Cocos2d-x3.0 iOS 一键编译多个target并打包ipa。

1.编写app打包为ipa的 shell脚本。将以下代码保存为app2ipa.sh。

#!/bin/sh   

m_appPath=""
m_ipaPath=""
m_showMessage="NO"

make_app_to_ipa()
{
    app_path=$1
    ipa_path=$2
    if [ "$m_showMessage" == "YES" ]
    then
        /usr/bin/xcrun -sdk iphoneos PackageApplication -v "$app_path" -o "$ipa_path"
    else
        /usr/bin/xcrun  > /dev/null 2>&1 -sdk iphoneos PackageApplication -v "$app_path" -o "$ipa_path"
    fi
    echo "	>>>> 打包ipa完毕:$ipa_path"
}

showHelp()
{
echo "Convert app to ipa"
echo "optional arguments:"
echo "  -h, help            show this help message and exit"
echo "  -a, app             app file path "
echo "  -i, ipa             ipa file path "
echo "  -m,msg              display build message, {NO,YES}"
exit
}


#// main--------------------------------
until [ $# -eq 0 ]
do
	case $1 in
	-a | app)
      	m_appPath=$2
        shift
      	;;
	-i | ipa)
		m_ipaPath=$2
        shift
      	;;
    -m | msg)
        m_showMessage=$2
        shift
        ;;
    -h | help)
        showHelp
        ;;
	*)
      		echo "error unknow args : $1"
      		;;
    	esac
    
	shift
done

#開始构建
echo ">>>>>>>>>> Build Begin "
make_app_to_ipa $m_appPath $m_ipaPath
echo ">>>>>>>>>> Build Finished . "
2.改动cocos2d-x-3.0 oolscocos2d-consolepluginsproject_compile 下的project_compile.py的build_ios方法。build_ios终于代码例如以下。实际上就是遍历targets循环编译。注意事项:iOS的target 中必须包括 iOS keyword。Mac的target必须包括 Mac keyword.

    def build_ios(self):
        if not self._platforms.is_ios_active():
            return

        if not cocos.os_is_mac():
            raise cocos.CCPluginError("Please build on MacOSX")

        self.check_ios_mac_build_depends()

        project_dir = self._project.get_project_dir()
        ios_project_dir = self._platforms.project_path()
        build_mode = self._mode
        if self._project._is_script_project():
            if build_mode == 'debug':
                output_dir = os.path.join(project_dir, CCPluginCompile.OUTPUT_DIR_SCRIPT_DEBUG, 'ios')
            else:
                output_dir = os.path.join(project_dir, CCPluginCompile.OUTPUT_DIR_SCRIPT_RELEASE, 'ios')
        else:
            output_dir = os.path.join(project_dir, CCPluginCompile.OUTPUT_DIR_NATIVE, build_mode, 'ios')

        projectPath = os.path.join(ios_project_dir, self.xcodeproj_name)
        pbxprojectPath = os.path.join(projectPath, "project.pbxproj")

        f = file(pbxprojectPath)
        contents = f.read()

        section = re.search(r"Begin PBXProject section.*End PBXProject section", contents, re.S)

        if section is None:
            message = "Can't find iOS target"
            raise cocos.CCPluginError(message)

        targets = re.search(r"targets = (.*);", section.group(), re.S)
        if targets is None:
            message = "Can't find iOS target"
            raise cocos.CCPluginError(message)

        targetName = None
        cfg_obj = self._platforms.get_current_config()
        if cfg_obj.target_name is not None:
            targetName = cfg_obj.target_name
        else:
            names = re.split("*", targets.group())
            for name in names:
                if "iOS" in name:
                    targetName = str.strip(name)
                    cocos.Logging.info(" >>>>>>>> targetName = %s" % targetName)
                    if targetName is None:
                        message = "Can't find iOS target"
                        raise cocos.CCPluginError(message)
                    
                    if os.path.isdir(output_dir):
                        target_app_dir = os.path.join(output_dir, "%s.app" % targetName[:targetName.find(' ')])
                        if os.path.isdir(target_app_dir):
                            shutil.rmtree(target_app_dir)

                    cocos.Logging.info("building")

                    command = ' '.join([
                        "xcodebuild",
                        "-project",
                        ""%s"" % projectPath,
                        "-configuration",
                        "%s" % 'Debug' if self._mode is 'debug' else 'Release',
                        "-target",
                        ""%s"" % targetName,
                        "-sdk",
                        "iphonesimulator",
                        "-arch i386",
                        "CONFIGURATION_BUILD_DIR=%s" % (output_dir)
                        ])

                    self._run_cmd(command)
                    # app 转 ipa
                    app_path = os.path.join(output_dir, "%s.app" % targetName[:targetName.find(' ')])
                    ipa_path = os.path.join(output_dir, "%s.ipa" % targetName[:targetName.find(' ')])
                    command = ' '.join([
                         "app2ipa.sh",
                         "-a",
                         ""%s"" % app_path,
                         "-i",
                         ""%s"" % ipa_path,
                         "-m"
                         ])
                    cocos.Logging.info(" >>>>> run command %s" % command)
                    self._run_cmd(command)

        filelist = os.listdir(output_dir)

        for filename in filelist:
            name, extention = os.path.splitext(filename)
            if extention == '.a':
                filename = os.path.join(output_dir, filename)
                os.remove(filename)
            if extention == '.app' and name == targetName:
                filename = os.path.join(output_dir, filename)
                newname = os.path.join(output_dir, name[:name.find(' ')]+extention)
                os.rename(filename, newname)
                self._iosapp_path = newname
        
        if self._no_res:
            self._remove_res(self._iosapp_path)
        
        cocos.Logging.info("build succeeded.")

好了,我们能够使用例如以下命令编译了

python cocos.py compile -s /projects/MyGame/proj.ios_mac -m debug -p ios



原文地址:https://www.cnblogs.com/yxysuanfa/p/6751640.html