cocos new
Overview
Create a new -x or -js project.
Usage
cocos new -l {cpp,lua,js} [arguments] [PROJECT_NAME]
Available Arguments
| arg | available value | sample | description | necessary |
|---|---|---|---|---|
| -h, --help | - | - | Show the help message and exit | no |
| -p, --package | string match *.*.* | com.company.pkgname | Set a package name for project. Default is same with template | no |
| -l, --language | {cpp, lua, js} | lua | Major programming language you want to use. | yes |
| -d, --directory | a absolute(relative) path | ./projects/ | Set generate project directory for project. Default is current directory | no |
| -t, --template | a string of template name | default | Set the template name you want create from. Default value is default | no |
| -e, --engine-path | a absolute(relative) path | /Users/CurrentUser/cocos2d-x | Set the path of cocos2d-x/cocos2d-js engine. | no |
| --mac-bundleid | a string of mac bundle id | com.company.macbundleid | Set a bundle id for mac project. Default is same with template | no |
| --ios-bundleid | a string of ios bundle id | com.company.iosbundleid | Set a bundle id for ios project. Default is same with template | no |
Attentions
- The
cocos2d-consoleincocos2d-xcan only create project with language iscpporlua - The
cocos2d-consoleincocos2d-jscan only create project with language isjs - The logic of looking for template is:
- Generate the template folder name with
[language]-template-[template name].
For example: The template folder name ofcocos new -l lua -t runtimeislua-template-runtime - Find the template folder in the
templatesdirectory of engine.
- Generate the template folder name with
Samples
cocos new -h. Show the help message like this:
cocos new -l lua -p org.cocos2dx.mygame -d ./projects MyLuaGame
The properties of the created project is:
- package name is
org.cocos2dx.mygame - target directory is
./projects - project name is
MyLuaGame
- package name is
1150

被折叠的 条评论
为什么被折叠?



