Cocos2d-console is a command line tool that lets you create, run, publish, debug, etc… your game. It is the swiss-army knife for cocos2d.
##Install cocos2d-console will be distributed with cocos2d-x 3.0 and up and will be automatically configured with it's install process.
# starts a new project called "MyGame" $ cocos new MyGame -l cpp -p org.cocos2d.mygame $ cd MyGame # Deploy the project to android device $ cocos run -p android
cocos.py is an script whose only responsability is to call its plugins.
cocos.bat will invoke
cocos.py on windows
cocos will invoke
cocos.py on Mac OS X and linux
To get a list of all the registered plugins:
To run the "new" plugin:
$ cocos new
You have to edit
bin/cocos2d.ini, and add the class name of your new plugin there. Let's say that you want to add a plugin that deploys the project:
# should be a subclass of CCPlugin project_deploy.CCPluginDeploy
And now you have to create a file called
project_deploy.py in the
A new, empty plugin, would look like the code shown below:
import cocos # Plugins should be a sublass of CCPlugin class CCPluginDeploy(cocos.CCPlugin): # in default category @staticmethod def plugin_category(): return "" @staticmethod def plugin_name(): return "deploy" @staticmethod def brief_description(): return "Deploy the project to target." def run(self, argv, dependencies): print "plugin called!" print argv
Plugins are divided by category, depending on it's function: project, engine, ...
The plugins of
project is in default category, it's an empty stirng
Please see this issue