cocos compile -p android -m release -s F:\cocosproj\antest --ap android-20
上面那条就是我常用的指令,这指令修改一下就成了你的指令了。
我本来是想用android-studio出个包的,但是这个编译指令只是编译eslicps的工程,不过没关系,编译出so文件后就可以手动搬到android-studio那里去出包了。
下面是 cocos compile 详解 (以下内容转自 : 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 |
- |
- |
Show the help message and exit |
no |
-s, --src |
project path |
./projects/MyLuaGame |
Specify the project path. Default value is current directory. |
no |
-p, --platform |
the target platform |
android |
Specify the target platform. |
yes |
-m, --mode |
the compiling mode |
release |
Set the compile mode, should be debug or release . Default is debug. |
no |
-j, --jobs |
number of jobs at once |
4 |
Use N jobs at once. It's only take effect with target android & linux . |
no |
-o, --output-dir |
absolute/relative path |
./release/android |
Specify the output directory. |
no |
Android Arguments
arg | available value | sample | description | necessary |
--ap |
folder name in ANDROID_SDK_ROOT/platforms |
android-16 |
Specify the API-Level of android sdk. Console will auto select it if not specified. |
no |
--ndk-mode |
the compiling mode of ndk-build |
release |
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 |
no |
Web Arguments
arg | available value | sample | description | necessary |
--source-map |
- |
- |
Enable source-map |
no |
--advanced |
- |
- |
Set the compilationLevel value as advanced for js compiling. |
no |
iOS/Mac Arguments
arg | available value | sample | description | necessary |
-t, --target |
Target Name in XCode project |
MyGame iOS |
Specify the target name to compile. |
no |
iOS Arguments
arg | available value | sample | description | necessary |
--sign-identity |
the code sign identity |
"iPhone Distribution:xxxxxxxx" |
The code sign identity for iOS. |
It's required when the value of "-m, -mode" is release. |
lua/js project Arguments
arg | available value | sample | description | necessary |
--compile-script |
{0,1} |
1 |
Disable/Enable the compiling of lua/js script files. If not specified, the value is 1 when -m, --mode is release . Otherwise, the value is 0 |
no |
lua project Arguments
arg | available value | sample | description | necessary |
--lua-encrypt |
- |
- |
Enable the encrypting of lua scripts. It's only take effect when --compile-script value is 1 |
no |
--lua-encrypt-key |
any string |
MyLuaKey |
Specify the encrypt key for the encrypting of lua scripts. It's only take effect when --lua-encrypt is enabled. Default value is 2dxLua . |
no |
--lua-encrypt-sign |
any string |
MyLuaSign |
Specify the encrypt sign for the encrypting of lua scripts. It's only take effect when --lua-encrypt is enabled. Default value is XXTEA . |
no |
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 is linux
or web
-
If --lua-encrypt
is enabled, you should modify the C++ code frameworks/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
Build MyLuaGame
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"
Build MyLuaGame
for ios with release mode. Use the code sign identity "iPhone Distribution:xxxxxxxx"
.