The first order of business will be creating a project file for SpaceCraze. If you have worked with Cocos2d-x before, you know that earlier we had to use separate scripts and batch files to create projects for the various platforms supported by the engine. It was a cumbersome task at that. So, the brilliant guys from the Cocos2d-x community have come up with a unified solution that will create all your required project files in one shot. They call it, quite simply, the project-creator tool.
You can find project-creator inside the tools
folder of Cocos2d-x. In the project-creator
folder, you will find a Python executable by the name of create_project.py
. This is the executable that we will use to create a cross-platform Cocos2d-x project. As a prerequisite, you will need Python installed on your machine before running create_project.py
. The script has instructions on how it should be used but I will go over it just this once.
To create a cross-platform Cocos2d-x project, follow these steps:
project-creator
folder by typing the following command into the terminal:cd PATH_TO_COCOS2DX/tools/project-creator/
Here, PATH_TO_COCOS2DX
is the location of Cocos2d-x on your filesystem.
./create_project.py -project SpaceCraze -package com.karanseq.SpaceCraze -language cpp
You specified the project name, package name, and programming language for this project in the preceding steps—SpaceCraze
, com.karanseq.SpaceCraze
, and cpp
, respectively. If you did everything right, your terminal window should look something like this:
So, we've used the brilliantly written script to create our first Cocos2d-x project. You must have noticed the number of platforms you can deploy to! Notice how the newly-created project is placed inside the projects folder within Cocos2d-x-2.2.5. When you download the source code for this chapter and subsequent Cocos2d-x chapters, be sure to place the project inside the projects
folder. It may not exist when you first set up the engine; in that case, you should simply create it.
3.138.172.130