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CoCos2D for Android* on Intel® Architecture

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Cocos2D is a game engine that works with various devices from PCs to smart phones. This engine supports the vast majority of the features needed to make wonderful 2D-based games; it even includes a fully-featured physics engine. A core element of CoCos2D is the use of basic animation primitives called sprites. A sprite may be a simple 2D image, and can also be a container for other sprites. In this game engine, sprites are arranged together to form a scene, game level or menu.

As you know Intel® has produced a number of processors for up-to-date gadgets and these processors provide developers and users with the opportunity to enjoy excellent computer graphics. In this article I will explain how to build a project with CoCos2D.

Installing the Software

The first step is to install the following software on your PC: JDK and JRE, Android SDK, Android NDK and Eclipse, an integrated development environment with ADT plugin. As for the game engine, you will need to download a version of CoCos2D. I used cocos2d—1.0.1-x-0.9.1.

For compilation of non-active code, you will also need to download Cygwin. Download the setup.exe and choose the “Install from Internet” option.

It is important that when you go to the Select Packages step, you select the ‘make’ package (find it in the search field).

Now, all the software is installed and you are ready for the next step.

Setting

When you download and install CoCos2D, edit the file create-android-project.bat. It is located in the work directory (in my case C:\cocos2d-1.0.1-x-0.9.1). Open the file with text editor and change the lines with the following content:

set _CYGBIN=f:cygwinbin
set _ANDROIDTOOLS=d:android-sdktools
set _NDKROOT=e:android-ndk-r5

After changing these lines insert the following commands:

set _CYGBIN=с:cygwinbin
set _ANDROIDTOOLS=c:androidandroid-sdk-windowstools
set _NDKROOT=c:androidandroid-ndk-r5-crystax-1

To successfully build any projects with CoCos2D, you will need to change the file build_native.sh which is located in \template\android\. Edit the following line:

RESOURCE_ROOT=$GAME_ROOT/Resource

Change it to:

RESOURCE_ROOT=$GAME_ROOT/Resources

This is very important because there is a bug in version 1.0.1 – x – 0.9.1. The developers changed the name of the directory from resource to resources for unification projects under Android and iPhone. But, as is often the case, when they changed it in one place, they forgot to change it in another.

Run the edited file create-android-project.bat. In the console, enter the name of java package org.cocos2dx.myapp and the name of your project (for example: SampleProject).

Then you will need to specify your version of Android. In the console, enter the number which matches the version of Android on your device. For instance, I use Lenovo K900 and it has Android version 4.2.1. For me it was number 14 (enter this number in the dialog box in your console).

After that, you need to wait until the end of the process. A script creates the folder with the name of the project which you entered (SampleProject) and generates a template of the java project. It rewrites the resource files from the directory ‘Resource’ to the folder ‘Resources’. Now you are ready for compilation in Android (Lenovo K900).  

Building

Launch CygWin and find the folder of your project (cd /cygdrive/c/android/rep/cocos2d-1.0.1-x-0.9.1/SampleProject/android). Run the file build_native.sh (./build_native.sh).

If all actions are performed properly, you will get an output of three compiled libraries; libcocos2d.so, libcocosdenshion.so and libgame.so. Open Eclipse and create a new Android project (New>Project>Android project). It is important that the name of the project matches the name of the previously generated project, namely SampleProject. Choose the option ‘Create project from existing source’. In the field Location specify the path of your project (\cocos2d-1.0.1-x-0.9.1\SampleProject\android). Choose API for Android 4.2.1. Select Finish and the project is ready. Run it on Lenovo K900.

If you decide you need to make some changes to your project, to successfully run it you will need to do some additional steps. First of all, you will need to clean the project using  Project>Clean. Then in the console repeat running build_native.sh and after that run the project in Eclipse.

As a result, your project should have successfully launched on the Intel device.

Notices

INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO ANY INTELLECTUAL PROPERTY RIGHTS IS GRANTED BY THIS DOCUMENT. EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY, RELATING TO SALE AND/OR USE OF INTEL PRODUCTS INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANY PATENT, COPYRIGHT OR OTHER INTELLECTUAL PROPERTY RIGHT.

UNLESS OTHERWISE AGREED IN WRITING BY INTEL, THE INTEL PRODUCTS ARE NOT DESIGNED NOR INTENDED FOR ANY APPLICATION IN WHICH THE FAILURE OF THE INTEL PRODUCT COULD CREATE A SITUATION WHERE PERSONAL INJURY OR DEATH MAY OCCUR.

Intel may make changes to specifications and product descriptions at any time, without notice. Designers must not rely on the absence or characteristics of any features or instructions marked "reserved" or "undefined." Intel reserves these for future definition and shall have no responsibility whatsoever for conflicts or incompatibilities arising from future changes to them. The information here is subject to change without notice. Do not finalize a design with this information.

The products described in this document may contain design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available on request.

Contact your local Intel sales office or your distributor to obtain the latest specifications and before placing your product order.

Copies of documents which have an order number and are referenced in this document, or other Intel literature, may be obtained by calling 1-800-548-4725, or go to: http://www.intel.com/design/literature.htm

Software and workloads used in performance tests may have been optimized for performance only on Intel microprocessors. Performance tests, such as SYSmark* and MobileMark*, are measured using specific computer systems, components, software, operations, and functions. Any change to any of those factors may cause the results to vary. You should consult other information and performance tests to assist you in fully evaluating your contemplated purchases, including the performance of that product when combined with other products.

Any software source code reprinted in this document is furnished under a software license and may only be used or copied in accordance with the terms of that license.

Intel ands the Intel logo are trademarks of Intel Corporation in the U.S. and/or other countries.

Copyright © 2014 Intel Corporation. All rights reserved.

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