COCOS2D-CONSOLE
Overview
cocos2d-console is a command line tool for cocos2d-x & cocos2d-js. It contains several commands for developers to create, compile, run
the -x
or -js
projects.
The cocos2d-console is implemented by Python
. You can use it in Windows, Mac or Linux
.
Requirement
- Python 2.7 is required (Now only support version 2.7).
- Required by iOS & Mac:
- XCode
- Required by android:
- Required by win32:
- Visual Studio
- Required by linux:
- Please run the
build/install-deps-linux.sh
incocos2d-x
orcocos2d-js
to install the dependencies.
- Please run the
Setup Environment
Run the setup.py
in the root directory of cocos2d-x
or cocos2d-js
.
If you are developing games for android, you should input the Android SDK
, Android NDK
& Apache Ant
path when the setup is running.
Usage
Use the command line like this:cocos [command] [arguments]
Available commands:
Attentions
There are depend relationship between commands. Two rules about dependencies:
- The dependent commands will be invoked first.
- If command A depend on command B. When you are using command A, the arguments you used will be passed to command B.
For example: Command run
depends on command deploy
, and deploy
depends on compile
.
- The command order is
compile->deploy->run
. - You can use command
run
like this:cocos run -p android --ndk-mode release
(-p
is available argument ofrun
,--ndk-mode
is available argument ofcompile
)
How to add command
-
Edit
bin/cocos2d.ini
, and add the class name of your new plugin there. For example: -
Create a file called
plugin_custom.py
in theplugins
folder.
A new, empty plugin, would look like the code shown below: -
Check the added command. The output of
cocos -h
will show the available commands:
The result of run the commandcocos custom -p android
will look like this:
Add custom steps during compiling
When cocos compile
is running, some events will be dispatched to the custom python scripts. You can use this function by these steps:
-
Define your custom script in
.cocos-project.json
in the root of your project. like this:The key must be
custom_step_script
. The value can be absolute or relative path. -
Define a method named
handle_event
in your custom script like this:
Then your custom script will be invoked when you are compiling your project by cocos compile
.
Here are the pre-defined events:
event | support platforms | special arguments |
---|---|---|
pre-build | all platforms | --- |
post-build | all platforms | --- |
pre-ndk-build | android | --- |
post-ndk-build | android | --- |
pre-copy-assets | android | assets-dir : The path of assets directory |
post-copy-assets | android | assets-dir : The path of assets directory |
pre-ant-build | android | --- |
post-ant-build | android | --- |
All events arguments will contains:
- project-path : The path of project root directory.
- platform-project-path : The path of current compiling platform directory.
- build-mode : The value of parameter
-m
. It'srelease
ordebug
- output-dir : The path of output directory.
- ndk-build-mode : The value of parameter
--ndk-mode
. It'srelease
ordebug
ornone
. (This argument is only available when target platform is android).
Advanced Features
Contributing
The code repository of cocos2d-console
is on github: console repository
You can fork this github repository, add your contribution, then send a pull request to us.