
cocos2d-console is a command line tool for cocos2d-x & cocos2d-Js. It contains several commands for developers tocreate,compile,runthe-xor-Jsprojects.
The cocos2d-console is implemented byPython. You can use it inwindows,Mac or linux.
build/install-deps-linux.shincocos2d-xorcocos2d-Jsto install the dependencIEs. Setup Environment Run thesetup.pyin the root directory ofcocos2d-js.
If you are developing games for android,you should input theAndroid SDK,Android NDK&Apache Antpath when the setup is running.
Use the command line like this:cocos [command] [arguments]
Available commands:
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: Commandrundepends on commanddeploy,anddeploydepends oncompile.
compile->deploy->run. You can use commandrunlike this:cocos run -p android --ndk-mode release(
-pis available argument ofrun,249)">--ndk-modeis available argument ofcompile) How to add command Editbin/cocos2d.ini,and add the class name of your new plugin there. For example:
plugin_custom.CCPluginCustom
Create a file calledplugin_custom.pyin thepluginsfolder.
A new,empty plugin,would look like the code shown below:
import cocos# Plugins should be a subclass of CCPluginclass CCPluginCustom(cocos.CCPlugin): # in default category @staticmethod def plugin_category(): return "" @staticmethod def plugin_name(): return "custom" @staticmethod def brief_description(): return "A custom plugin" def run(self,argv,dependencies): print "plugin called!" print argv
Check the added command. The output ofcocos -hwill show the available commands:
The result of run the commandcocos custom -p androidwill look like this:
Whencocos compileis 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.jsonin the root of your project. like this:
..."custom_step_script": "./custom_script.py",...
The key must becustom_step_script. The value can be absolute or relative path.
Define a method namedhandle_eventin your custom script like this:
# custom_script.py# event is the event name which pre-defined in cocos command.# target_platform is the target platform which you are compiling for.# args is more arguments of event.def handle_event(event,target_platform,args): print("event is %s" % event) print("target_platform is %s" % target_platform) print("args is %s" % args) Then your custom script will be invoked when you are compiling your project bycocos compile.
Here are the pre-defined events:
| event | support platforms | special arguments | |||
|---|---|---|---|---|---|
| pre-build | all platforms | --- | |||
| post-build | pre-ndk-build | android | post-ndk-build | pre-copy-assets | assets-dir: The path of assets directory |
| post-copy-assets | pre-ant-build | post-ant-build | --- |
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'sreleaseordebug output-dir : The path of output directory. ndk-build-mode : The value of parameter--ndk-mode. It'sdebugornone. (This argument is only available when target platform is android). Advanced Features How to exclude files in resources directory when building for android Contributing The code repository ofcocos2d-consoleis on github:console repository
You can fork this github repository,add your contribution,then send a pull request to us.
available_cmds.jpg(54.9 kB)zhangbin@cocos2d-x.org,2014-06-16 02:39
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