首先调整屏幕适配
修改AppDelegate.cpp文件
//glview->setFrameSize(800, 480);去掉,在真机上不需要,屏幕大小已经有了修改为ResolutionPolicy::EXACT_FIT :保证了设计区域完全铺满屏幕,但是可能会出现图像拉伸
glview->setDesignResolutionSize(800, 480, ResolutionPolicy::EXACT_FIT);
1、导入工程到Eclipse
打开eclipse,在新建项目时选择“File->New->Other->Android/Android Project from Existing Code”,选择上步提到的proj.android将项目导入eclipse。
2、设置项目配置信息
(1)在项目上点“属性”-android-Project Build Target 选择相应android版本,我的是android4.4
(2)右键->Build Path->Config Build Path,在source下可以看到libcocos2d的路径是错误的,中间多了一个“2d”。将其改回正确路径。
3、解决android项目库的加载
拷贝cocos2dx库文件,在源码目录 cocos2d\cocos\platform\android\java\src下 ,拷贝org目录文件放到proj.android\src 目录下
4、修改jni/android.mk 文件 和 Application.mk文件
在android.mk中添加需要编译的cpp文件
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)
LOCAL_MODULE := cocos2dcpp_shared
LOCAL_MODULE_FILENAME := libcocos2dcpp
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/GameBaseScene.cpp \
../../Classes/Item.cpp \
../../Classes/Item_ball.cpp \
../../Classes/Item_crab.cpp \
../../Classes/Item_emergency.cpp \
../../Classes/Item_fog.cpp \
../../Classes/Item_strength_up.cpp \
../../Classes/Item_stretcher.cpp \
../../Classes/LanguageString.cpp \
../../Classes/LotteryCard.cpp \
../../Classes/MapChooseScene.cpp \
../../Classes/MenuScene.cpp \
../../Classes/RicherGameController.cpp \
../../Classes/RicherPlayer.cpp \
../../Classes/RouteNavigation.cpp \
../../Classes/SeaScene.cpp \
../../Classes/SplashScene.cpp \
../../Classes/Util.cpp \
../../Classes/PopupLayer/CocosToast.cpp \
../../Classes/PopupLayer/PopupLayer.cpp \
../../Classes/skill/SkillCard.cpp \
../../Classes/stock/LineChart.cpp \
../../Classes/stock/Stock.cpp \
../../Classes/stock/StockCellCard.cpp \
../../Classes/stock/VisibleRect.cpp \
../../Classes/lottery/EllipseBy.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
$(LOCAL_PATH)/../../Classes/PopupLayer \
$(LOCAL_PATH)/../../Classes/skill \
$(LOCAL_PATH)/../../Classes/stock \
$(LOCAL_PATH)/../../Classes/lottery
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
# LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
# 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
include $(BUILD_SHARED_LIBRARY)
$(call import-module,.)
$(call import-module,audio/android)
# $(call import-module,Box2D)
# $(call import-module,editor-support/cocosbuilder)
# $(call import-module,editor-support/spine)
# $(call import-module,editor-support/cocostudio)
# $(call import-module,network)
$(call import-module,extensions)
修改Application.mk文件,APP_ABI := armeabi x86 ,
这样就可以编译生成x86 和 arm平台相关的so文件
5、进入cmd命令提示符,编译生成.so文件
注意首先要配置好NDK环境变量
运行richer\proj.android>build_native.py 开始编译 或者 在richer目下运行 cocos compile -p android 编译
在编译时出现了cocos-ext.h错误,找不到
修改为 #include "extensions/cocos-ext.h" 即可
6、在eclipse中刷新,产生apk安装包,测试运行
工程右键 "Android Tools"-"Export Signed Application Package..."—"Project Checks" 填写richer —-“create new keystore”
保存签名文件为richer.key,填写密码完毕后,进入下一步
Key creation,填写完毕 下一步
填写存放要生成apk的目录,点击完成。
这样就可以安装apk测试了
7、其他问题:
(1)打开Eclipse后导入android项目后,退出后再打开有时遇到java.lang.NullPointerException错误。
文件在proj.android下面 “.cproject” 删除
(2)找不到 float int 等定义的变量,测试发现是由于进行了注释,注释中可能存在了不应有的字符 或者编码格式不对导致的
这时去掉注释就可以了
如 LineChart.h
文件中如下的注释去掉,如果不去掉,总是报这几个变量没有定义
float spaceRatio ; //y轴间距系数
float leftRatioX; //x轴左侧间距系数
int maxValue1; //数据中的最大值
float layerHeight1 ; //图离底部的距离
apk下载:点击下载apk
代码下载:点击下载
未完待续..................