Quantcast
Channel: Cocos Forums - Latest topics
Viewing all 17108 articles
Browse latest View live

Sdkbox Facebook plugin integration error

$
0
0

@AlexGreen wrote:

Hi,

I have a error using sdkbox facebook plugin. I installed it as described on documentation page : http://docs.sdkbox.com/en/plugins/facebook/v3-cpp/
It was successfully installed automatically. But I also checked it according to instruction for manual installation. all steps are OK. Building is also OK. cocos version is cocos2d-x-3.13 . target android version is 23. minSdkVersion is 11. Android version on device is 5.0.

While calling sdkbox::PluginFacebook::init(); there is "JNI DETECTED ERROR IN APPLICATION: JNI GetObjectClass called with pending exception 'com.facebook.FacebookException' thrown in unknown throw location" error.

Could somebody help me please with this isuue ?
Thank you.

Following is a error trace :

I/SDKBOX_CORE( 1876): Initialization request for plugin: 'com/sdkbox/plugin/PluginFacebook'
D/StatusBar.NetworkControllerImplSprd( 591): hasService: mServiceState=0 0 home MTS RUS@ MTS RUS@ 25001 HSPA HSPA CSS not supported -1 -1 RoamInd=-1 DefRoamInd=-1 EmergOnly=false retVal=true
D/StatusBar.NetworkControllerImplSprd( 591): refreshViews[0] connected={ wifi } level=3 combinedSignalIconId=0x7f0201a1/com.android.systemui:drawable/stat_sys_wifi_signal_4_fully mobileLabel=MTS RUS wifiLabel="xxx"xxxxXXXXxxxxXXXX emergencyOnly=false combinedLabel="xxx"xxxxXXXXxxxxXXXX mAirplaneMode=false mDataActivity=3 mDataRoamIconId=(null) mPhoneSignalIconId=0x7f0200d5 mQSPhoneSignalIconId=0x7f020091 mDataDirectionIconId=0x0 mDataSignalIconId=0x7f0200d5 mDataTypeIconId=0x7f020187 mQSDataTypeIconId=0x7f020094 mWifiIconId=0x7f0201a1 mQSWifiIconId=0x7f0200a8 mBluetoothTetherIconId=0x10806bb isModemAlive=true
D/StatusBar.NetworkControllerImplSprd( 591): refreshSignalCluster mDataRoamIconId=(null)
D/SignalClusterView( 591): mRoaming:false
D/StatusBar.NetworkControllerImplSprd( 591): refreshSignalCluster mDataRoamIconId=(null)
D/SignalClusterView( 591): mRoaming:false
D/SignalClusterView( 591): mRoaming:false
D/SignalClusterView( 591): mRoaming:false
D/StatusBar.NetworkControllerImplSprd( 591): refreshSignalCluster mDataRoamIconId=(null)
D/StatusBar.NetworkControllerImplSprd( 591): refreshSignalCluster mDataRoamIconId=(null)
D/NetworkControllerUtils( 591): updateNetworkNameView : networkName = MTS RUS
W/Environment( 497): === curr internal type is == 1
I/ActivityManager( 497): Start proc com.google.android.partnersetup for broadcast com.google.android.partnersetup/.RlzPingBroadcastReceiver: pid=1940 uid=10051 gids={50051, 9997, 3003} abi=armeabi-v7a
I/Environment( 1940): rawExternalStorage=/storage/emulated/legacy
W/Environment( 1940): === curr internal type is == 1
I/Environment( 1940): rawSecondaryStorage=/storage/sdcard0
W/Environment( 1940): === curr storage type is == 2
W/Environment( 1940): === curr internal type is == 1
I/Environment( 1940): mExternalDirsForApp_0 = /storage/emulated/0
I/Environment( 1940): mExternalDirsForApp_1 = /storage/sdcard0
D/BatteryMeterView( 591): TimerTask :run --level = 59
D/BatteryMeterView( 591): handleMessage
D/BatteryMeterView( 591): TimerTask :run --level = 59
D/BatteryMeterView( 591): handleMessage
D/BatteryMeterView( 591): draw : level = 59
D/BatteryMeterView( 591): TimerTask :run --level = 59
D/BatteryMeterView( 591): handleMessage
D/gralloc.sc8830( 156): fb_post fps = 6.164033
D/GPSenseEngine(13674): EPH sow 117671: 1 3 8 10 11 14 18 22 24 27 28 32--AS:
D/GPSenseEngine(13674): SendNavResult [TRACE:1]
D/GPSenseEngine(13674): CheckState[status:2][bOff:0][Used:0]
D/GPSenseEngine(13674): SendNavResult [gbPreFix:0] [gbRMCState:0][gModeState:5]
D/GPSenseEngine(13674): SendSatInfoResult [gbPreFix:0] [gbRMCState:0][gModeState:5]
D/AlarmManager( 497): setImpl() action = com.android.server.task.controllers.BatteryController.ACTION_CHARGING_STABLE, component = null, type = 2, standalone=false, operation = PendingIntent{687f9aa: PendingIntentRecord{3973499b android broadcastIntent}} tElapsed=140936242, maxElapsed=141026242, interval=0, when = 1481532176267, triggerTime = 2016-12-12 11:42:56
V/PowerManagerService( 497): releaseDvfs remove Callbacks
V/PowerManagerService( 497): setUserSpaceDvfsLocal miSReleaseDvfs = false
D/WorkerThread( 2102): Return handler = Handler (android.os.Handler) {1fb2ff9}
I/keyPushLog( 2102): LSF_DEVICE_PUSH:Engine=com.lenovo.lsf.device, start com.lenovo.lsf.device
W/Environment( 497): === curr internal type is == 1
I/ActivityManager( 497): Start proc com.android.gallery3d for broadcast com.android.gallery3d/.app.PackagesMonitor: pid=1960 uid=10047 gids={50047, 9997, 3003, 1028, 1015, 1051, 1052} abi=armeabi-v7a
I/ActivityManager( 497): Killing 1464:com.google.android.apps.docs/u0a32 (adj 15): empty #17
I/Environment( 1960): rawExternalStorage=/storage/emulated/legacy
W/Environment( 1960): === curr internal type is == 1
I/Environment( 1960): rawSecondaryStorage=/storage/sdcard0
W/Environment( 1960): === curr storage type is == 2
W/Environment( 1960): === curr internal type is == 1
I/Environment( 1960): mExternalDirsForApp_0 = /storage/emulated/0
I/Environment( 1960): mExternalDirsForApp_1 = /storage/sdcard0
F/art ( 1876): art/runtime/check_jni.cc:65] JNI DETECTED ERROR IN APPLICATION: JNI GetObjectClass called with pending exception 'com.facebook.FacebookException' thrown in unknown throw location
F/art ( 1876): art/runtime/check_jni.cc:65] in call to GetObjectClass
F/art ( 1876): art/runtime/check_jni.cc:65] from void org.cocos2dx.lib.Cocos2dxRenderer.nativeInit(int, int)
F/art ( 1876): art/runtime/check_jni.cc:65] "GLThread 3604" prio=5 tid=16 Runnable
F/art ( 1876): art/runtime/check_jni.cc:65] | group="main" sCount=0 dsCount=0 obj=0x12c93900 self=0xad12a000
F/art ( 1876): art/runtime/check_jni.cc:65] | sysTid=1903 nice=0 cgrp=apps sched=0/0 handle=0xb0261780
F/art ( 1876): art/runtime/check_jni.cc:65] | state=R schedstat=( 0 0 0 ) utm=20 stm=7 core=1 HZ=100
F/art ( 1876): art/runtime/check_jni.cc:65] | stack=0xa26fe000-0xa2700000 stackSize=1036KB
F/art ( 1876): art/runtime/check_jni.cc:65] | held mutexes= "mutator lock"(shared held)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #00 pc 00004c58 /system/lib/libbacktrace_libc++.so (UnwindCurrent::Unwind(unsigned int, ucontext*)+23)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #01 pc 000034c1 /system/lib/libbacktrace_libc++.so (Backtrace::Unwind(unsigned int, ucontext*)+8)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #02 pc 00240e01 /system/lib/libart.so (art::DumpNativeStack(std::1::basic_ostream<char, std::1::char_traits >&, int, char const*, art::mirror::ArtMethod*)+68)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #03 pc 002260a9 /system/lib/libart.so (art::Thread::Dump(std::1::basic_ostream<char, std::1::char_traits >&) const+152)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #04 pc 000b00ef /system/lib/libart.so (art::JniAbort(char const*, char const*)+582)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #05 pc 000b081f /system/lib/libart.so (art::JniAbortF(char const*, char const*, ...)+58)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #06 pc 000b38c3 /system/lib/libart.so (art::ScopedCheck::ScopedCheck(_JNIEnv*, int, char const*)+1270)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #07 pc 000b599d /system/lib/libart.so (art::CheckJNI::GetObjectClass(_JNIEnv*, _jobject*)+20)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #08 pc 0050b1c1 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (sdkbox::JNIUtils::GetClassObjectFromObject(_jobject*, _JNIEnv*)+24)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #09 pc 0050b929 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (sdkbox::JNIUtils::GetJNIMethodInfo(_jobject*, char const*, char const*, _JNIEnv*)+28)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #10 pc 004fe335 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (sdkbox::FacebookProxy::enableDebug(bool)+32)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #11 pc 004ff839 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (sdkbox::FacebookWrapperEnabled::nativeInit(bool)+32)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #12 pc 004ffeaf /data/app/com.xxx.xxx/lib/arm/libMyGame.so (sdkbox::FacebookWrapperEnabled::init()+150)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #13 pc 00500137 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (sdkbox::PluginFacebook::init()+10)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #14 pc 00421728 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (FacebookManager::base_init()+16)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #15 pc 00421d74 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (GameFacebookManager::init()+24)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #16 pc 00421cc0 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (GameFacebookManager::create()+280)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #17 pc 004233b0 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (AppDelegate::applicationDidFinishLaunching()+1712)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #18 pc 0050c8f8 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (cocos2d::Application::run()+40)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #19 pc 00510ea0 /data/app/com.xxx.xxx/lib/arm/libMyGame.so (Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit+224)
F/art ( 1876): art/runtime/check_jni.cc:65] native: #20 pc 000e4d01 /data/dalvik-cache/arm/data@app@xxx.xxx@base.apk@classes.dex (Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit__II+88)
F/art ( 1876): art/runtime/check_jni.cc:65] at org.cocos2dx.lib.Cocos2dxRenderer.nativeInit(Native method)
F/art ( 1876): art/runtime/check_jni.cc:65] at org.cocos2dx.lib.Cocos2dxRenderer.onSurfaceCreated(Cocos2dxRenderer.java:72)
F/art ( 1876): art/runtime/check_jni.cc:65] at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1500)
F/art ( 1876): art/runtime/check_jni.cc:65] at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)
F/art ( 1876): art/runtime/check_jni.cc:65]
W/libprocessgroup( 497): failed to open /acct/uid_10032/pid_1464/cgroup.procs: No such file or directory
W/ResourcesManager( 1960): Asset path '/system/framework/com.google.android.media.effects.jar' does not exist or contains no resources.

Posts: 1

Participants: 1

Read full topic


Best tool for design scenarios?

$
0
0

@yaaashua wrote:

I was wondering if there is any favorite or nice tool for design scenarios.
Which tools are your favorite for designing levels?
- note: changing size and positions by code (try and error) is not a good solution

I would like to start a new game project, a platform game, but I would like to let the designer have complete control over the scenarios, (and avoid as much as possible the need of a developer)

I need something that can visualize and order:
* (LONG scenarios)
* NOT tiled.

extras:
* maybe 2 or + layers of deep
* if its possible to handle distorted sprites

Posts: 1

Participants: 1

Read full topic

Rotate camera with acceleration

$
0
0

@arpit_sharma wrote:

Hello All,
Please Help me to rotate camera with acceleration in specific angle bound .

Vec3  rotation3D= _camera->getRotation3D();
float angle_factor=30.0f;
float maxRotX=_fPrevAngle.y+angle_factor;
float maxRotY=_fPrevAngle.x+angle_factor;
float minRotX=_fPrevAngle.y-angle_factor;
float minRotY=_fPrevAngle.x-angle_factor;

if(!_bRotateLeft && acceleration.x>0)
{
	rotation3D.y+= acceleration.x*4.0f;

}
if(_bRotateLeft && acceleration.x<0)
{
	rotation3D.y+= acceleration.x*4.0f;

}

if(rotation3D.y+acceleration.x>=maxRotX && !_bRotateLeft)
	{
	_bRotateLeft=true;
	}

if(rotation3D.y+acceleration.x<= minRotX && _bRotateLeft)
		{
	_bRotateLeft=false;
		}
if(!_bRotateUp && acceleration.y>0)
{
	rotation3D.x+= acceleration.y*4.0f;
}
if(_bRotateUp && acceleration.y<0)
{
	rotation3D.x+= acceleration.y*4.0f;
}
if(rotation3D.x+acceleration.y>=maxRotY && !_bRotateUp)
{
	_bRotateUp=true;
	//	rotation3D.x=maxRotY;
}
if(rotation3D.x+acceleration.y<= minRotY && _bRotateUp)
{
	_bRotateUp=false;
	//rotation3D.x=minRotY;
}

Posts: 1

Participants: 1

Read full topic

experimental::TMXTiledMap maps bigger than 128x128 with 32-bit indices

$
0
0

@intotherude wrote:

I searched a bit and found that there is a limitation on the size of tilemaps around 128x128 because of an openGL limitation on the amount of vertices that can be rendered in one call.

I am using the experimental::TMXTiledMap, which only renders the tiles visible in the viewport (automatic culling). It does so by calculating which tiles are visible and creating an index buffer with only the visible vertices. This index buffer is a vector of GLushort (16bit).

I changed the source code of experimental::TMXLayer like this:

CCFastTMXLayer.h
std::vector<GLuint> _indices; instead of std::vector<GLushort> _indices;

CCFastTMXLayer.cpp in the method updateIndexBuffer()
_indexBuffer = IndexBuffer::create(IndexBuffer::IndexType::INDEX_TYPE_SHORT_32, (int)_indices.size());
instead of
_indexBuffer = IndexBuffer::create(IndexBuffer::IndexType::INDEX_TYPE_SHORT_16, (int)_indices.size());

After this change, cocos could render maps bigger than 128x128 on win32.

My question: why is this limit enforced hard coded? Because of multi-platform? I googled a bit, and found out it should work on iOS as well (not tested):

on which someone answers:

This answer is incorrect, GL_UNSIGNED_INT is supported for glDrawElements if GL_OES_element_index_uint is implemented (which it is in iOS, according to OpenGLES/ES2/glext.h).

Posts: 1

Participants: 1

Read full topic

When Release 3.14

In v3.13.1 3D Physics debug draw showing wrong

$
0
0

@smitpatel88 wrote:

After cocos2d-x 3.11, debug draw of 3D Physics is wrong.
In 3.11 it was fine. but in 3.12 and in latest 3.13.1 it showing wrong.
But physics simulation is right.
But due to wrong debug draw its very hard to develop game.
see this screenshot from cpp-test of v 3.13.1
n

Posts: 1

Participants: 1

Read full topic

Can't convert Node class to my own class(inherited from Node)

$
0
0

@DeisV wrote:

Hellow, sorry for bad english. I cant convert class Node to my class activeGameObject in onContactBegan function. In other places it works.

my class activeGameObject

class gameObject : public Node
{
private:
public :
	gameObject();
	bool init();
	Sprite* sprite;
	PhysicsBody* physicsBody;

};

class activeGameObject : public gameObject{
private:
	int health;
	int damage1;
	bool life;
public:
	activeGameObject();
	int getHp();
	void setHp(int);
	 void death();
	 void getDamage(int);
	 bool getLife();
	 void setLife(bool);
	 
};

function onContactBegan
bool HelloWorld::onContactBegan(PhysicsContact &contact) {

	Node* nodeA = contact.getShapeA()->getBody()->getNode();
	Node* nodeB = contact.getShapeB()->getBody()->getNode();

	int PMaskA = nodeA->getPhysicsBody()->getCategoryBitmask();
	int PMaskB = nodeB->getPhysicsBody()->getCategoryBitmask();

	if (nodeA == nullptr || nodeB == nullptr) return true;
	if (nodeA->getPhysicsBody() == nullptr || nodeB->getPhysicsBody() == nullptr) return true;

	//enemy-playerBullet
	if (PMaskA == PhysicsCategory::Enemy && PMaskB == PhysicsCategory::BulletPlayer ||
		PMaskA == PhysicsCategory::BulletPlayer && PMaskB == PhysicsCategory::Enemy)
	{


               ((activeGameObject*)nodeB)->getDamage(1);
               ((activeGameObject*)nodeA)->getDamage(1);
		
		
		
		
	}

This part doesnt work;
((activeGameObject*)nodeB)->getDamage(1); //(*)
((activeGameObject*)nodeA)->getDamage(1); //(*)
if health of real activeGameObject is 10, health of this objects is -1 always for all objects. And health of real objects doesnt decreases, but health of this objects (*) decreases.

both this pointers:
((activeGameObject*)nodeB)
((activeGameObject*)nodeA)
and pointer to real actriveGameObject point to different areas of memory.

How to make it work right??Help please.

Posts: 5

Participants: 3

Read full topic

My Cocos Creator won’t work after v1.3

$
0
0

@Menad3s wrote:

Hello,

I’ve got a problem with my Cocos Creator, it works until 1.3. But after 1.3 my editor “don’t support WebGL” anymore ( Error: This browser does not support webGL. Try using the canvas renderer).

I tried to reinstall Cocos creator and my graphics drivers multiple time but it doesn’t work.
If someone have a clue of what happening, I’d like to hear it!
Thanks,
Menades

Posts: 3

Participants: 2

Read full topic


Luajit precompilation error

$
0
0

@Jang_Wei wrote:

Hello guys.
I have one question about using luajit in xcode.
I developed android game using cocos2d-x lua.
And now I want make it to iOs version.
In android, I used the lua source code which is compiled in luajit.
by the way, when I compiled it in iOs, then precompilation error occur.
I think it is because of arm64 don't allow luajit in xcode.
Is there any way to use luajit in xcode arm64?
Thank you.
Best Regards.Jang

Posts: 1

Participants: 1

Read full topic

TMX: getPositionAt question

$
0
0

@luke2125 wrote:

Hi,

I'm trying to instantiate worms across my Tilemap, using for-loop, here it's the code:

properties: {
maptilelayer:{
default:null,
type:cc.TiledLayer
},
worm:{
default:null,
type:cc.Prefab
},

SpawnRandWorms:function(){
for (this.i = 0; this.i<14; this.i++) {
var postiles = this.maptilelayer.getPositionAt(i,i);
var worm = cc.instantiate(this.worm);
worm.setPosition(postiles);
this.node.parent.addChild(worm);

But it's not working, any help would be appreciated it......God Bless....

Sincerely,

Sunday

Posts: 1

Participants: 1

Read full topic

Cocos2d-x and Kinematic Body

$
0
0

@pococogames wrote:

Hi there. I need to learn how can I use kinematic body with chipmunk physics. I know chipmunk 7.0 features added since cocos2d-x v11.0 but I can't find any documents about that.

Can you share a sample about that?

Posts: 1

Participants: 1

Read full topic

Tizen platform?

Understanding SdkBox Play leaderboard getPlayerCenteredScores

$
0
0

@ombuki wrote:

Hello everyone.
I have successfully integrated SDKBOX Play. Set up leaderboard in both itunesconnect and Google Developer console. And everything works fine. The thing i don't understand is how getPlayerCenteredScores work? When I set number_of_entries to 1, it returns current player, and when i call it with any number other than 1 it returns all entries.

What i want to do is, I want to get top 10 scores and add player to last. Is this the right way to do it? If not, how can i do it?

Thanks

Posts: 1

Participants: 1

Read full topic

Sdkbox download server connection problems

$
0
0

@MatrixAndrew wrote:

I'm having more and more problems trying to load files through the console and "sdkbox update" "sdkbox import ..." commands. I'm having these kind of errors:

C:\my-path\my-dir>sdkbox update


|______ | \ |____/ |___] | | _/
______| |_____/ | _ |_____] |_____| _/ _
Copyright (c) 2016 SDKBOX Inc. v1.0.1.11
test speed of hosts...
- test host main: 46.78KB/s.
#FATAL:
Installation failed :frowning:

C:\my-path\my-dir>sdkbox import iap --verbose


|______ | \ |____/ |___] | | _/
______| |_____/ | _ |_____] |_____| _/ _
Copyright (c) 2016 SDKBOX Inc. v1.0.1.11
test speed of hosts...
- test host main: 163.06KB/s.
#FATAL:
Installation failed :frowning:

Sometimes it prints out " #FATAL: " other times don't.
I'm located in the EU region if it matters. It sometimes connects and manages to download the required packages. But it'd gotten worse in the last weeks; I've tried with different networks as well with same results. Too often it writes these messages. Any advice?

Posts: 2

Participants: 2

Read full topic

CustomEventData of Button

$
0
0

@PZsolt27 wrote:

Hi everybody,

I'm still learning Cocos Creator, and cannot get the CustomEventData value of the buttons.

I have an event handler like this:

onTapGame: function (event, active) {

}

There are several buttons on the screen with the same event handler, but with different custom values. How can I get the custom value from code?

Thanks in advance,
Zsolt

Posts: 1

Participants: 1

Read full topic


Changing protected variables after inheritance in .h

$
0
0

@GrimMercy wrote:

I'm currently working on an rpg and I want to be able to set up an Enemy Class and have all my enemies use the base class with separate stats. For instance in my Enemy .h file I define

protected:
  double hp = 0, maxhp = 0, attack = 0, defense = 0;
  bool alive = true;

How do I set up my other Inheritance classes in a way to use those same variables but with different values in the .h file?

Posts: 2

Participants: 2

Read full topic

Setup System Font

$
0
0

@mbgtcx wrote:

Hi CC team,

Thanks for your efforts.
I'm using CC to develop my Game. My using Tahoma as my default font. But each time i create label. I'll drag my font to Label font, and and repeated ...
In case, i want change to other font. I would find all label and drag ... It was losing effort and time.

Do you have support me setup a font as system font? You can bring it up the next update?

Thanks

Posts: 2

Participants: 2

Read full topic

Firebase Intgration

Cannot find android/cpufeatures/prebuilt-mk OR undefined reference to atof/rand

$
0
0

@MastAKK wrote:

I was trying to build my project with pre-built libs.
So, I did cocos gen-libs, everything was ok. But then I created new project with -t binary.
Now I have one of 2 problems:

With

$(call import-module, android/cpufeatures/prebuilt-mk)

in cocos\prebuilt-mk\Android.mk I got following error message:

Android NDK: WARNING: APP_PLATFORM android-19 is larger than android:minSdkVersion 9 in ./AndroidManifest.xml
Android NDK: D:\libs/cocos2d-x-3.13.1/cocos/./prebuilt-mk/Android.mk: Cannot find module with tag 'android/cpufeatures/prebuilt-mk' in import path
Android NDK: Are you sure your NDK_MODULE_PATH variable is properly defined ?

I've tried to fix this by replacing

$(call import-module, android/cpufeatures/prebuilt-mk)

with

$(call import-module, android/cpufeatures)

And now I have following errors:

D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//editor-support/cocostudio/CCSSceneReader.cpp:550: error: undefined reference to 'atof'
D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//editor-support/cocostudio/WidgetReader/NodeReader/NodeReader.cpp:261: error: undefined reference to 'atof'
D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//editor-support/cocostudio/WidgetReader/NodeReader/NodeReader.cpp:265: error: undefined reference to 'atof'
D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//editor-support/cocostudio/WidgetReader/NodeReader/NodeReader.cpp:144: error: undefined reference to 'atof'
D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//./base/ccRandom.h:117: error: undefined reference to 'rand'
D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//./base/ccRandom.h:117: error: undefined reference to 'rand'
D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//./base/ccRandom.h:103: error: undefined reference to 'rand'
D:/libs/cocos2d-x-3.13.1/tools/simulator/frameworks/runtime-src/proj.android/../../../../../cocos//./base/ccRandom.h:103: error: undefined reference to 'rand'
etc.

I didn't found solution for this neither in google nor in this forum. So whar I did wrong? Or what should I do to fix this?

I use android-ndk-r12b, abi android-19 and Cocos 3.13.1.

Posts: 4

Participants: 3

Read full topic

Ludum Dare 37! Made with Cocos Creator

Viewing all 17108 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>