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cocos compile,
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转自 : http://blog.csdn.net/wanglang3081/article/details/39692459
cocos compile
Overview
Build an existed project.
Usage
usage: cocos compile [-h] [-s SRC_DIR] [-q] [-p PLATFORM] [-m MODE] [-j JOBS]
[--ap ANDROID_PLATFORM] [--ndk-mode NDK_MODE]
[--source-map] [--sign-identity SIGN_ID] [--no-res]
[--compile-script {0,1}] [--lua-encrypt]
[--lua-encrypt-key LUA_ENCRYPT_KEY]
[--lua-encrypt-sign LUA_ENCRYPT_SIGN]
Available Arguments
Common Arguments
arg |
available value |
sample |
description |
necessary |
-h,--help@H_502_74@
| -@H_502_74@
| -@H_502_74@
| Show the help message and exit@H_502_74@
| no@H_502_74@
|
-s,--src@H_502_74@
| project path@H_502_74@
| ./projects/MyLuaGame @H_502_74@
| Specify the project path. Default value is current directory.@H_502_74@
| no@H_502_74@
|
-p,--platform@H_502_74@
| the target platform@H_502_74@
| android @H_502_74@
| Specify the target platform.@H_502_74@
| yes@H_502_74@
|
-m,--mode@H_502_74@
| the compiling mode@H_502_74@
| release @H_502_74@
| Set the compile mode,should bedebug orrelease . Default is debug.@H_502_74@
| no@H_502_74@
|
-j,--jobs@H_502_74@
| number of jobs at once@H_502_74@
| 4 @H_502_74@
| Use N jobs at once. It's only take effect with targetandroid &linux .@H_502_74@
| no@H_502_74@
|
-o,--output-dir@H_502_74@
| absolute/relative path@H_502_74@
| ./release/android @H_502_74@
| Specify the output directory.@H_502_74@
| no@H_502_74@
|
Android Arguments
arg |
available value |
sample |
description |
necessary |
--ap@H_502_74@
| folder name inANDROID_SDK_ROOT/platforms @H_502_74@
| android-16 @H_502_74@
| Specify the API-Level of android sdk. Console will auto select it if not specified.@H_502_74@
| no@H_502_74@
|
--ndk-mode@H_502_74@
| the compiling mode of ndk-build@H_502_74@
| release @H_502_74@
| Set the compile mode of ndk-build,should be one of {debug,release,none},native code will not be compiled when the value is none. Default is same value with-m @H_502_74@
| no@H_502_74@
|
Web Arguments
arg |
available value |
sample |
description |
necessary |
--source-map@H_502_74@
| -@H_502_74@
| -@H_502_74@
| Enable source-map@H_502_74@
| no@H_502_74@
|
--advanced@H_502_74@
| -@H_502_74@
| -@H_502_74@
| Set thecompilationLevel value asadvanced for js compiling.@H_502_74@
| no@H_502_74@
|
iOS/Mac Arguments
arg |
available value |
sample |
description |
necessary |
-t,--target@H_502_74@
| Target Name in XCode project@H_502_74@
| MyGame iOS @H_502_74@
| Specify the target name to compile.@H_502_74@
| no@H_502_74@
|
iOS Arguments
arg |
available value |
sample |
description |
necessary |
--sign-identity@H_502_74@
| the code sign identity@H_502_74@
| "iPhone Distribution:xxxxxxxx" @H_502_74@
| The code sign identity for iOS.@H_502_74@
| It's required when the value of "-m,-mode" is release.@H_502_74@
|
lua/js project Arguments
arg |
available value |
sample |
description |
necessary |
--compile-script@H_502_74@
| {0,1}@H_502_74@
| 1 @H_502_74@
| Disable/Enable the compiling of lua/js script files. If not specified,the value is1 when-m,--mode isrelease . Otherwise,the value is0 @H_502_74@
| no@H_502_74@
|
lua project Arguments
arg |
available value |
sample |
description |
necessary |
--lua-encrypt@H_502_74@
| -@H_502_74@
| -@H_502_74@
| Enable the encrypting of lua scripts. It's only take effect when--compile-script value is1 @H_502_74@
| no@H_502_74@
|
--lua-encrypt-key@H_502_74@
| any string@H_502_74@
| MyLuaKey @H_502_74@
| Specify the encrypt key for the encrypting of lua scripts. It's only take effect when--lua-encrypt is enabled. Default value is2dxLua .@H_502_74@
| no@H_502_74@
|
--lua-encrypt-sign@H_502_74@
| any string@H_502_74@
| MyLuaSign @H_502_74@
| Specify the encrypt sign for the encrypting of lua scripts. It's only take effect when--lua-encrypt is enabled. Default value isXXTEA .@H_502_74@
| no@H_502_74@
|
Attentions
- You can see the valid target platforms without specify
-p,--platform
first. The available platforms will be shown like this:
--compile-script
will not take effect when target islinux
orweb
-
If--lua-encrypt
is enabled,you should modify the C++ codeframeworks/runtime-src/Classes/AppDelegate.cpp
like this:
bool AppDelegate::applicationDidFinishLaunching()
{
...
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
// add these two lines
// "MyLuaKey" is the string specified by "--lua-encrypt-key"
// "MyLuaSign" is the string specified by "--lua-encrypt-sign"
LuaStack* stack = engine->getLuaStack();
stack->setXXTEAKeyAndSign("MyLuaKey",strlen("MyLuaKey"),"MyLuaSign",strlen("MyLuaSign"));
...
}
Samples
cocos compile -h
. Show the help message.
cocos compile -s ./projects/MyLuaGame -p android --ndk-mode release --compile-script 1 --lua-encrypt
BuildMyLuaGame
for android with ndk-build is release. And compile lua script files with encrypting.
cocos compile -s ./projects/MyLuaGame -p ios -m release --sign-identity "iPhone Distribution:xxxxxxxx"
BuildMyLuaGame
for ios with release mode. Use the code sign identity"iPhone Distribution:xxxxxxxx"
.