新手接触cocos2dx的一些注意点 有不对的, 大家要记得指出来

1、设置自适应时, 应该这样写

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if (!glview)
    {
        glview = GLView::create("MyGame");
        glview->setFrameSize(360, 640);
        director->setOpenGLView(glview);
    }
    glview->setDesignResolutionSize(360, 640, ResolutionPolicy::SHOW_ALL);

    // turn on display FPS
    director->setDisplayStats(true);
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();
    // run
    director->runWithScene(scene);

    return true;
}


```

而不是这样
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if (!glview)
    {
        glview = GLView::create("MyGame");
        glview->setFrameSize(360, 640);
        director->setOpenGLView(glview);
               glview->setDesignResolutionSize(360, 640, ResolutionPolicy::SHOW_ALL);
    }
    

    // turn on display FPS
    director->setDisplayStats(true);
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();
    // run
    director->runWithScene(scene);

    return true;
}


```

可以参考一下这个
http://www.benmutou.com/archives/1206 
而且也不能把
 glview->setDesignResolutionSize(360, 640, ResolutionPolicy::SHOW_ALL);


```

写在 
director->setOpenGLView(glview);

```

之前



2、 布置到安卓上时, 在eclipse编译时, 会编译不过, 会提示一些找不到org.cocos2dx.lib这个包, 这个算是cocos2dx的一个小问题吧, 创建时居然没有自己加进来, 需要你自己去拷过来
在cocos2d\cocos\platform\android\java\src\org\cocos2dx\lib下






3、布置到安卓上时, 需要自己在jni的Android.mk里面添加你在项目里所添加的cpp文件


当然, 也可以在直接这样写



LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)

LOCAL_MODULE := cocos2dcpp_shared

LOCAL_MODULE_FILENAME := libcocos2dcpp



# 遍历目录及子目录的函数
define walk
    $(wildcard $(1)) $(foreach e, $(wildcard $(1)/*), $(call walk, $(e)))
endef
 
# 遍历Classes目录
ALLFILES = $(call walk, $(LOCAL_PATH)/../../Classes)
 
FILE_LIST := hellocpp/main.cpp
# 从所有文件中提取出所有.cpp文件
FILE_LIST += $(filter %.cpp, $(ALLFILES))
 
LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%)
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes

LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static

# LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
# LOCAL_WHOLE_STATIC_LIBRARIES += cocosbuilder_static
# LOCAL_WHOLE_STATIC_LIBRARIES += spine_static
# LOCAL_WHOLE_STATIC_LIBRARIES += cocostudio_static
# LOCAL_WHOLE_STATIC_LIBRARIES += cocos_network_static
# LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static


include $(BUILD_SHARED_LIBRARY)

$(call import-module,.)
$(call import-module,audio/android)

# $(call import-module,Box2D)
# $(call import-module,editor-support/cocosbuilder)
# $(call import-module,editor-support/spine)
# $(call import-module,editor-support/cocostudio)
# $(call import-module,network)
# $(call import-module,extensions)



```

参考一下这个
http://blog.csdn.net/z104207/article/details/11574339
4、安卓的资源路径名, 记得用  "Sound/background.mp3";

就是用 /  不要用 \\

不错,几点小tips,感谢楼主分享,很用心。

不错不错~
Eclipse那个问题简直要把我搞到吐血