOLE USING_NS_CC; // uncomment below line, open debug console
// #define USE_WIN32_CONSOLE int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine); #ifdef USE_WIN32_CONSOLE
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
#endif
CCEGLView* eglView = CCEGLView::sharedOpenGLView();
eglView->setViewName("游戏名");
eglView->setFrameSize(, );

修改AppDelegate.cpp里面启动的js脚步

#if JSB_ENABLE_DEBUGGER
ScriptingCore::getInstance()->enableDebugger();
ScriptingCore::getInstance()->runScript("main.debug.js");
#else
ScriptingCore::getInstance()->runScript("游戏名-jsb.js");
#endif

和屏幕大小

// Set the design resolution
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(, , kResolutionShowAll);

在ScriptingCore.cpp(D:\DevTool\cocos2d-x-2.2.2\cocos2d-x-2.2.2\scripting\javascript\bindings)

void ScriptingCore::reportError(JSContext *cx, const char *message, JSErrorReport *report)
{
js_log("%s:%u:%s\n",
report->filename ? report->filename : "<no filename=\"filename\">",
(unsigned int) report->lineno,
message);
};

里面加个断点,方便看脚步出错问题

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