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同步操作将从 coco56/Baby-s_36_Skills 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
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#/****************************************************************************
# 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 Baby_s_36_Skills)
project(${APP_NAME})
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 ${ENGINE_BINARY_PATH}/cocos/core)
# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)
set(GAME_RES_FOLDER
"${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/GameInterface/GameInterfaceScene.cpp
Classes/GameInterface/LogoScene.cpp
Classes/GameInterface/ResourceLoadScene.cpp
Classes/NetWorkGame/ConnectServer/ConnectServerScene.cpp
Classes/NetWorkGame/NetworkBase/Connect.cpp
Classes/NetWorkGame/NetworkBase/NetworkBaseScene.cpp
Classes/NetWorkGame/NetworkGame/NetworkGameOverScene.cpp
Classes/NetWorkGame/NetworkGame/NetworkGameScene.cpp
Classes/NetWorkGame/NetworkGame/SelectRoleScene.cpp
Classes/NetWorkGame/NetworkGame/WaitingNetworkGameScene.cpp
Classes/NetWorkGame/SelectRooms/CreateRoomScene.cpp
Classes/NetWorkGame/SelectRooms/GetRoomsScene.cpp
Classes/NetWorkGame/SelectRooms/JoinRoomScene.cpp
Classes/NetWorkGame/SelectRooms/RoomsInfo.cpp
Classes/NetWorkGame/SignIn/SignInScene.cpp
Classes/NetWorkGame/SignUp/SignUpScene.cpp
Classes/QuickEngine/QAnimate.cpp
Classes/QuickEngine/QEditBox.cpp
Classes/QuickEngine/QJson.cpp
Classes/QuickEngine/QMenu.cpp
Classes/QuickEngine/QMessageBox.cpp
Classes/QuickEngine/QObject.cpp
Classes/QuickEngine/QScene.cpp
Classes/QuickEngine/QSprite.cpp
Classes/QuickEngine/QString.cpp
Classes/QuickEngine/QTMX.cpp
Classes/SingleGame/animation.cpp
Classes/SingleGame/Battle.cpp
Classes/SingleGame/DataParse.cpp
Classes/SingleGame/HRocker.cpp
Classes/SingleGame/MapFive.cpp
Classes/SingleGame/MapFour.cpp
Classes/SingleGame/MapOne.cpp
Classes/SingleGame/MapThere.cpp
Classes/SingleGame/MapTwo.cpp
Classes/Test/HelloWorldScene.cpp
Classes/Test/HttpTest.cpp
Classes/Test/PopAlertDialog.cpp
Classes/Test/SignInSceneTest.cpp
Classes/Test/SocketIOTestLayer.cpp
Classes/Test/WebSocketTestLayer.cpp
)
list(APPEND GAME_HEADER
Classes/AppDelegate.h
Classes/QE.h
Classes/GameInterface/GameInterfaceScene.h
Classes/GameInterface/LogoScene.h
Classes/GameInterface/ResourceLoadScene.h
Classes/NetWorkGame/ConnectServer/ConnectServerScene.h
Classes/NetWorkGame/NetworkBase/Connect.h
Classes/NetWorkGame/NetworkBase/NetworkBaseScene.h
Classes/NetWorkGame/NetworkGame/NetworkGameOverScene.h
Classes/NetWorkGame/NetworkGame/NetworkGameScene.h
Classes/NetWorkGame/NetworkGame/SelectRoleScene.h
Classes/NetWorkGame/NetworkGame/WaitingNetworkGameScene.h
Classes/NetWorkGame/SelectRooms/CreateRoomScene.h
Classes/NetWorkGame/SelectRooms/GetRoomsScene.h
Classes/NetWorkGame/SelectRooms/JoinRoomScene.h
Classes/NetWorkGame/SelectRooms/RoomsInfo.h
Classes/NetWorkGame/SignIn/SignInScene.h
Classes/NetWorkGame/SignUp/SignUpScene.h
Classes/QuickEngine/QAnimate.h
Classes/QuickEngine/QDesignMode.h
Classes/QuickEngine/QEditBox.h
Classes/QuickEngine/QFileUtils.h
Classes/QuickEngine/QJson.h
Classes/QuickEngine/QLayer.h
Classes/QuickEngine/QMenu.h
Classes/QuickEngine/QMessageBox.h
Classes/QuickEngine/QObject.h
Classes/QuickEngine/QScene.h
Classes/QuickEngine/QSprite.h
Classes/QuickEngine/QString.h
Classes/QuickEngine/QTMX.h
Classes/QuickEngine/QType.h
Classes/QuickEngine/QuickEngine.h
Classes/SingleGame/animation.h
Classes/SingleGame/Battle.h
Classes/SingleGame/DataParse.h
Classes/SingleGame/HRocker.h
Classes/SingleGame/MapFive.h
Classes/SingleGame/MapFour.h
Classes/SingleGame/MapOne.h
Classes/SingleGame/MapThere.h
Classes/SingleGame/MapTwo.h
Classes/Test/HelloWorldScene.h
Classes/Test/HttpTest.h
Classes/Test/PopAlertDialog.h
Classes/Test/SignInSceneTest.h
Classes/Test/SocketIOTestLayer.h
Classes/Test/WebSocketTestLayer.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_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist"
)
elseif(IOS)
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
endif()
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()
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