cocos2d-x各種的環(huán)境配置這里就不做解釋
首先準(zhǔn)備spine的運(yùn)行庫(kù)http://zh.esotericsoftware.com/spine-runtimes
是一個(gè)github代碼托管野建,clone到本地或者download到本地听怕,好的資源準(zhǔn)備了開(kāi)始配置吧
1.創(chuàng)建目錄(保存舊和新的配置文件)
2.往"spine新"拷貝運(yùn)行庫(kù)文件保證了備份舊文件也備份新文件
把"include/spine"文件夾下的和"src/spine"文件夾下的所有文件拷貝到"spine新"
把"src/spine"文件夾下的所有文件拷貝到"spine新"
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把"cocos2d-x-4.0/cocos/editor-support/spine/"下的所有文件都拷貝到"cocos2dx替換文件/cocos/editor-support/spine舊/"
3.配置spine
在"spine新"創(chuàng)建"CMakeLists.txt"文件夜牡,輸入內(nèi)容:
set(COCOS_SPINE_HEADER
? ? editor-support/spine/Animation.h
?? ?)
set(COCOS_SPINE_SRC
? ? editor-support/spine/Animation.cpp
)
把所有文件都以"editor-support/spine/文件名"往"CMakeLists.txt"文件輸入.h對(duì)應(yīng)COCOS_SPINE_HEADER,.cpp對(duì)應(yīng)COCOS_SPINE_SRC
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把"cocos2d-x-4.0/cocos/CMakeLists.txt"文件拷貝到"cocos2dx替換文件/cocos/"下重新命名為"CMakeLists.txt舊",再拷貝一次這次重新命名為"CMakeLists.txt新"
打開(kāi)"CMakeLists.txt新"第52行option(BUILD_EDITOR_SPINE "Build editor support for spine" OFF)改為option(BUILD_EDITOR_SPINE "Build editor support for spine" ON)
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把"cocos2d-x-4.0/templates/cocos2dx_files.json"文件拷貝到"cocos2dx替換文件/templates/"下重新命名為"cocos2dx_files.json舊",再拷貝一次這次重新命名為"cocos2dx_files.json新"
打開(kāi)"cocos2dx_files.json新"把所有以"cocos/editor-support/spine/"開(kāi)頭的字符都刪除,在該位置輸入"cocos/editor-support/spine/"+(spine新)里所有的文件涉茧,注意不要忘記了"cocos/editor-support/spine/CMakeLists.txt"
4.替換文件
把“cocos2dx替換文件”里文件或文件帶新的拷貝到"cocos2d-x-4.0"對(duì)應(yīng)的文件夾里,記得把“新”字去掉
5.創(chuàng)建cocos2d-x項(xiàng)目
cocos new 項(xiàng)目名稱 -p (iOS bundle id或Android包名) -l cpp -d 存儲(chǔ)位置路徑
6.等待編譯通過(guò)
cd?項(xiàng)目目錄
cocos compile -p android -m release -j 2