cocos2d-x 减少编译时间免除重复编译

cocos2d-x 减少编译时间免除重复编译,第1张

概述  cocos2d-x游戏引擎在每新建一个工程时都会附带好多库文件要编译,导致开发效率降低,一个helloworld项目初次编译可能都要10来分钟。 所以减少编译时间是非常有必要的。 (本文只讲VS2013和Android NDK的方法,其他平台大同小异) 有一个参考  http://blog.csdn.net/etring/article/details/8608032 但他的还不够。   我用

cocos2d-x游戏引擎在每新建一个工程时都会附带好多库文件要编译,导致开发效率降低,一个helloworld项目初次编译可能都要10来分钟。

所以减少编译时间是非常有必要的。 (本文只讲VS2013和AndroID NDK的方法,其他平台大同小异)

有一个参考 http://blog.csdn.net/etring/article/details/8608032但他的还不够。

我用的是cocos2d-x-3.x 一共有30来个静态库,17个要源码编译,所以做了大量改进更通用一些。

1.新建一个项目HelloCocos2dx: cocos.py new HelloCocos2dx -p com.longshu -l cpp ,有300多M。进入proj.androID目录执行ndk-build或者build_native.py

如果是androID-studio,在proj.androID-studio\app\jni下执行ndk-build命令。 (建议使用COCOS_ROOT/tests/cpp-empty-test空项目,免去新建项目 *** 作)

2.成功后在proj.androID\obj\local\下会默认生成armeabi平台所需要的各种静态库,其他平台在proj.androID\jni\Application.mk文件添加即可

比如APP_ABI := armeabi armeabi-v7a x86生成3个平台的静态库。(两个平台第一次编译大概占880M)

3.在COCOS_ROOT(游戏引擎安装目录)下新建一个prebuild文件夹,在prebuild下新建androID,androID下新建armeabi armeabi-v7a x86(根据自己要的平台),

复制第2步proj.androID\obj\local下的相应平台到prebuild下的相应平台目录,一共17个*.a文件(大概210M,libcocos2dcpp.so不要)。复制好后记得 ndk-build clean

4.prebuild/androID文件夹下面新建一个AndroID.mk,内容在文章最后面。该文件是根据COCOS_ROOT/cocos/AndroID.mk修改而来。

5. 修改proj.androID/AndroID.mk 内容如下:

LOCAL_PATH := $(call my-dir)#Cocos2d-x安装目录,如果环境变量有可以不配COCOS_ROOT := D:/Dev_Tool/Cocos2d-xinclude $(CLEAR_VARS)#去除#$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)#$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)#$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)#要添加 不然import-module找不到编译好的静态库$(call import-add-path,$(COCOS_ROOT))LOCAL_MODulE := cocos2dcpp_sharedLOCAL_MODulE_filename := libcocos2dcppLOCAL_SRC_fileS := hellocpp/main.cpp \                   ../../Classes/AppDelegate.cpp \                   ../../Classes/HelloWorldScene.cppLOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes# _COCOS_header_ANDROID_BEGIN# _COCOS_header_ANDROID_ENDLOCAL_STATIC_liBRARIES := cocos2dx_static# _COCOS_liB_ANDROID_BEGIN# _COCOS_liB_ANDROID_ENDinclude $(BUILD_SHARED_liBRARY)#去除#$(call import-module,.)# 保存了编译好的静态库目录$(call import-module,prebuild/androID)# _COCOS_liB_import_ANDROID_BEGIN# _COCOS_liB_import_ANDROID_END


这里新加了两句:

$(call import-add-path,$(COCOS_ROOT))

$(call import-module,prebuild/androID)

去除了原来的import-add-path和import-module 。

这样就可以在修改了Classes下的代码和java代码时,在几十秒内完成编译了。以后新建项目只要修改第5步的AndroID.mk文件就OK了。

而且还可以删除(建议不要,VS或者其他开发工具要用到)cocos2d下的extensions目录和cocos下除platform以外的目录(platform里面还有一个引用项目)。效果如下:

安卓编译效果:

============================================================================================

下面介绍VS2013减少编译时间的方法 和安卓的方法不同

1.打开COCOS_ROOT/build/cocos2d-win32.sln也可以使用上面的HelloCocos2dx,主要是为了方便调试。选择libcocos2d项目,DeBUG模式,右键->生成,漫长等待后,

在build\DeBUG.win32目录下会有大量的*.lib和*.dll库文件生成(其实好多是来自Cocos已经编译好的复制过来的),一共有45个文件。

2.在COCOS_ROOT(游戏引擎安装目录)下新建一个prebuild文件夹,在prebuild下新建win32文件夹(最好在下面新建Release和DeBUG区分编译版本),复制第1步的lib到win32下DeBUG和复制dll文件到win32下。

3.修改项目配置: 选择HelloCocos2dx解决方案->右键->属性->通用属性-项目依赖 右边选择HelloCocos2dx项目-去除小面的勾。

选择解决方案下HelloCocos2dx(你的项目)右键->属性->通用属性-引用 移除中间的引用。如下图:

4. 在HelloCocos2dx(你的项目)属性->配置属性->上面选择所有配置->VC++目录 $(Configuration)表示Release和DeBUG

对于添加 $(COCOS_ROOT)\prebuild\win32和$(COCOS_ROOT)\prebuild\win32$(Configuration) 如下图:

5.选择HelloCocos2dx(你的项目,不要选择libcocos2d项目了否则又要编译好久),右键-生成-运行 ,是不是飞一般的快呢!?

到这里可以选择libcocos2d项目,右键清理。

存在问题:EXE程序在加载动态库dll文件时会在当期目录和系统path环境变量里找,所以还要把在系统path后面添加 ;%COCOS_ROOT%\prebuild\win32

否则会出现dll文件没找到的错误。

运行效果:

========================================================================================================

安卓部分 prebuild/androID文件夹下面新建一个AndroID.mk内容:

### COCOS 预编译静态库,确保环境变量有COCOS_ROOT或者项目里有# 文件位置 $(COCOS_ROOT)/prebuild/androIDLOCAL_PATH := $(call my-dir)#$(call import-add-path,$(COCOS_ROOT))$(call import-add-path,$(COCOS_ROOT)/external)$(call import-add-path,$(COCOS_ROOT)/cocos)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos2dx_staticLOCAL_MODulE_filename := libcocos2dLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libcocos2d.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocos \	$(COCOS_ROOT)/cocos/platform/androIDLOCAL_STATIC_liBRARIES := cocostudio_staticLOCAL_STATIC_liBRARIES += cocosbuilder_staticLOCAL_STATIC_liBRARIES += cocos3d_staticLOCAL_STATIC_liBRARIES += spine_staticLOCAL_STATIC_liBRARIES += cocos_network_staticLOCAL_STATIC_liBRARIES += audioengine_staticinclude $(PREBUILT_STATIC_liBRARY)#include $(BUILD_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos_ui_staticLOCAL_MODulE_filename := libuiLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libui.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocos/ui \	$(COCOS_ROOT)/cocos/editor-supportLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/cocos/ui \	$(COCOS_ROOT)/cocos/editor-supportLOCAL_STATIC_liBRARIES := cocos_extension_staticinclude $(PREBUILT_STATIC_liBRARY)					#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos_flatbuffers_staticLOCAL_MODulE_filename := flatbuffersLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/flatbuffers.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/externalLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/external \	$(COCOS_ROOT)/external/flatbuffersinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos_extension_staticLOCAL_MODulE_filename := libextensionLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libextension.aLOCAL_STATIC_liBRARIES := cocos2dx_internal_staticLOCAL_STATIC_liBRARIES += cocos_curl_staticLOCAL_STATIC_liBRARIES += Box2d_staticLOCAL_STATIC_liBRARIES += bullet_staticLOCAL_STATIC_liBRARIES += cocos_network_staticLOCAL_CXXFLAGS += -fexceptionsLOCAL_C_INCLUDES := \	$(COCOS_ROOT) \	$(COCOS_ROOT)/extensionsLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT) \	$(COCOS_ROOT)/extensions \	$(COCOS_ROOT)/extensions/GUI/CCControlExtension \	$(COCOS_ROOT)/extensions/GUI/CCScrollVIEw \	$(COCOS_ROOT)/cocos/networkinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos2dx_internal_staticLOCAL_MODulE_filename := libcocos2dxinternalLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libcocos2dxinternal.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocos \	$(COCOS_ROOT) \	$(COCOS_ROOT)/cocos/platform \	$(COCOS_ROOT)/cocos/base \	$(COCOS_ROOT)/external \	$(COCOS_ROOT)/external/tinyxml2 \	$(COCOS_ROOT)/external/unzip \	$(COCOS_ROOT)/external/chipmunk/include/chipmunk \	$(COCOS_ROOT)/external/xxhash \	$(COCOS_ROOT)/external/nslog \	$(COCOS_ROOT)/external/poly2tri \	$(COCOS_ROOT)/external/poly2tri/common \	$(COCOS_ROOT)/external/poly2tri/sweep \	$(COCOS_ROOT)/external/clipperLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/cocos/platform \	$(COCOS_ROOT)/external \	$(COCOS_ROOT)/external/tinyxml2 \	$(COCOS_ROOT)/external/unzip \	$(COCOS_ROOT)/external/chipmunk/include/chipmunk \	$(COCOS_ROOT)/external/edtaa3func \	$(COCOS_ROOT)/external/xxhash \	$(COCOS_ROOT)/external/ConvertUTF \	$(COCOS_ROOT)/external/nslog \	$(COCOS_ROOT)/external/poly2tri \	$(COCOS_ROOT)/external/poly2tri/common \	$(COCOS_ROOT)/external/poly2tri/sweep \	$(COCOS_ROOT)/external/clipperLOCAL_EXPORT_LDliBS := -lGLESv2 -llog -landroIDLOCAL_STATIC_liBRARIES := cocos_freetype2_staticLOCAL_STATIC_liBRARIES += cocos_png_staticLOCAL_STATIC_liBRARIES += cocos_jpeg_staticLOCAL_STATIC_liBRARIES += cocos_tiff_staticLOCAL_STATIC_liBRARIES += cocos_webp_staticLOCAL_STATIC_liBRARIES += cocos_chipmunk_staticLOCAL_STATIC_liBRARIES += cocos_zlib_staticLOCAL_STATIC_liBRARIES += recast_staticLOCAL_STATIC_liBRARIES += bullet_staticLOCAL_WHolE_STATIC_liBRARIES := cocos2dxandroID_static# define the macro to compile through support/zip_support/ioAPI.cLOCAL_CFLAGS   :=  -DUSE_file32APILOCAL_CFLAGS   +=  -fexceptionsLOCAL_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compatLOCAL_EXPORT_CFLAGS   := -DUSE_file32APILOCAL_EXPORT_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compatinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocostudio_staticLOCAL_MODulE_filename := libcocostudioLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libcocostudio.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocos/editor-support \	$(COCOS_ROOT)/cocos/editor-support/cocostudioLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/cocos/editor-support \	$(COCOS_ROOT)/cocos/editor-support/cocostudio \	$(COCOS_ROOT)/cocos/editor-support/cocostudio/WidgetReader \	$(COCOS_ROOT)/cocos/editor-support/cocostudio/ActionTimeline \LOCAL_STATIC_liBRARIES := cocos_ui_staticLOCAL_STATIC_liBRARIES += cocosdenshion_staticLOCAL_STATIC_liBRARIES += cocos_flatbuffers_staticinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocosbuilder_staticLOCAL_MODulE_filename := libcocosbuilderLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libcocosbuilder.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocos/editor-supportLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/cocos/editor-support \	$(COCOS_ROOT)/cocos/2d \LOCAL_STATIC_liBRARIES := cocos_extension_staticinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := spine_staticLOCAL_MODulE_filename := libspineLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libspine.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocos/editor-supportLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/cocos/editor-supportLOCAL_STATIC_liBRARIES := cocos2dx_internal_staticinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos3d_staticLOCAL_MODulE_filename := libcocos3dLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libcocos3d.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocosLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/cocosLOCAL_STATIC_liBRARIES := cocos2dx_internal_staticinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := Box2d_staticLOCAL_MODulE_filename := libBox2dLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libBox2d.aLOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/externalLOCAL_C_INCLUDES := $(COCOS_ROOT)/external \	$(COCOS_ROOT)/external/Box2Dinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := recast_staticLOCAL_MODulE_filename := librecastLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/librecast.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/externalLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/externalinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := bullet_staticLOCAL_MODulE_filename := libbulletLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libbullet.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/externalLOCAL_C_INCLUDES := \	$(COCOS_ROOT)/externalinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos_network_staticLOCAL_MODulE_filename := libnetworkLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libnetwork.aLOCAL_EXPORT_C_INCLUDES :=LOCAL_C_INCLUDES := \	$(COCOS_ROOT)/external/curl/include/androID \	$(COCOS_ROOT)/external/websockets/include/androIDLOCAL_STATIC_liBRARIES := cocos2dx_internal_staticLOCAL_STATIC_liBRARIES += cocos_curl_staticLOCAL_STATIC_liBRARIES += libwebsockets_staticinclude $(PREBUILT_STATIC_liBRARY)#==============================================================include $(CLEAR_VARS)LOCAL_MODulE := cocos2dxandroID_staticLOCAL_MODulE_filename := libcocos2dandroIDLOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libcocos2dandroID.aLOCAL_EXPORT_C_INCLUDES := \	$(COCOS_ROOT)/cocos/platform/androID \LOCAL_C_INCLUDES := \	$(COCOS_ROOT)/cocos/platform/androID \	$(COCOS_ROOT)/cocos/platform \	$(COCOS_ROOT)/cocosLOCAL_EXPORT_LDliBS := -lGLESv1_CM \                       -lGLESv2 \                       -lEGL \                       -llog \                       -landroIDLOCAL_CPPFLAGS := -Wno-extern-c-compatLOCAL_EXPORT_CPPFLAGS := -Wno-extern-c-compatinclude $(PREBUILT_STATIC_liBRARY)#========AudioEngine库加入失败因为本身存在编译警告========#New AudioEngine#include $(CLEAR_VARS)#LOCAL_MODulE := audioengine_static#LOCAL_MODulE_filename := libaudioengine#LOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libaudioengine.a#LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include#LOCAL_EXPORT_LDliBS := -lOpenSLES#LOCAL_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include \                    $(COCOS_ROOT)/cocos \                    $(COCOS_ROOT)/cocos/audio/platform/androID#include $(PREBUILT_STATIC_liBRARY)#SimpleAudioEngine#include $(CLEAR_VARS)#LOCAL_MODulE := cocosdenshion_static#LOCAL_MODulE_filename := libcocosdenshion#LOCAL_SRC_fileS := $(TARGET_ARCH_ABI)/libcocosdenshion.a#LOCAL_STATIC_liBRARIES := audioengine_static#LOCAL_EXPORT_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include#LOCAL_C_INCLUDES := $(COCOS_ROOT)/cocos/audio/include \                    $(COCOS_ROOT)/cocos \                    $(COCOS_ROOT)/cocos/audio/platform/androID#include $(PREBUILT_STATIC_liBRARY)#==============================================================##以下是cocos编译好的静态库#==============================================================$(call import-module,freetype2/prebuilt/androID)$(call import-module,png/prebuilt/androID)$(call import-module,zlib/prebuilt/androID)$(call import-module,jpeg/prebuilt/androID)$(call import-module,tiff/prebuilt/androID)$(call import-module,webp/prebuilt/androID)$(call import-module,chipmunk/prebuilt/androID)$(call import-module,curl/prebuilt/androID)$(call import-module,websockets/prebuilt/androID)#==============================================================#AudioEngine在这里加入编译$(call import-module,audio/androID)

到这里就全部结束了,希望能帮到大家!!

总结

以上是内存溢出为你收集整理的cocos2d-x 减少编译时间/免除重复编译全部内容,希望文章能够帮你解决cocos2d-x 减少编译时间/免除重复编译所遇到的程序开发问题。

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