#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# ****************************************************************************/
cmake_minimum_required(VERSION 3.6)
set(APP_NAME MagicTower)
project(${APP_NAME})
if(XCODE)
if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
endif()
endif()
if(NOT DEFINED BUILD_ENGINE_DONE) # to test MagicTower into root project
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
)
if(APPLE OR WINDOWS)
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()
# add cross-platforms source files and header files
list(APPEND GAME_SOURCE
Classes/AppDelegate.cpp
Classes/AttributeSystem.cpp
Classes/HelloWorldScene.cpp
Classes/Controller.cpp
Classes/Entity.cpp
Classes/Player.cpp
Classes/TollgateScene.cpp
Classes/NumberChange.cpp
Classes/MusicController.cpp
Classes/StartScene.cpp
Classes/StoreScene.cpp
Classes/Prop.cpp
Classes/Enemy.cpp
Classes/BattleScene.cpp
)
list(APPEND GAME_HEADER
Classes/Controller.h
Classes/AppDelegate.h
Classes/AttributeSystem.h
Classes/HelloWorldScene.h
Classes/ControllerListener.h
Classes/Entity.h
Classes/Player.h
Classes/TollgateScene.h
Classes/MusicController.h
Classes/NumberChange.h
Classes/StartScene.h
Classes/StoreScene.h
Classes/Prop.h
Classes/Enemy.h
Classes/BattleScene.h
)
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME MyGame)
list(APPEND GAME_SOURCE
proj.android/app/jni/hellocpp/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(WINDOWS)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
${common_res_files}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreen.storyboard
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/Images.xcassets
)
list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()
target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
PRIVATE Classes
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)
# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
if(MACOSX)
set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(IOS)
set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()
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这是来自同济大学软件工程荣誉计划的三名同学完成的期末作业--魔塔(简易版)(源代码+文档说明)
共94个文件
png:25个
h:19个
cpp:18个
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2023-12-06
01:07:46
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这是来自同济大学软件工程荣誉计划的三名同学完成的期末作业--魔塔(简易版)(源代码+文档说明) 该资源内项目源码是个人的课程设计,代码都测试ok,都是运行成功后才上传资源,答辩评审平均分达到96分,放心下载使用! ## 项目备注 1、该资源内项目代码都经过测试运行成功,功能ok的情况下才上传的,请放心下载使用! 2、本项目适合计算机相关专业(如计科、人工智能、通信工程、自动化、电子信息等)的在校学生、老师或者企业员工下载学习,也适合小白学习进阶,当然也可作为毕设项目、课程设计、作业、项目初期立项演示等。 3、如果基础还行,也可在此代码基础上进行修改,以实现其他功能,也可用于毕设、课设、作业等。 下载后请首先打开README.md文件(如有),仅供学习参考, 切勿用于商业用途。
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这是来自同济大学软件工程荣誉计划的三名同学完成的期末作业--魔塔(简易版).zip (94个子文件)
code
CMakeLists.txt 6KB
proj.ios_mac
mac
Prefix.pch 194B
main.cpp 1KB
Info.plist 1KB
Icon.icns 700KB
ios
Images.xcassets
Contents.json 62B
AppIcon.appiconset
Icon-57@2x.png 16KB
Icon-20@2x.png 5KB
Icon-20@3x.png 23KB
Icon-57.png 9KB
Contents.json 3KB
Icon-60@3x.png 36KB
Icon-29@2x.png 8KB
Icon-76.png 13KB
Icon-60@2x.png 23KB
Icon-40@2x.png 12KB
Icon-40.png 5KB
Icon-29.png 4KB
Icon-50@2x.png 17KB
Icon-40@3x.png 23KB
Icon-50.png 7KB
Icon-72.png 11KB
Icon-83.5@2x.png 36KB
Icon-76@2x.png 33KB
Icon-72@2x.png 26KB
Icon-29@3x.png 14KB
Icon-20.png 2KB
AppController.mm 6KB
Prefix.pch 229B
main.m 160B
RootViewController.mm 4KB
LaunchScreen.storyboard 3KB
AppController.h 2KB
LaunchScreenBackground.png 574KB
exportoptions.plist 397B
Info.plist 1KB
RootViewController.h 1KB
proj.linux
main.cpp 2KB
proj.win32
build-cfg.json 111B
game.rc 2KB
resource.h 2KB
res
game.ico 47KB
main.cpp 2KB
main.h 2KB
proj.android
gradle.properties 2KB
gradle
wrapper
gradle-wrapper.jar 49KB
gradle-wrapper.properties 232B
app
jni
hellocpp
main.cpp 2KB
src
org
cocos2dx
cpp
AppActivity.java 3KB
proguard-rules.pro 1KB
res
mipmap-xxhdpi
ic_launcher.png 34KB
mipmap-hdpi
ic_launcher.png 22KB
mipmap-mdpi
ic_launcher.png 19KB
mipmap-xhdpi
ic_launcher.png 26KB
values
strings.xml 73B
build.gradle 3KB
.gitignore 29B
AndroidManifest.xml 1KB
gradlew.bat 2KB
build.gradle 532B
settings.gradle 218B
gradlew 5KB
.gitignore 113B
Classes
TollgateScene.h 529B
MusicController.h 361B
MusicController.cpp 4KB
NumberChange.cpp 2KB
Player.cpp 13KB
StoreScene.cpp 1KB
AttributeSystem.cpp 3KB
AppDelegate.h 2KB
Enemy.h 1KB
Enemy.cpp 303B
NumberChange.h 621B
BattleScene.h 1KB
Prop.h 559B
HelloWorldScene.h 2KB
AppDelegate.cpp 5KB
Controller.h 311B
BattleScene.cpp 3KB
StartScene.h 329B
Controller.cpp 155B
Entity.h 468B
Entity.cpp 274B
StartScene.cpp 2KB
TollgateScene.cpp 6KB
HelloWorldScene.cpp 5KB
StoreScene.h 392B
Prop.cpp 167B
AttributeSystem.h 678B
ControllerListener.h 274B
Player.h 2KB
.gitignore 876B
.cocos-project.json 69B
共 94 条
- 1
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