Bullet(Cocos2dx)之交叉编译Android,集成到cocos2dx3.x

首先将src文件夹复制到jni文件夹,没有可以新建一个

新建两个文件Android.mk, Application.mk

Application.mk内容如下:

APP_ABI := armeabi armeabi-v7a x86

APP_PLATFORM := android-8

APP_STL := stlport_static

Android.mk 内容如下:

LOCAL_PATH:= $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE        := bullet_static (可随便起)

LOCAL_MODULE_FILENAME    := libbullet (可随便起)

LOCAL_C_INCLUDES := src/  (头文件位置)

(源文件,要列出所有用到的,这里用到BulletSoftBody BulletDynamics 

BulletCollisions LinearMath

LOCAL_SRC_FILES := src/BulletSoftBody/btSoftBody.cpp\
	src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp \
	src/BulletSoftBody/btSoftBodyHelpers.cpp \
        src/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.cpp \
	src/BulletSoftBody/btSoftRigidCollisionAlgorithm.cpp \
	src/BulletSoftBody/btSoftRigidDynamicsWorld.cpp \
	src/BulletSoftBody/btSoftSoftCollisionAlgorithm.cpp \
	src/BulletSoftBody/btDefaultSoftBodySolver.cpp \
	src/BulletDynamics/Character/btKinematicCharacterController.cpp \
	src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btContactConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btFixedConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btGearConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.cpp \
	src/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp \
	src/BulletDynamics/ConstraintSolver/btHingeConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp \
	src/BulletDynamics/ConstraintSolver/btNNCGConstraintSolver.cpp \
	src/BulletDynamics/ConstraintSolver/btSliderConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btTypedConstraint.cpp \
	src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp \
	src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp \
	src/BulletDynamics/Dynamics/btRigidBody.cpp \
	src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp \
	src/BulletDynamics/Vehicle/btRaycastVehicle.cpp \
	src/BulletDynamics/Vehicle/btWheelInfo.cpp \
	src/BulletDynamics/Featherstone/btMultiBody.cpp \
	src/BulletDynamics/Featherstone/btMultiBodyConstraintSolver.cpp \
	src/BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.cpp \
	src/BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.cpp \
	src/BulletDynamics/Featherstone/btMultiBodyConstraint.cpp \
	src/BulletDynamics/Featherstone/btMultiBodyPoint2Point.cpp \
	src/BulletDynamics/Featherstone/btMultiBodyJointMotor.cpp \
	src/BulletDynamics/MLCPSolvers/btDantzigLCP.cpp \
	src/BulletDynamics/MLCPSolvers/btMLCPSolver.cpp \
	src/BulletDynamics/MLCPSolvers/btLemkeAlgorithm.cpp \
	src/BulletCollision/BroadphaseCollision/btAxisSweep3.cpp \
	src/BulletCollision/BroadphaseCollision/btBroadphaseProxy.cpp \
	src/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.cpp \
	src/BulletCollision/BroadphaseCollision/btDbvt.cpp \
	src/BulletCollision/BroadphaseCollision/btDbvtBroadphase.cpp \
	src/BulletCollision/BroadphaseCollision/btDispatcher.cpp \
	src/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.cpp \
	src/BulletCollision/BroadphaseCollision/btOverlappingPairCache.cpp \
	src/BulletCollision/BroadphaseCollision/btQuantizedBvh.cpp \
	src/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp \
	src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btBoxBoxDetector.cpp \
	src/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp \
	src/BulletCollision/CollisionDispatch/btCollisionObject.cpp \
	src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp \
	src/BulletCollision/CollisionDispatch/btCollisionWorldImporter.cpp \
	src/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btCompoundCompoundCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.cpp \
	src/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btGhostObject.cpp \
	src/BulletCollision/CollisionDispatch/btHashedSimplePairCache.cpp \
	src/BulletCollision/CollisionDispatch/btInternalEdgeUtility.cpp \
	src/BulletCollision/CollisionDispatch/btManifoldResult.cpp \
	src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp \
	src/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.cpp \
	src/BulletCollision/CollisionDispatch/btUnionFind.cpp \
	src/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp \
	src/BulletCollision/CollisionShapes/btBoxShape.cpp \
	src/BulletCollision/CollisionShapes/btBox2dShape.cpp \
	src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.cpp \
	src/BulletCollision/CollisionShapes/btCapsuleShape.cpp \
	src/BulletCollision/CollisionShapes/btCollisionShape.cpp \
	src/BulletCollision/CollisionShapes/btCompoundShape.cpp \
	src/BulletCollision/CollisionShapes/btConcaveShape.cpp \
	src/BulletCollision/CollisionShapes/btConeShape.cpp \
	src/BulletCollision/CollisionShapes/btConvexHullShape.cpp \
	src/BulletCollision/CollisionShapes/btConvexInternalShape.cpp \
	src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp \
	src/BulletCollision/CollisionShapes/btConvexPolyhedron.cpp \
	src/BulletCollision/CollisionShapes/btConvexShape.cpp \
	src/BulletCollision/CollisionShapes/btConvex2dShape.cpp \
	src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.cpp \
	src/BulletCollision/CollisionShapes/btCylinderShape.cpp \
	src/BulletCollision/CollisionShapes/btEmptyShape.cpp \
	src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp \
	src/BulletCollision/CollisionShapes/btMinkowskiSumShape.cpp \
	src/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.cpp \
	src/BulletCollision/CollisionShapes/btMultiSphereShape.cpp \
	src/BulletCollision/CollisionShapes/btOptimizedBvh.cpp \
	src/BulletCollision/CollisionShapes/btPolyhedralConvexShape.cpp \
	src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp \
	src/BulletCollision/CollisionShapes/btShapeHull.cpp \
	src/BulletCollision/CollisionShapes/btSphereShape.cpp \
	src/BulletCollision/CollisionShapes/btStaticPlaneShape.cpp \
	src/BulletCollision/CollisionShapes/btStridingMeshInterface.cpp \
	src/BulletCollision/CollisionShapes/btTetrahedronShape.cpp \
	src/BulletCollision/CollisionShapes/btTriangleBuffer.cpp \
	src/BulletCollision/CollisionShapes/btTriangleCallback.cpp \
	src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.cpp \
	src/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.cpp \
	src/BulletCollision/CollisionShapes/btTriangleMesh.cpp \
	src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp \
	src/BulletCollision/CollisionShapes/btUniformScalingShape.cpp \
	src/BulletCollision/Gimpact/btContactProcessing.cpp \
	src/BulletCollision/Gimpact/btGenericPoolAllocator.cpp \
	src/BulletCollision/Gimpact/btGImpactBvh.cpp \
	src/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp \
	src/BulletCollision/Gimpact/btGImpactQuantizedBvh.cpp \
	src/BulletCollision/Gimpact/btGImpactShape.cpp \
	src/BulletCollision/Gimpact/btTriangleShapeEx.cpp \
	src/BulletCollision/Gimpact/gim_box_set.cpp \
	src/BulletCollision/Gimpact/gim_contact.cpp \
	src/BulletCollision/Gimpact/gim_memory.cpp \
	src/BulletCollision/Gimpact/gim_tri_collision.cpp \
	src/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.cpp \
	src/BulletCollision/NarrowPhaseCollision/btConvexCast.cpp \
	src/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.cpp \
	src/BulletCollision/NarrowPhaseCollision/btGjkEpa2.cpp \
	src/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.cpp \
	src/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp \
	src/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.cpp \
	src/BulletCollision/NarrowPhaseCollision/btPersistentManifold.cpp \
	src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp \
	src/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.cpp \
	src/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.cpp \
	src/BulletCollision/NarrowPhaseCollision/btPolyhedralContactClipping.cpp \
	src/LinearMath/btAlignedAllocator.cpp \
	src/LinearMath/btConvexHull.cpp \
	src/LinearMath/btConvexHullComputer.cpp \
	src/LinearMath/btGeometryUtil.cpp \
	src/LinearMath/btPolarDecomposition.cpp \
	src/LinearMath/btQuickprof.cpp \
	src/LinearMath/btSerializer.cpp \
	src/LinearMath/btVector3.cpp 

最后还要加上一句,表示生成静态库如果将STATIC该文SHARED则生成动态库

include $(BUILD_STATIC_LIBRARY)

 

然后进入命令行

进入jni所在目录

ndk-build

等待编译完成


将三个目录下的libbullet.a分别复制到cocos2dx的安装目录下的

安装目录\Cocos\frameworks\cocos2d-x\prebuilt\android\相应文件下

进入Cocos\frameworks\cocos2d-x\external

新建文件夹Bullet,在Bullet下新建prebuild-mk

Box2D\prebuild-mk下的Android.mk复制到Bullet/prebuild-mk

修改如下3

LOCAL_MODULE := bullet_static

LOCAL_MODULE_FILENAME := libbullet

LOCAL_SRC_FILES := ../../../prebuilt/android/$(TARGET_ARCH_ABI)/libbullet.a


复制头文件

bullet3src的所有文件复制到新建的Bullet文件下


删除不是.h的所有文件

下一步任务繁重,

将所有用到BulletCollision BulletDynamics BulletSoftBody LinearMath目录下的include都加上Bullet/,可以使用Notepad++Bullet目录搜索Bullet,并替换为Bullet/Bullet, LinearMath并替换为Bullet/LinearMath

进入Cocos\frameworks\cocos2d-x\cocos\prebuilt-mk

Android.mk

LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static下面添加

LOCAL_WHOLE_STATIC_LIBRARIES += bullet_static

 

$(call import-module, Box2D/prebuilt-mk) 下面添加

$(call import-module, Bullet/prebuilt-mk)

 

至此已经完成编译静态库

下载地址


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Cocos2d-x 是一个开源的跨平台游戏开发框架,支持 C++、Lua 和 JavaScript 等语言。以下是一个简单的飞机大战游戏的制作流程: 1. 创建一个新的 Cocos2d-x 项目,在命令行中使用以下命令: ``` cocos new MyGame -p com.your_company.mygame -l cpp -d /path/to/your/project ``` 其中,`MyGame` 是项目的名称,`com.your_company.mygame` 是项目的包名,`/path/to/your/project` 是项目的路径。 2. 在 `Classes` 文件夹下创建游戏场景类和游戏层类。游戏场景类负责管理游戏层,游戏层类负责绘制游戏界面和处理用户输入事件。可以参考以下代码: ```c++ class GameScene : public cocos2d::Scene { public: static cocos2d::Scene* createScene(); virtual bool init(); CREATE_FUNC(GameScene); }; class GameLayer : public cocos2d::Layer { public: virtual bool init(); void update(float delta); CREATE_FUNC(GameLayer); }; ``` 3. 在游戏层中添加背景图和玩家飞机。可以使用 `Sprite` 类来加载图片资源,并使用 `addChild()` 方法将其添加到层中。例如: ```c++ auto background = Sprite::create("background.png"); background->setPosition(visibleSize.width / 2, visibleSize.height / 2); addChild(background); player = Sprite::create("player.png"); player->setPosition(visibleSize.width / 2, player->getContentSize().height / 2); addChild(player); ``` 4. 实现玩家飞机的移动和射击功能。可以使用 `EventKeyboard` 类来监听键盘事件,并在 `update()` 方法中更新玩家飞机的位置和子弹的位置。例如: ```c++ void GameLayer::update(float delta) { // 移动玩家飞机 if (isKeyPressed(EventKeyboard::KeyCode::KEY_UP_ARROW)) { player->setPositionY(player->getPositionY() + 5.0f); } if (isKeyPressed(EventKeyboard::KeyCode::KEY_DOWN_ARROW)) { player->setPositionY(player->getPositionY() - 5.0f); } if (isKeyPressed(EventKeyboard::KeyCode::KEY_LEFT_ARROW)) { player->setPositionX(player->getPositionX() - 5.0f); } if (isKeyPressed(EventKeyboard::KeyCode::KEY_RIGHT_ARROW)) { player->setPositionX(player->getPositionX() + 5.0f); } // 发射子弹 if (isKeyPressed(EventKeyboard::KeyCode::KEY_SPACE)) { auto bullet = Sprite::create("bullet.png"); bullet->setPosition(player->getPositionX(), player->getPositionY() + player->getContentSize().height / 2); addChild(bullet); auto moveBy = MoveBy::create(1.0f, Vec2(0, visibleSize.height)); auto removeSelf = RemoveSelf::create(); auto sequence = Sequence::create(moveBy, removeSelf, nullptr); bullet->runAction(sequence); } } ``` 5. 添加敌机和碰撞检测功能。可以使用定时器来定期生成敌机,并使用 `Rect` 类来判断玩家飞机和子弹是否与敌机发生碰撞。例如: ```c++ void GameLayer::addEnemy(float delta) { auto enemy = Sprite::create("enemy.png"); float x = CCRANDOM_0_1() * visibleSize.width; enemy->setPosition(x, visibleSize.height + enemy->getContentSize().height / 2); addChild(enemy); auto moveBy = MoveBy::create(2.0f, Vec2(0, -visibleSize.height - enemy->getContentSize().height)); auto removeSelf = RemoveSelf::create(); auto sequence = Sequence::create(moveBy, removeSelf, nullptr); enemy->runAction(sequence); } void GameLayer::checkCollision() { for (auto enemy : enemies) { if (player->getBoundingBox().intersectsRect(enemy->getBoundingBox())) { // 碰撞处理 } for (auto bullet : bullets) { if (bullet->getBoundingBox().intersectsRect(enemy->getBoundingBox())) { // 碰撞处理 } } } } ``` 6. 最后,在游戏场景类的 `init()` 方法中添加游戏层、定时器和碰撞检测函数。例如: ```c++ bool GameScene::init() { if (!Scene::init()) { return false; } auto gameLayer = GameLayer::create(); addChild(gameLayer); schedule(schedule_selector(GameLayer::addEnemy), 1.0f); scheduleUpdate(); return true; } void GameLayer::update(float delta) { checkCollision(); } ``` 以上是一个简单的飞机大战游戏的制作流程,具体的实现细节还需要结合实际情况进行调整。

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