cocos2d-x游戏引擎在每新建一个工程时都会附带好多库文件要编译,导致开发效率降低,一个helloworld项目初次编译可能都要10来分钟。
所以减少编译时间是非常有必要的。 (本文只讲VS2013和Android NDK的方法,其他平台大同小异)
有一个参考 http://blog.csdn.net/etring/article/details/8608032但他的还不够。
我用的是cocos2d-x-3.x 一共有30来个静态库,17个要源码编译,所以做了大量改进更通用一些。
1.新建一个项目HelloCocos2dx: cocos.py new HelloCocos2dx -p com.longshu -l cpp ,有300多M。进入proj.android目录执行ndk-build或者build_native.py。
如果是android-studio,在proj.android-studio\app\jni下执行ndk-build命令。 (建议使用COCOS_ROOT/tests/cpp-empty-test空项目,免去新建项目操作)
2.成功后在proj.android\obj\local\下会默认生成armeabi平台所需要的各种静态库,其他平台在proj.android\jni\Application.mk文件添加即可
比如APP_ABI := armeabi armeabi-v7a x86生成3个平台的静态库。(两个平台第一次编译大概占880M)
3.在COCOS_ROOT(游戏引擎安装目录)下新建一个prebuild文件夹,在prebuild下新建android,android下新建armeabi armeabi-v7a x86(根据自己要的平台),
复制第2步proj.android\obj\local下的相应平台到prebuild下的相应平台目录,一共17个*.a文件(大概210M,libcocos2dcpp.so不要)。复制好后记得 ndk-build clean 。
4.再prebuild/android文件夹下面新建一个Android.mk,内容在文章最后面。该文件是根据COCOS_ROOT/cocos/Android.mk修改而来。
5. 修改proj.android/Android.mk 内容如下:
LOCAL_PATH := $(call my-dir) #Cocos2d-x安装目录,如果环境变量有可以不配 COCOS_ROOT := D:/Dev_Tool/Cocos2d-x include $(CLEAR_VARS) #去除 #$(call import-add-path,$(LOCAL_PATH)/../../cocos2d) #$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external) #$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos) #要添加 不然import-module找不到编译好的静态库 $(call import-add-path,$(COCOS_ROOT)) LOCAL_MODULE := cocos2dcpp_shared LOCAL_MODULE_FILENAME := libcocos2dcpp LOCAL_SRC_FILES := hellocpp/main.cpp \ ../../Classes/AppDelegate.cpp \ ../../Classes/HelloWorldScene.cpp LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes # _COCOS_HEADER_ANDROID_BEGIN # _COCOS_HEADER_ANDROID_END LOCAL_STATIC_LIBRARIES := cocos2dx_static # _COCOS_LIB_ANDROID_BEGIN # _COCOS_LIB_ANDROID_END include $(BUILD_SHARED_LIBRARY) #去除 #$(call import-module,.) # 保存了编译好的静态库目录 $(call import-module,prebuild/android) # _COCOS_LIB_IMPORT_ANDROID_BEGIN # _COCOS_LIB_IMPORT_ANDROID_END
这里新加了两句:
$(call import-add-path,$(COCOS_ROOT))
$(call import-module,prebuild/android)
去除了原来的import-add-path和import-module 。
这样就可以在修改了Classes下的代码和java代码时,在几十秒内完成编译了。以后新建项目只要修改第5步的Android.mk文件就OK了。
而且还可以删除(建议不要,VS或者其他开发工具要用到)cocos2d下的extensions目录和cocos下除platform以外的目录(platform里面还有一个引用项目)。效果如下:
安卓编译效果:
============================================================================================
下面介绍VS2013减少编译时间的方法 和安卓的方法不同
1.打开COCOS_ROOT/build/cocos2d-win32.sln也可以使用上面的HelloCocos2dx,主要是为了方便调试。选择libcocos2d项目,Debug模式,右键->生成,漫长等待后,
在build\Debug.win32目录下会有大量的*.lib和*.dll库文件生成(其实好多是来自Cocos已经编译好的复制过来的),一共有45个文件。
2.在COCOS_ROOT(游戏引擎安装目录)下新建一个prebuild文件夹,在prebuild下新建win32文件夹(最好在下面新建Release和Debug区分编译版本),复制第1步的lib到win32下的Debug和复制dll文件到win32下。
3.修改项目配置: 选择HelloCocos2dx解决方案->右键->属性->通用属性-项目依赖 右边选择HelloCocos2dx项目-去除小面的勾。
选择解决方案下HelloCocos2dx(你的项目)右键->属性->通用属性-引用 移除中间的引用。如下图:
4. 在HelloCocos2dx(你的项目)属性->配置属性->上面选择所有配置->VC++目录 $(Configuration)表示Release和Debug
对于添加 $(COCOS_ROOT)\prebuild\win32和$(COCOS_ROOT)\prebuild\win32\$(Configuration) 如下图:
5.选择HelloCocos2dx(你的项目,不要选择libcocos2d项目了否则又要编译好久),右键-生成-运行 ,是不是飞一般的快呢!?
到这里可以选择libcocos2d项目,右键清理。
存在问题:EXE程序在加载动态库dll文件时会在当期目录和系统path环境变量里找,所以还要把在系统path后面添加 ;%COCOS_ROOT%\prebuild\win32
运行效果:
========================================================================================================
安卓部分 prebuild/android文件夹下面新建一个Android.mk内容:
### COCOS 预编译静态库,确保环境变量有COCOS_ROOT或者项目里有 # 文件位置 $(COCOS_ROOT)/prebuild/android LOCAL_PATH := $(call my-dir) #$(call import-add-path,$(COCOS_ROOT)) $(call import-add-path,$(COCOS_ROOT)/external) $(call import-add-path,$(COCOS_ROOT)/cocos) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos2dx_static LOCAL_MODULE_FILENAME := libcocos2d LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2d.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos \ $(COCOS_ROOT)/cocos/platform/android LOCAL_STATIC_LIBRARIES := cocostudio_static LOCAL_STATIC_LIBRARIES += cocosbuilder_static LOCAL_STATIC_LIBRARIES += cocos3d_static LOCAL_STATIC_LIBRARIES += spine_static LOCAL_STATIC_LIBRARIES += cocos_network_static LOCAL_STATIC_LIBRARIES += audioengine_static include $(PREBUILT_STATIC_LIBRARY) #include $(BUILD_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos_ui_static LOCAL_MODULE_FILENAME := libui LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libui.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos/ui \ $(COCOS_ROOT)/cocos/editor-support LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/cocos/ui \ $(COCOS_ROOT)/cocos/editor-support LOCAL_STATIC_LIBRARIES := cocos_extension_static include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos_flatbuffers_static LOCAL_MODULE_FILENAME := flatbuffers LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/flatbuffers.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/external LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/external \ $(COCOS_ROOT)/external/flatbuffers include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos_extension_static LOCAL_MODULE_FILENAME := libextension LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libextension.a LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static LOCAL_STATIC_LIBRARIES += cocos_curl_static LOCAL_STATIC_LIBRARIES += Box2d_static LOCAL_STATIC_LIBRARIES += bullet_static LOCAL_STATIC_LIBRARIES += cocos_network_static LOCAL_CXXFLAGS += -fexceptions LOCAL_C_INCLUDES := \ $(COCOS_ROOT) \ $(COCOS_ROOT)/extensions LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT) \ $(COCOS_ROOT)/extensions \ $(COCOS_ROOT)/extensions/GUI/CCControlExtension \ $(COCOS_ROOT)/extensions/GUI/CCScrollView \ $(COCOS_ROOT)/cocos/network include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos2dx_internal_static LOCAL_MODULE_FILENAME := libcocos2dxinternal LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2dxinternal.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos \ $(COCOS_ROOT) \ $(COCOS_ROOT)/cocos/platform \ $(COCOS_ROOT)/cocos/base \ $(COCOS_ROOT)/external \ $(COCOS_ROOT)/external/tinyxml2 \ $(COCOS_ROOT)/external/unzip \ $(COCOS_ROOT)/external/chipmunk/include/chipmunk \ $(COCOS_ROOT)/external/xxhash \ $(COCOS_ROOT)/external/nslog \ $(COCOS_ROOT)/external/poly2tri \ $(COCOS_ROOT)/external/poly2tri/common \ $(COCOS_ROOT)/external/poly2tri/sweep \ $(COCOS_ROOT)/external/clipper LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/cocos/platform \ $(COCOS_ROOT)/external \ $(COCOS_ROOT)/external/tinyxml2 \ $(COCOS_ROOT)/external/unzip \ $(COCOS_ROOT)/external/chipmunk/include/chipmunk \ $(COCOS_ROOT)/external/edtaa3func \ $(COCOS_ROOT)/external/xxhash \ $(COCOS_ROOT)/external/ConvertUTF \ $(COCOS_ROOT)/external/nslog \ $(COCOS_ROOT)/external/poly2tri \ $(COCOS_ROOT)/external/poly2tri/common \ $(COCOS_ROOT)/external/poly2tri/sweep \ $(COCOS_ROOT)/external/clipper LOCAL_EXPORT_LDLIBS := -lGLESv2 -llog -landroid LOCAL_STATIC_LIBRARIES := cocos_freetype2_static LOCAL_STATIC_LIBRARIES += cocos_png_static LOCAL_STATIC_LIBRARIES += cocos_jpeg_static LOCAL_STATIC_LIBRARIES += cocos_tiff_static LOCAL_STATIC_LIBRARIES += cocos_webp_static LOCAL_STATIC_LIBRARIES += cocos_chipmunk_static LOCAL_STATIC_LIBRARIES += cocos_zlib_static LOCAL_STATIC_LIBRARIES += recast_static LOCAL_STATIC_LIBRARIES += bullet_static LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dxandroid_static # define the macro to compile through support/zip_support/ioapi.c LOCAL_CFLAGS := -DUSE_FILE32API LOCAL_CFLAGS += -fexceptions LOCAL_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compat LOCAL_EXPORT_CFLAGS := -DUSE_FILE32API LOCAL_EXPORT_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compat include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocostudio_static LOCAL_MODULE_FILENAME := libcocostudio LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocostudio.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos/editor-support \ $(COCOS_ROOT)/cocos/editor-support/cocostudio LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/cocos/editor-support \ $(COCOS_ROOT)/cocos/editor-support/cocostudio \ $(COCOS_ROOT)/cocos/editor-support/cocostudio/WidgetReader \ $(COCOS_ROOT)/cocos/editor-support/cocostudio/ActionTimeline \ LOCAL_STATIC_LIBRARIES := cocos_ui_static LOCAL_STATIC_LIBRARIES += cocosdenshion_static LOCAL_STATIC_LIBRARIES += cocos_flatbuffers_static include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocosbuilder_static LOCAL_MODULE_FILENAME := libcocosbuilder LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocosbuilder.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos/editor-support LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/cocos/editor-support \ $(COCOS_ROOT)/cocos/2d \ LOCAL_STATIC_LIBRARIES := cocos_extension_static include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := spine_static LOCAL_MODULE_FILENAME := libspine LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libspine.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos/editor-support LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/cocos/editor-support LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos3d_static LOCAL_MODULE_FILENAME := libcocos3d LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos3d.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/cocos LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := Box2d_static LOCAL_MODULE_FILENAME := libBox2d LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libBox2d.a LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/external LOCAL_C_INCLUDES := $(COCOS_ROOT)/external \ $(COCOS_ROOT)/external/Box2D include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := recast_static LOCAL_MODULE_FILENAME := librecast LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/librecast.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/external LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/external include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := bullet_static LOCAL_MODULE_FILENAME := libbullet LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libbullet.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/external LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/external include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos_network_static LOCAL_MODULE_FILENAME := libnetwork LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libnetwork.a LOCAL_EXPORT_C_INCLUDES := LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/external/curl/include/android \ $(COCOS_ROOT)/external/websockets/include/android LOCAL_STATIC_LIBRARIES := cocos2dx_internal_static LOCAL_STATIC_LIBRARIES += cocos_curl_static LOCAL_STATIC_LIBRARIES += libwebsockets_static include $(PREBUILT_STATIC_LIBRARY) #============================================================== include $(CLEAR_VARS) LOCAL_MODULE := cocos2dxandroid_static LOCAL_MODULE_FILENAME := libcocos2dandroid LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2dandroid.a LOCAL_EXPORT_C_INCLUDES := \ $(COCOS_ROOT)/cocos/platform/android \ LOCAL_C_INCLUDES := \ $(COCOS_ROOT)/cocos/platform/android \ $(COCOS_ROOT)/cocos/platform \ $(COCOS_ROOT)/cocos LOCAL_EXPORT_LDLIBS := -lGLESv1_CM \ -lGLESv2 \ -lEGL \ -llog \ -landroid LOCAL_CPPFLAGS := -Wno-extern-c-compat LOCAL_EXPORT_CPPFLAGS := -Wno-extern-c-compat include $(PREBUILT_STATIC_LIBRARY) #========AudioEngine库加入失败因为本身存在编译警告======== #New AudioEngine #include $(CLEAR_VARS) #LOCAL_MODULE := audioengine_static #LOCAL_MODULE_FILENAME := libaudioengine #LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libaudioengine.a #LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include #LOCAL_EXPORT_LDLIBS := -lOpenSLES #LOCAL_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include \ $(COCOS_ROOT)/cocos \ $(COCOS_ROOT)/cocos/audio/platform/android #include $(PREBUILT_STATIC_LIBRARY) #SimpleAudioEngine #include $(CLEAR_VARS) #LOCAL_MODULE := cocosdenshion_static #LOCAL_MODULE_FILENAME := libcocosdenshion #LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocosdenshion.a #LOCAL_STATIC_LIBRARIES := audioengine_static #LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include #LOCAL_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include \ $(COCOS_ROOT)/cocos \ $(COCOS_ROOT)/cocos/audio/platform/android #include $(PREBUILT_STATIC_LIBRARY) #============================================================== ##以下是cocos编译好的静态库 #============================================================== $(call import-module,freetype2/prebuilt/android) $(call import-module,png/prebuilt/android) $(call import-module,zlib/prebuilt/android) $(call import-module,jpeg/prebuilt/android) $(call import-module,tiff/prebuilt/android) $(call import-module,webp/prebuilt/android) $(call import-module,chipmunk/prebuilt/android) $(call import-module,curl/prebuilt/android) $(call import-module,websockets/prebuilt/android) #============================================================== #AudioEngine在这里加入编译 $(call import-module,audio/android)
到这里就全部结束了,希望能帮到大家!!
原文链接:https://www.f2er.com/cocos2dx/340409.html