cocos2d-x-3.2移植到到android步骤及问题定位
本篇名言:所有主体客体及人类文化活动之全部。[杜威]
1. 先安装jdk1.7,或者jre7,并且配置好java环境变量。
2. 然后准备一套android的开发环境,分别下载android的sdk和ndk。SNK路径环境变量设置如下
NDK_ROOT=(你NDK解压到的目录)
3. 下载python2.7.x系列(python太新貌似不行)
4 在需要发布到android的cocos2d代码中找到proj.android文件夹,再找到jni文件夹,可以看到这里面有两个.mk文件,打开android.mk,这里面记录了哪些文件需要编译,以及一些其他信息。
需要修改,增加对应的.c文件,删除不必要的.c文件。LOCAL_SRC_FILES :=
注意几个问题:
第一:有些函数不嗯能够通过build_native.py进行编译成java代码
如point::point,需要改成point;
Size::size需要改成size
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
$(LOCAL_PATH)/../../cocos2d/extensions
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
$(call import-module,extensions)
第三:
有些函数需要重新写一下如std::to_string(count)不能编译,java 没有该函数修改如下
charcountBuf[16] = "";
sprintf(countBuf,"%d",money);
automoneyText = countBuf;
第四:
如报错:multiple definition of 'vtable forAppDelegate'
原因是LOCAL_SRC_FILES :=文件中同一个文件加入了二次
第五:
如报错:multiple definition of'AppDelegate::~AppDelegate()'
删除cocos2dx 主函数中的 AppDelegate 析构函数
本人魔兽塔防增加的如下
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/extensions
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/external
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../cocos2d/cocos
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/2d
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/2d/render
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/2d/gui
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/2d/base
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../cocos2d/cocos/2d/physics
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/math
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/base
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/audio/include
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../cocos2d/cocos/editor-support
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/network
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/ui
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/cocos/physics
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../cocos2d/cocos/storage
LOCAL_C_INCLUDES +=$(LOCAL_PATH)/../../cocos2d/chipmunk/include/chipmunk
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../cocos2d
$(callimport-add-path,$(LOCAL_PATH)/../../cocos2d)
$(callimport-add-path,$(LOCAL_PATH)/../../cocos2d/external)
$(callimport-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)
LOCAL_WHOLE_STATIC_LIBRARIES += cocosbuilder_static
LOCAL_WHOLE_STATIC_LIBRARIES += spine_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocostudio_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_network_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
$(call import-module,editor-support/cocosbuilder)
$(callimport-module,editor-support/spine)
$(callimport-module,editor-support/cocostudio)
$(callimport-module,network)
$(callimport-module,extensions)
5 编译方法是使用命令行进入要编译的工程下的proj.android文件夹,然后运行build_native.py这个文件。
6 在eclipse 中创建android project from existing code.
选择WIN32工程目录下的proj.android文件夹,点击完成。
勾选COPY。
7 回到
COCOS2DX项目 \TestGame\cocos2d\cocos\2d\platform\android\java\src目录下,将org文件夹(整个文件夹)复制粘贴到android项目下的src文件下
(cocos2d路径\TestGame\proj.android\src),这个每次移植都是必须做的。选中项目,右键刷新。
注意:有时候需要重新导入一下lib库就好了。
如果有资源文件会自动进行COPY到ANDROID项目的ASSETS中。
8. 最后在ECLIPS中修改自己写的工程
完毕
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原文链接:https://www.f2er.com/cocos2dx/345381.html