1、目录改动
每个版本都会有目录变动,这次的版本也不例外。最显眼的就是,在文件的根目录中增加了一个名为setup.py的配置文件。运行它可以配置系统的一些环境变量。
2、创建项目
新的版本我们来动手创建一个新项目吧。找到tools文件夹....额 打包的那个名为create-project.py的文件似乎木有了!原来,在新版本中,创建新项目已经可以通过命令行来创建了,相对于先前版本的图形界面,命令行更简洁。我们要在setup.py中设置参数。以mac平台为例,我们进入到对应目录,运行脚本setup.py:
Setting up cocos2d-x...
-> Adding COCOS2D_CONSOLE_ROOT environment variable... OK
-> Added: COCOS_CONSOLE_ROOT = /Users/fansy/Documents/cocos2d-x-3.0rc0/tools/cocos2d-console/bin
-> Looking for NDK_ROOT envrironment variable... FOUND
-> Looking for ANDROID_SDK_ROOT envrironment variable... NOT FOUND
Please enter its path (or press Enter to skip): /Users/fansy/lib/android-sdk-macosx
ADDED
-> Added: ANDROID_SDK_ROOT = /Users/fansy/lib/android-sdk-macosx
-> Looking for ANT_ROOT envrironment variable... NOT FOUND
Please enter its path (or press Enter to skip): /Users/fansy/Documents/ant-1.9.3/bin
ADDED
-> Added: ANT_ROOT = /Users/fansy/Documents/ant-1.9.3/bin
Set up successfull:
ANT_ROOT was added into /Users/fansy/.bash_profile
Please execute command: "source /Users/fansy/.bash_profile" to make added system variables take effect
显然,我们在这里设置了cocos2dx命令行的路径,android_sdk的路径,ant_root的路径。这些路径都是打Android包需要使用的。接下来我们运行:
source ~/.bash_profile
这样就可以将变量配置到bash_profile中。接下来我们就可以创建项目了,这里使用了一个cocos new命令,有点像c++的分配一块内存 哈 触控的程序员兄弟挺幽默呢。
localhost:~ fansy$ cocos new
Runing command: new
usage: cocos new [-h] [-p PACKAGE_NAME] -l {cpp,lua,js} [-d DIRECTORY]
[-t TEMPLATE_NAME] [--no-native]
[PROJECT_NAME]
cocos new: error: argument -l/--language is required
localhost:~ fansy$ cocos new HelloNew2dx -p com.fansy.hello -l cpp -d ~/Documents/Code/
Runing command: new
> Copy template into /Users/fansy/Documents/Code/HelloNew2dx
> Copying cocos2d-x files...
> Rename project name from ‘HelloCpp‘ to ‘HelloNew2dx‘
> Replace the project name from ‘HelloCpp‘ to ‘HelloNew2dx‘
> Replace the project package name from ‘org.cocos2dx.hellocpp‘ to ‘com.fansy.hello‘
这样我们的项目就创建好了。
3、打包运行
进入项目目录,我们可以直接运行"cocos run"命令行,在各平台上运行。
localhost:~ fansy$ cd ~/Documents/Code/HelloNew2dx/
localhost:HelloNew2dx fansy$ cocos run
Runing command: compile
The target platform is not specified.
You can specify a target platform with "-p" or "--platform".
Available platforms : win32, android, ios, mac, linux
localhost:HelloNew2dx fansy$ cocos run -p ios
命令通过“-p”来设置平台,设置成ios的话,在一段编译的信息后,会自动打开模拟器。
......blablabla......
** BUILD SUCCEEDED **
build succeeded.
Runing command: deploy
Deploying mode: debug
Runing command: run
starting application
running: ‘/Users/fansy/Documents/cocos2d-x-3.0rc0/tools/cocos2d-console/bin/../plugins/project_run/bin/ios-sim launch /Users/fansy/Documents/Code/HelloNew2dx/bin/debug/ios/HelloNew2dx.app &‘
localhost:HelloNew2dx fansy$ 2014-03-15 19:08:35.432 HelloNew2dx iOS[1522:80b] cocos2d: surface size: 960x640
cocos2d:
{
cocos2d.x.version: 3.0-rc0
cocos2d.x.compiled_with_gl_state_cache: true
cocos2d.x.build_type: DEBUG
gl.supports_vertex_array_object: true
cocos2d.x.compiled_with_profiler: false
gl.renderer: Apple Software Renderer
gl.vendor: Apple Computer, Inc.
gl.max_texture_size: 4096
gl.max_samples_allowed: 4
gl.version: OpenGL ES 2.0 APPLE-9.2.1
gl.supports_S3TC: false
gl.supports_ATITC: false
gl.supports_ETC1: false
gl.max_texture_units: 8
gl.supports_PVRTC: true
gl.supports_NPOT: true
gl.supports_discard_framebuffer: true
gl.supports_BGRA8888: false
}
libpng warning: iCCP: known incorrect sRGB profile
然后就是我们熟悉的日志了。
接下来测试Android打包。同样运行“cocos run”。会打出debug的apk,并自动连接到设备上。
localhost:HelloNew2dx fansy$ cocos run -p android -j 4
Runing command: compile
Building mode: debug
building native
The Selected NDK toolchain version was 4.7 !
......blablabla..........
BUILD SUCCESSFUL
Total time: 4 seconds
Move apk to /Users/fansy/Documents/Code/HelloNew2dx/bin/debug/android
build succeeded.
Runing command: deploy
Deploying mode: debug
installing on device
running: ‘/Users/fansy/lib/android-sdk-macosx/platform-tools/adb uninstall com.fansy.hello‘
- waiting for device -
这时我们打开android模拟器,或连接真机,即可安装运行我们的apk了。
4、遇到的小问题
我运行Android模拟器时黑屏,查看logcat显示:
E/libEGL ( 331): called unimplemented OpenGL ES API
目测是openGL调用的问题。我又连接真机,发现可以运行,估计有可能是模拟器配置的问题?希望有知道的童鞋留言告诉我。
另外在win32平台上运行setup.py报错:
C:\OutFile\cocos2d-x-3.0rc0>python setup.py
File "setup.py", line 114
print ‘Warning: Could not add "%s" into registry‘ % key
^
SyntaxError: invalid syntax
我看了一下代码,似乎是取注册表时出问题了。
def _set_environment_variable_win32(self, key, value):
import _winreg
try:
env = None
env = _winreg.OpenKeyEx(_winreg.HKEY_CURRENT_USER,
‘Environment‘,
0,
_winreg.KEY_SET_VALUE | _winreg.KEY_READ)
_winreg.SetValueEx(env, key, 0, _winreg.REG_SZ, value)
_winreg.FlushKey(env)
_winreg.CloseKey(env)
except Exception:
if env:
_winreg.CloseKey(env)
print ‘Warning: Could not add "%s" into registry‘ % key
return False
return True
我的环境是win7 64位。已关360,管理员权限运行也无效,不知是怎么回事。可能是我注册表比较诡异?也希望知道如何解决这个问题的童鞋留言~
本篇博客出自阿修罗道,转载请注明出处,禁止用于商业用途:http://blog.csdn.net/fansongy/article/details/21297445
Cocos2d-x 3.0 开发(十七)使用Cocos2d-x 3.0rc,一条命令打包Android,布布扣,bubuko.com