1. 程式人生 > 其它 >cocos2dLua3.17.2 + AS3.5.2 建立工程成功

cocos2dLua3.17.2 + AS3.5.2 建立工程成功

  最近一個童鞋問我,他用的是cocoslua3.17.2 建立新工程,各種問題出現,不知道怎麼辦了,希望我能協助一下,然後,我就把我線上跑的工程所用到的一些版本告訴他,沒想到,被鄙視了: 你還用AS3.2呀,太早了呀,我現在用的3.5.2,我不想用太老的呀。能幫我搞一下不?

  就這樣,我就被鄙視了。好吧,也閒著,看一下,自己跑去下了個(你這也不是新的啊,還鄙視我,只比我用的新了那麼一捏捏而已嘛)

  既然用新的AS了,那麼Gradle也要升級了,事實證明,gradle也不能隨便想升到幾就是幾,遇到一些問題後,最終確定一個版本

classpath 'com.android.tools.build:gradle:3.4.0'
distributionUrl=https\://services.gradle.org/distributions/gradle-5.4.1-all.zip

 NDK版本:android-ndk-r19c

由於google上架要求android api版本必須在30以上,也改了吧

# Android SDK version that will be used as the compile project
PROP_COMPILE_SDK_VERSION=30

# Android SDK version that will be used as the earliest version of android this application can run on
PROP_MIN_SDK_VERSION=16

# Android SDK version that will be used as the latest version of android this application has been tested on
PROP_TARGET_SDK_VERSION=30

  編譯時還要更改專案級build.gradle 檔案variant.mergeAssets.doLast 替換為variant.mergeAssetsProvider.get().doLast

編譯成功了,找個android手機,跑一下。

很好,不出所料,黑屏。gradle升級後,assets資料夾無法拷貝了。繼續修改專案級 build.gradle檔案

修改後的程式碼

android.applicationVariants.all { variant ->
    // delete previous files first
    delete "${buildDir}/intermediates/assets/${variant.dirName}"
    delete "${buildDir}/intermediates/merged_assets/${variant.dirName}"
    variant.mergeAssetsProvider.get().doLast {
        copy {
            from "${buildDir}/../../../../../res"
            into "${buildDir}/intermediates/assets/${variant.dirName}/res"
        }

        copy {
            from "${buildDir}/../../../../../src"
            into "${buildDir}/intermediates/assets/${variant.dirName}/src"
        }
        if (variant.name.compareTo('release') == 0) {
            copy {
                from "${buildDir}/../../../../../res"
                into "${buildDir}/intermediates/merged_assets/release/out/res"
            }

            copy {
                from "${buildDir}/../../../../../src"
                into "${buildDir}/intermediates/merged_assets/release/out/src"
            }

        }else{
            copy {
                from "${buildDir}/../../../../../res"
                into "${buildDir}/intermediates/merged_assets/debug/out/res"
            }

            copy {
                from "${buildDir}/../../../../../src"
                into "${buildDir}/intermediates/merged_assets/debug/out/src"
            }
        }
        // copy {
        //     from "${buildDir}/../../../../cocos2d-x/cocos/scripting/lua-bindings/script"
        //     into  "${buildDir}/intermediates/assets/${variant.dirName}/src/cocos"
        // }
        def compileScript = false
        // compile & encrypt the scripts if necessary
        //def compileScript = (variant.name.compareTo('release') == 0)
        if (project.hasProperty('PROP_COMPILE_SCRIPT')) {
            compileScript = (PROP_COMPILE_SCRIPT.compareTo('1') == 0)
        }

        def encryptLua = project.hasProperty('PROP_LUA_ENCRYPT') && (PROP_LUA_ENCRYPT.compareTo('1') == 0)
        if (compileScript || encryptLua) {
            // -1 means not build bytecode
            // 0 means build 32bit only
            // 1 means build 64bit only
            // 2 means build both 32bit & 64bit
            def buildType = -1
            if (compileScript) {
                def need64 = false
                def need32 = false
                def abis = PROP_APP_ABI.split(':').collect{it as String}
                abis.each{ abi->
                    if (abi.compareTo('arm64-v8a') == 0) {
                        need64 = true
                    }
                    else
                    {
                        need32 = true
                    }
                }

                if (need64 && need32) {
                    buildType = 2
                }
                else if (need64) {
                    buildType = 1
                }
                else {
                    buildType = 0
                }
            }

            // invoke cocos command to compile & encrypt the lua files
            switch (buildType) {
                case -1:
                    compileLua("${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            "${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            false, false, encryptLua)
                    break
                case 0:
                    compileLua("${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            "${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            true, false, encryptLua)
                    break
                case 1:
                    compileLua("${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            "${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src/64bit",
                            true, true, encryptLua)

                    // remove the lua files in src dir
                    delete fileTree("${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src") {
                        include '**/*.lua'
                    }
                    delete "${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src/cocos"
                    break
                case 2:
                    compileLua("${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            "${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src/64bit",
                            true, true, encryptLua)
                    compileLua("${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            "${buildDir}/intermediates/merged_assets/${dirName}/${mergeAssets}/out/src",
                            true, false, encryptLua)
                    break
            }
        }
    }
}

  由於我不直接用他的加密,所以加密那部分我沒太留意改的對不對。

繼續跑一下,OK 了,介面就這樣出來了,assets資料夾也打入到apk中了。全部完成。以上過成功遇到過很多問題,例如:Execution failed for task ':testdemo:externalNativeBuildDebug'. 這樣的問題。通過更改Gradle和NDK版本,基本都解決了,如果還有問題,可以在聯絡我,我們一起探討。