将cocos项目构建为Android工程并构建出对应的aar
构建Android工程
1.配置原生开发环境(ndk路径、Android sdk路径)
2.打开构建发布窗口进行如下配置
将cocos Android工程构建为aar
1.将Cocos Creator导出的Android工程(../build/jsb-default/frameworks/runtime-src/proj.android-studio)用Android Studio打开并编译,成功编译并正常运行app工程后进入第2步。
2.将依赖库工程libcocos2dx打成aar,build完成后aar的位置为../build/jsb-default/frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/build/outputs/aar/libcocos2dx-release.aar
3 修改game工程的build.gradle、AndroidManifest.xml文件
build.gradle这些代码需要修改:
import org.apache.tools.ant.taskdefs.condition.Os
// 将game工程作为library,这个feature应该是什么instantApp的配置
// apply plugin: 'com.android.feature'
apply plugin: 'com.android.library'
android {
//注掉这里
//baseFeature true
compileSdkVersion PROP_COMPILE_SDK_VERSION.toInteger()
buildToolsVersion PROP_BUILD_TOOLS_VERSION
defaultConfig {
minSdkVersion PROP_MIN_SDK_VERSION
targetSdkVersion PROP_TARGET_SDK_VERSION
versionCode 1
versionName "1.0"
externalNativeBuild {
ndkBuild {
if (!project.hasProperty("PROP_NDK_MODE") || PROP_NDK_MODE.compareTo('none') != 0) {
// skip the NDK Build step if PROP_NDK_MODE is none
targets 'cocos2djs'
arguments 'NDK_TOOLCHAIN_VERSION=clang'
def module_paths = [project.file("../../../cocos2d-x"),
project.file("../../../cocos2d-x/cocos"),
project.file("../../../cocos2d-x/external")]
if (Os.isFamily(Os.FAMILY_WINDOWS)) {
arguments 'NDK_MODULE_PATH=' + module_paths.join(";")
}
else {
arguments 'NDK_MODULE_PATH=' + module_paths.join(':')
}
arguments '-j' + Runtime.runtime.availableProcessors()
abiFilters.addAll(PROP_APP_ABI.split(':').collect{it as String})
}
}
}
}
sourceSets.main {
java.srcDirs "../src", "src"
res.srcDirs "../res", 'res'
jniLibs.srcDirs "../libs", 'libs'
manifest.srcFile "AndroidManifest.xml"
}
externalNativeBuild {
ndkBuild {
if (!project.hasProperty("PROP_NDK_MODE") || PROP_NDK_MODE.compareTo('none') != 0) {
// skip the NDK Build step if PROP_NDK_MODE is none
path "jni/Android.mk"
}
}
}
signingConfigs {
release {
if (project.hasProperty("RELEASE_STORE_FILE")) {
storeFile file(RELEASE_STORE_FILE)
storePassword RELEASE_STORE_PASSWORD
keyAlias RELEASE_KEY_ALIAS
keyPassword RELEASE_KEY_PASSWORD
}
}
}
buildTypes {
release {
debuggable false
jniDebuggable false
renderscriptDebuggable false
minifyEnabled true
//作为library不能设置这个参数
//shrinkResources true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
if (project.hasProperty("RELEASE_STORE_FILE")) {
signingConfig signingConfigs.release
}
externalNativeBuild {
ndkBuild {
arguments 'NDK_DEBUG=0'
}
}
}
debug {
debuggable true
jniDebuggable true
renderscriptDebuggable true
externalNativeBuild {
ndkBuild {
arguments 'NDK_DEBUG=1'
}
}
}
}
}
//将featureVariants改成libraryVariants
android.libraryVariants.all { variant ->
// delete previous files first
delete "${buildDir}/intermediates/merged_assets/"
variant.mergeAssets.doLast {
def sourceDir = "${buildDir}/../../../../.."
copy {
from "${sourceDir}/assets"
into "${outputDir}/assets"
}
copy {
from "${sourceDir}/src"
into "${outputDir}/src"
}
copy {
from "${sourceDir}/jsb-adapter"
into "${outputDir}/jsb-adapter"
}
copy {
from "${sourceDir}/main.js"
from "${sourceDir}/project.json"
into outputDir
}
}
}
/*android.featureVariants.all { variant ->
// delete previous files first
delete "${buildDir}/intermediates/merged_assets/"
variant.mergeAssets.doLast {
def sourceDir = "${buildDir}/../../../../.."
copy {
from "${sourceDir}/assets"
into "${outputDir}/assets"
}
copy {
from "${sourceDir}/src"
into "${outputDir}/src"
}
copy {
from "${sourceDir}/jsb-adapter"
into "${outputDir}/jsb-adapter"
}
copy {
from "${sourceDir}/main.js"
from "${sourceDir}/project.json"
into outputDir
}
}
}*/
dependencies {
//注释掉这些依赖,不然打成aar后会运行会报冲突
/*implementation fileTree(dir: '../libs', include: ['*.jar','*.aar'])
implementation fileTree(dir: 'libs', include: ['*.jar','*.aar'])
implementation fileTree(dir: "../../../cocos2d-x/cocos/platform/android/java/libs", include: ['*.jar'])*/
implementation 'com.google.android.instantapps:instantapps:1.1.0'
implementation 'com.google.android.gms:play-services-instantapps:16.0.0'
implementation project(':libcocos2dx')
}
找到game工程的AndroidManifest.xml注释掉启动页标签(因为我们不希望我们的工程运行起来就直接进入游戏)
4.第3步完成后同步gradle然后将工程game打成aar,build完成后aar的位置为../build/jsb-default/frameworks/runtime-src/proj.android-studio/game/build/outputs/aar/game-release.aar
集成到Android工程
1.将拿到的libcocos2dx-release.aar和game-release.aar放入我们自己的工程libs文件夹下
并在工程的build.gradle依赖它们、同步
2.创建我们自己的游戏Activity继承自aar包里面的AppActivity
package com.example.myapplication;
import org.cocos2dx.javascript.AppActivity;
public class MyAppActivity extends AppActivity {
}
在manifest里注册这个Activity
这里注意一下,由于cocos引擎有自己的资源释放策略(它会在Activity结束后干掉所在进程),所以为了不影响我们自己工程的进程必须将Activity放到另一个进程。另外,我这里将这个Activity放入了新任务栈,因为AppActivity、Cocos2dxActivity有些地方会去调用isTaskRoot,如果不把Activity放入新栈会导致代码执行不正确;当然,你也可以重写isTaskRoot。
ok,到这里就算完成了集成了,直接使用startActivity就能跳转到游戏页面了。
最后cocos和Android相互通信的实现见官方文档
https://docs.cocos.com/creator/manual/zh/advanced-topics/java-reflection.html