How to port Cocos2d-x game to Axmol game engine

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How to port Cocos2d-x game to Axmol game engine

Creating A New Project

Using a console window, the command to generate a new project is as follows:

axmol new -p YOUR.UNIQUE.ID -d PROJECT_PATH -l [cpp|lua]

and then copy the following files from the Cocos2d-x project to the Axmol project:

  1. Classes directory
  2. Resources directory

3. proj.android directory -> don’t replace the whole directory u need

add dependencies in gradle files and modify manifest file

and activity files and icons as well 4. proj.ios_mac directory -> here u just add the files which ever

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Step 3: Building in xcode project

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After copying the necessary files to the Axmol project, it’s time to modify the project files. But to modify the files you may need .xocdeproj for that u need to build based which device or simulator you will be working

=> The axmol engine building project will be using cmake.

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Ensure xcode12+ & cmake3.21+ are installed, install cmake command line support: sudo “/Applications/CMake.app/Contents/bin/cmake-gui” –install

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Generate the relevant xcode project using one of the following commands:

  • ●  for ios arm64: cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS64
  • ●  for ios armv7,arm64 combined: cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS
  • ●  for ios simulator x86_64: cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64 After cmake finishes generating, you can open the xcode project at build folder

Step 4: Modify the project files

After copying the necessary files to the Axmol project, it’s time to modify the project files to work with Axmol. Here are the changes you need to make:

  1. Replace all the #include <cocos2d.h> statements with #include “axmol.h”.
  2. Modify the main function to create an AxmolGame instance instead of a cocos2d::Application instance.
  3. Replace all instances of “cocos2d::” with “axmol::”.
  4. Replace CC with AX example CC_CALLBACK_0 to AX_CALLBACK_0 , CCLOG and so on..

Domain registration has Step 4: Modify the resource loading code

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The next step is to modify the resource loading code to work with Axmol. In Cocos2d-x, you can load resources using the cocos2d namespace cocos2d::Sprite::create function. In Axmol, you need to use the axmol::Sprite::create function instead.

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