UNPKG

rapidgame

Version:

A cross-platform commandline tool that prebuilds cocos2d-x libraries for Windows, Mac, Linux, Android and iOS. Also a game templating system.

47 lines (44 loc) 1.88 kB
# build_files.py: updates the source file list under `Projects` in `Projects/android/jni/Android.mk` (uses makeignore) # build_native.py: compiles and links all the source files in Android.mk with cocos2d-x to create a shared library # ant: adds the shared library and assets together to build an .apk # adb install: installs an .apk onto the specified device # adb logcat: specifies what kind of log information to output to the console SHELL=/bin/bash PLUGIN_DIR=$$(cd ../../lib/cocos2d/x/java && pwd) all: @echo "ANDROID_SDK_ROOT=${ANDROID_SDK_ROOT}" @echo "PLUGIN_DIR=${PLUGIN_DIR}" @if [ ! -d ${ANDROID_SDK_ROOT} ]; then echo "WARNING: The ANDROID_SDK_ROOT environment variable does not point to a directory. See the Readme.txt and set ANDROID_SDK_ROOT in your .profile."; exit; fi ./build_files.py export CONFIG="debug" && ./build_native.py find . -name .DS_Store -delete ant -Dsdk.dir=${ANDROID_SDK_ROOT} -Dplugin.dir=${PLUGIN_DIR} debug release: ./build_files.py export CONFIG="release" && ./build_native.py ant -Dsdk.dir=${ANDROID_SDK_ROOT} -Dplugin.dir=${PLUGIN_DIR} debug distribution: ./build_files.py export CONFIG="release" && ./build_native.py ant -Dsdk.dir=${ANDROID_SDK_ROOT} -Dplugin.dir=${PLUGIN_DIR} release zipalign -f 4 bin/`cat .name`-release-unsigned.apk bin/`cat .name`-release-aligned.apk run: adb -d install -r bin/`cat .name`-debug.apk adb -d logcat -v brief `cat .identifier`:D *:F run-release: adb -d install -r bin/`cat .name`-debug.apk adb -d logcat -v brief `cat .identifier`:D *:F run-distribution: adb -d install -r bin/`cat .name`-release-aligned.apk adb -d logcat -v brief `cat .identifier`:D *:F start-emulator: #emulator -avd [device_name] run-emulator: #adb -e install -r bin/`cat .name`-debug.apk #adb -e logcat -v brief `cat .identifier`:D *:F clean: rm -rf obj rm -rf bin rm -rf gen rm -rf assets rm -rf libs