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.
##Example
# 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:
$ cocos
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 plugins
folder.
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