cocos2dLua3.17.2 + AS3.5.2 创建工程成功 qd

  最近一个童鞋问我,他用的是cocoslua3.17.2 创建新工程,各种问题出现,不知道怎么办了,希望我能协助一下,然后,我就把我在线跑的工程所用到的一些版本告诉他,没想到,被鄙视了: 你还用AS3.2呀,太早了呀,我现在用的3.5.2,我不想用太老的呀。能帮我搞一下不? 

  就这样,我就被鄙视了。好吧,也闲着,看一下,自己跑去下了个(你这也不是新的啊,还鄙视我,只比我用的新了那么一捏捏而已嘛)

  既然用新的AS了,那么Gradle也要升级了,事实证明,gradle也不能随便想升到几就是几,遇到一些问题后,最终确定一个版本

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

   由于google上架要求android api版本必须在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

  编译时还要更改项目级build.gradle    文件  variant.mergeAssets.doLast  替换为  variant.mergeAssetsProvider.get().doLast

编译成功了,找个android手机,跑一下。

很好,不出所料,黑屏。gradle升级后,assets文件夹无法拷贝了。继续修改项目级 build.gradle文件

修改后的代码

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
            }
        }
    }
}

  由于我不直接用他的加密,所以加密那部分我没太留意改的对不对。

继续跑一下,OK 了,界面就这样出来了,assets文件夹也打入到apk中了。全部完成。以上过成功遇到过很多问题,例如:Execution failed for task ':testdemo:externalNativeBuildDebug'. 这样的问题。通过更改Gradle和NDK版本,基本都解决了,如果还有问题,可以在联系我,我们一起探讨。

 

原文地址:https://www.cnblogs.com/whj0402/p/15541389.html