#/****************************************************************************
# 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_policy(SET CMP0017 NEW)
cmake_minimum_required(VERSION 3.1)
set(APP_NAME MyGame)
project (${APP_NAME})
set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
include(CocosBuildHelpers)
# Some macro definitions
if(WINDOWS)
if(BUILD_SHARED_LIBS)
ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
else()
ADD_DEFINITIONS (-DCC_STATIC)
endif()
ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
set(PLATFORM_FOLDER win32)
elseif(MACOSX OR APPLE)
ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
ADD_DEFINITIONS (-DUSE_FILE32API)
set(PLATFORM_FOLDER mac)
elseif(LINUX)
ADD_DEFINITIONS(-DLINUX)
set(PLATFORM_FOLDER linux)
elseif(ANDROID)
ADD_DEFINITIONS (-DUSE_FILE32API)
set(PLATFORM_FOLDER android)
else()
message( FATAL_ERROR "Unsupported platform, CMake will exit" )
endif()
# Compiler options
if(MSVC)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:msvcrt /NODEFAULTLIB:libcmt")
else()
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:libcmt")
endif()
ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
-wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
-wd4514 -wd4056 -wd4996 -wd4099)
else()
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
ADD_DEFINITIONS(-DCOCOS2D_DEBUG=1)
endif()
set(CMAKE_C_FLAGS_DEBUG "-g -Wall")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
if(CLANG)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
endif()
endif(MSVC)
# libcocos2d
set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test")
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets")
set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets")
add_subdirectory(${COCOS2D_ROOT})
if(ANDROID)
set(PLATFORM_SPECIFIC_SRC proj.android/jni/main.cpp)
set(RES_PREFIX "/Resources")
elseif(WINDOWS)
set(PLATFORM_SPECIFIC_SRC proj.win32/main.cpp)
set(PLATFORM_SPECIFIC_HEADERS
proj.win32/main.h
proj.win32/resource.h
)
set(RES_PREFIX "")
elseif(IOS)
set(PLATFORM_SPECIFIC_SRC
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
)
elseif(MACOSX OR APPLE)
set(PLATFORM_SPECIFIC_SRC proj.ios_mac/mac/main.cpp)
set(MACOSX_BUNDLE_BUNDLE_NAME "\${PRODUCT_NAME}")
set(MACOSX_BUNDLE_INFO_PLIST proj.ios_mac/mac/Info.plist)
set(MACOSX_BUNDLE_ICON_FILE Icon)
set(MACOSX_BUNDLE_GUI_IDENTIFIER org.cocos2dx.hellocpp)
set(MACOSX_BUNDLE_SHORT_VERSION_STRING 1.0)
set(MACOSX_BUNDLE_BUNDLE_VERSION 1)
set(MACOSX_BUNDLE_COPYRIGHT "Copyright © 2017. All rights reserved.")
file(GLOB_RECURSE RES_FILES Resources/*)
cocos_mark_resources(FILES ${RES_FILES} BASEDIR Resources)
file(GLOB_RECURSE RES_ICON proj.ios_mac/mac/Icon.icns)
cocos_mark_resources(FILES ${RES_ICON} BASEDIR proj.ios_mac/mac)
list(APPEND PLATFORM_SPECIFIC_SRC ${RES_FILES} ${RES_ICON})
elseif(LINUX)
set(PLATFORM_SPECIFIC_SRC proj.linux/main.cpp)
set(RES_PREFIX "/Resources")
else()
message( FATAL_ERROR "Unsupported platform, CMake will exit" )
endif()
include_directories(
/usr/local/include/GLFW
/usr/include/GLFW
${COCOS2D_ROOT}
${COCOS2D_ROOT}/cocos
${COCOS2D_ROOT}/external
${COCOS2D_ROOT}/cocos/platform
${COCOS2D_ROOT}/cocos/audio/include/
Classes
)
if ( WINDOWS )
include_directories(
${COCOS2D_ROOT}/external/glfw3/include/${PLATFORM_FOLDER}
${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/gles/include/OGLES
)
elseif ( MACOSX OR APPLE )
include_directories(
${COCOS2D_ROOT}/external/glfw3/include/mac
)
endif ()
set(GAME_SRC
${PLATFORM_SPECIFIC_SRC}
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
set(GAME_HEADERS
${PLATFORM_SPECIFIC_HEADERS}
Classes/AppDelegate.h
Classes/HelloWorldScene.h
)
# add the executable
if(ANDROID)
add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS})
IF(CMAKE_BUILD_TYPE STREQUAL "Release")
ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so)
ENDIF()
elseif(MSVC)
add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS} proj.win32/game.rc)
else()
add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
endif()
target_link_libraries(${APP_NAME} cocos2d)
if(MSVC)
set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${PLATFORM_FOLDER}/$<CONFIG>")
#get our resources
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR})
# create a list of dlls to copy
file(GLOB THIRD_PARTY_DLLS
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/gles/prebuilt/glew32.dll"
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/zlib/prebuilt/zlib1.dll"
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libogg.dll"
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libvorbis.dll"
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libvorbisfile.dll"
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/MP3Decoder/prebuilt/libmpg123.dll"
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OpenalSoft/prebuilt/OpenAL32.dll"
"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/icon/prebuilt/iconv.dll"
"${COCOS2D_ROOT}/external/tiff/prebuilt/${PLATFORM_FOLDER}/libtiff.dll"
)
list(SORT THIRD_PARTY_DLLS)
# do the copying
foreach( file_i ${THIRD_PARTY_DLLS})
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${file_i}
${APP_BIN_DIR}
)
endforeach( file_i )
#Visual Studio Defaults to wrong type
set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS "/SUBSYSTEM:WINDOWS"
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
elseif(MACOSX OR APPLE)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE 1
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib/$<CONFIG>"
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib/$<CONFIG>"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR
没有合适的资源?快使用搜索试试~ 我知道了~
一款基于cocos2dx开发的文字游戏引擎。lite2d.zip
共771个文件
h:420个
cpp:111个
hpp:102个
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2024-04-14
19:44:55
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这个C#实现的小游戏是一个简单的猜数字游戏,让玩家猜一个1到100之间的随机生成的数字。以下是对这个小游戏的分析: Random 类的使用:游戏开始时,使用 Random 类生成一个1到100之间的随机数作为要猜的数字。 循环结构:游戏使用 while 循环,直到玩家猜对为止。玩家每次猜测后,根据猜测的数字与目标数字的大小关系,给出相应的提示,并根据猜测结果决定下一步的操作。 用户输入处理:通过 Console.ReadLine() 获取用户输入,并使用 int.TryParse() 方法将输入转换为整数。如果用户输入无效,会提示用户输入有效的数字。 游戏逻辑:根据玩家猜测的数字与目标数字的大小关系,给出相应的提示,提示玩家猜的数字是太高了还是太低了。 【引流】 Java、Python、Node.js、Spring Boot、Django、Express、MySQL、PostgreSQL、MongoDB、React、Angular、Vue、Bootstrap、Material-UI、Redis、Docker、Kubernetes
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一款基于cocos2dx开发的文字游戏引擎。lite2d.zip (771个子文件)
gradlew.bat 2KB
sqlite3.c 4.6MB
dgif_lib.c 40KB
iconv.c 38KB
width.c 26KB
localcharset.c 20KB
relocatable.c 17KB
relocatable.c 17KB
relocatable.c 17KB
iconv.c 16KB
gifalloc.c 13KB
quantize.c 12KB
progreloc.c 12KB
gif_font.c 12KB
canonicalize-lgpl.c 12KB
setenv.c 11KB
error.c 10KB
strerror-override.c 9KB
sigprocmask.c 8KB
gentranslit.c 8KB
stdio-write.c 7KB
relocwrapper.c 6KB
malloca.c 5KB
getprogname.c 5KB
careadlinkat.c 5KB
stat.c 4KB
gif_hash.c 4KB
genaliases.c 4KB
gettimeofday.c 4KB
msvc-inval.c 4KB
genflags.c 4KB
lstat.c 3KB
genaliases2.c 3KB
progname.c 3KB
dirname-lgpl.c 3KB
TEA_Encrypt.c 3KB
gif_err.c 3KB
xmalloc.c 3KB
readlink.c 2KB
safe-read.c 2KB
read.c 2KB
basename-lgpl.c 2KB
strerror.c 2KB
areadlink.c 2KB
raise.c 2KB
stripslash.c 2KB
malloc.c 1KB
xreadlink.c 1KB
msvc-nothrow.c 1KB
xstrdup.c 1KB
allocator.c 169B
binary-io.c 105B
unistd.c 103B
c-ctype.c 82B
iconv_no_i18n.c 35B
JSONDataParser.cpp 70KB
JSApis.cpp 62KB
TimelineState.cpp 35KB
AnimationState.cpp 29KB
micropather.cpp 27KB
Slot.cpp 25KB
BaseFactory.cpp 20KB
actions.cpp 19KB
SpriteStackView.cpp 18KB
BoundingBoxData.cpp 17KB
GifView.cpp 17KB
Animation.cpp 17KB
CCSlot.cpp 16KB
pmvcpp.cpp 15KB
SpeakView.cpp 13KB
BacklogView.cpp 13KB
CcbUiView.cpp 12KB
Armature.cpp 12KB
GameDataMgrView.cpp 12KB
GifMovieData.cpp 12KB
GifMovie.cpp 11KB
CGLibraryView.cpp 11KB
Bone.cpp 10KB
BaseTimelineState.cpp 10KB
speed.cpp 10KB
SaveProxy.cpp 10KB
DataParser.cpp 9KB
MovieLibraryView.cpp 9KB
BinaryDataParser.cpp 9KB
StoryScriptProxy.cpp 8KB
MusicLibraryView.cpp 8KB
GameMenuView.cpp 8KB
jsengine.cpp 7KB
ArmatureData.cpp 7KB
SHA1.cpp 7KB
dungeon.cpp 7KB
CCArmatureDisplay.cpp 7KB
CCFactory.cpp 7KB
SqlRecord.cpp 6KB
jssugar.cpp 6KB
script.cpp 5KB
JSApiRegisterFunc.cpp 5KB
entity.cpp 5KB
StageMediator.cpp 5KB
GameOptionView.cpp 5KB
共 771 条
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