# cocos2d-console **Repository Path**: SunLightJuly/cocos2d-console ## Basic Information - **Project Name**: cocos2d-console - **Description**: 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. - **Primary Language**: Python - **License**: Not specified - **Default Branch**: develop - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 9 - **Forks**: 3 - **Created**: 2015-02-05 - **Last Updated**: 2025-06-17 ## Categories & Tags **Categories**: game-dev **Tags**: None ## README # cocos2d-console 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 ``` # Devel Info ## Internals `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 ``` ## Adding a new plugin to the console 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: ```python 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 `""`. # Comands Required Please see this [issue](https://github.com/cocos2d/cocos2d-console/issues/27)