How can I include cocos2d-x templates in Xcode?

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爱一瞬间的悲伤
爱一瞬间的悲伤 2021-02-02 16:24

I\'m trying to follow this guide which is often quoted as being an excellent tutorial for Cocos2d-x.

The problem is that my downloads for Cocos2d-x (2.2 and 3.0 alpha0)

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  •  予麋鹿
    予麋鹿 (楼主)
    2021-02-02 16:53

    @marcg11's answer is valid for Cocos2d-x version 2.*. Script create_project.py doesn't exist in version 3.1 anymore. You should use "cocos" console instead.

    E.g. In a terminal go to a folder you want to create your project in and run:

    cocos new Cocos2DxFirstIosSample -l cpp -p org.cocos2d.Cocos2DxFirstIosSample
    

    You may also specify other parameters:

    $ cocos new --help
    usage: cocos new [-h] [-p PACKAGE_NAME] -l {cpp,lua,js} [-d DIRECTORY]
                     [-t TEMPLATE_NAME] [--no-native]
                     [PROJECT_NAME]
    
    Creates a new project
    
    positional arguments:
      PROJECT_NAME          Set the project name
    
    optional arguments:
      -h, --help            show this help message and exit
      -p PACKAGE_NAME, --package PACKAGE_NAME
                            Set a package name for project
      -l {cpp,lua,js}, --language {cpp,lua,js}
                            Major programming language you want to use, should be
                            [cpp | lua | js]
      -d DIRECTORY, --directory DIRECTORY
                            Set generate project directory for project
      -t TEMPLATE_NAME, --template TEMPLATE_NAME
                            Set the template name you want create from
    
    lua/js project arguments:
      --no-native           No native support.
    

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