I was just wondering if theres a way to generate a project with the command line tool and use the prebuilt libraries, because, everytime I generate a new project it comes with the whole cocos2dx project
Create an app with cocos2d-x, set cocos2d-x as shared directory (somewhere outside),
then just copy this “template” app. Don’t forget to overwrite the project identifiers.
page not found… =/
Corrected. Sorry I was on my phone and the link did not paste correctly for some reason.
after building both debug and release versions of win32 projects, i tried to use:
cocos new ProjectName -p projectname.com.name -l cpp -t binary
but all it says to me is:
Template named ‘binary’ is not found.
Multiple templates detected!
You can select one via -t argments.
I mean, the libraries I built are all inside “cocos2dx/tools/simulator/frameworks/”, how can I tell cocos to use that on the templates???
Please someone can help me, i really need to know about this
cocos gen-templates
cocos new ProjectName -p projectname.com.name -l cpp -t binary
i tried this, i swear, but its complaining about the “-t binary” argument, its saying that “binary” should be a template, but i dont see any template called binary
lemme try again, maybe i did something wrong, thanks for answer me !
hmm, maybe there is a problem building the libraries for win32 apps.
actually the problem is me, i forgot about the “cocos gen-templates”, its kinda obvious why it didnt worked --’, thank you!
sure. I am adding better language for this step. I actually didn’t realize it was required either.
This is no longer a recognised option of the command line tool:
cocos gen-templates
I get this on 3.16 today when I try to use it:
Error: argument 'gen-templates' not found.
What is the current way to create new projects using binaries from the command line?
cocos gen-libs --help
Thanks for your help. I see nothing there about generating a project which references the prebuilt libs. Am I correct in surmising there is no such generator anymore?
Is the recommended method now to generate a new game the default way and then go in and delete the copied cocos source and hack up the build tool projects manually to reference the pre-built libs?
Oh, I see what you are asking. Good question. The answer is, probably.
I generate the libraries, drop them into XCode and then change my header and include search path. Done. For Android You need to reference the libs in your jni/Android.mk
Thank you :-).
And I guess the step before what you describe is to make a new project with:
cocos new MyGame -p com.MyCompany.MyGame -l cpp -d ~/MyCompany
and scrape away the cocos library code.
Look in Application.mk
and Android.mk
for most of the details.
use cocos gen-libs … to generate the libraries.