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  • cocos2dx 用命令行进行编译的指令

    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

    argavailable valuesampledescriptionnecessary
    -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

    argavailable valuesampledescriptionnecessary
    --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

    argavailable valuesampledescriptionnecessary
    --source-map - - Enable source-map no
    --advanced - - Set the compilationLevel value as advanced for js compiling. no

    iOS/Mac Arguments

    argavailable valuesampledescriptionnecessary
    -t, --target Target Name in XCode project MyGame iOS Specify the target name to compile. no

    iOS Arguments

    argavailable valuesampledescriptionnecessary
    --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

    argavailable valuesampledescriptionnecessary
    --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

    argavailable valuesampledescriptionnecessary
    --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:available platforms
    • --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".
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  • 原文地址:https://www.cnblogs.com/jsfx/p/6544037.html
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