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This project forked from cocos2d-x/javascriptcore-x

0.0 1.0 0.0 45.69 MB

JSC building configurations for cocos2d-x

C++ 49.64% Makefile 0.45% JavaScript 0.41% Shell 0.92% Java 0.15% Objective-C 3.06% Objective-C++ 0.78% C 34.34% HTML 0.60% CMake 0.03% QMake 0.08% Python 6.96% Batchfile 0.09% Perl 2.09% Assembly 0.09% DTrace 0.01% CSS 0.10% Prolog 0.01% PHP 0.01% Ruby 0.19%

javascriptcore-x's Introduction

How to build HelloJS on ios, android and win32 ?
1. Download the latest code of cocos2d-x from https://github.com/cocos2d/cocos2d-x. And extract it anywhere.
2. Copy the files in Cocos2dxModification to original folder and replace them.
3. Copy 'cocos2d-x-jsbinding' and 'HelloJS' folders to root folder of cocos2d-x you have extracted, rename 'cocos2d-x-jsbinding' to 'JSBindings'.

4. Build HelloJS on ios:
        Enter HelloJS/ios folder, and click HelloJS.xcodeproj.

5. Build HelloJS on android:
        Enter HelloJS/android folder, modify ndk and the root path of your cocos2d-x project in 'build_native.sh', execute command by './build_native.sh'.   

6. Build HelloJS on win32:
        (1) If you haven't install 'Safari' browser of win32 version, please download from http://www.apple.com/safari/download/. I don't know why we should do this step, however, this step is necessary, otherwise, jsc application cannot be launched. Maybe safari does some changes to registry.
	(2) Click 'cocos2d-win32.vc2008.sln' and add HelloJS project to our solution by "right click (Solution 'cocos2d-win32.vc2008')-->(Add)-->(Existing Project)-->(select HelloJS\win32\HelloJS.win32.vcproj)".
        (3) Set HelloJS as a startup project.
        (4) Set Project Dependencies of HelloJS, check the box of libcocos2d and libCocosDenshion. 
        (5) Build and run the project.

About how to build JavaScriptCore on ios, android and win32, please read the README file in the 'jsc-android' folder.

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