Android開発初心者です。
cocos2d-xとc++でゲームを作ろうと思っています。cocosコマンドでプロジェクト作成するところまではいけたのですが、Android Studioでプロジェクトを読み込んでビルドを実行すると、次のエラーが表示されてしまいます。
発生している問題・エラーメッセージ
いくら調べても解決方法が見つからず、困っています。エラーの原因がわかる方がいれば、ご教授願います。
追記:CMakeLists.txtの中身です。
#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2015-2017 Chukong Technologies Inc. # # http://www.cocos2d-x.org # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. # ****************************************************************************/ cmake_minimum_required(VERSION 3.6) set(APP_NAME MyApp1) project(${APP_NAME}) set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d) set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/) include(CocosBuildSet) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core) # record sources, headers, resources... set(GAME_SOURCE) set(GAME_HEADER) set(GAME_RES_FOLDER "${CMAKE_CURRENT_SOURCE_DIR}/Resources" ) if(APPLE OR WINDOWS) cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER}) endif() # add cross-platforms source files and header files list(APPEND GAME_SOURCE Classes/AppDelegate.cpp Classes/HelloWorldScene.cpp ) list(APPEND GAME_HEADER Classes/AppDelegate.h Classes/HelloWorldScene.h ) if(ANDROID) # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml set(APP_NAME MyGame) list(APPEND GAME_SOURCE proj.android/app/jni/hellocpp/main.cpp ) elseif(LINUX) list(APPEND GAME_SOURCE proj.linux/main.cpp ) elseif(WINDOWS) list(APPEND GAME_HEADER proj.win32/main.h proj.win32/resource.h ) list(APPEND GAME_SOURCE proj.win32/main.cpp proj.win32/game.rc ${common_res_files} ) elseif(APPLE) if(IOS) list(APPEND GAME_HEADER proj.ios_mac/ios/AppController.h proj.ios_mac/ios/RootViewController.h ) set(APP_UI_RES proj.ios_mac/ios/LaunchScreen.storyboard proj.ios_mac/ios/LaunchScreenBackground.png proj.ios_mac/ios/Images.xcassets ) list(APPEND GAME_SOURCE proj.ios_mac/ios/main.m proj.ios_mac/ios/AppController.mm proj.ios_mac/ios/RootViewController.mm proj.ios_mac/ios/Prefix.pch ${APP_UI_RES} ) elseif(MACOSX) set(APP_UI_RES proj.ios_mac/mac/Icon.icns proj.ios_mac/mac/Info.plist ) list(APPEND GAME_SOURCE proj.ios_mac/mac/main.cpp proj.ios_mac/mac/Prefix.pch ${APP_UI_RES} ) endif() list(APPEND GAME_SOURCE ${common_res_files}) endif() # mark app complie info and libs info set(all_code_files ${GAME_HEADER} ${GAME_SOURCE} ) if(NOT ANDROID) add_executable(${APP_NAME} ${all_code_files}) else() add_library(${APP_NAME} SHARED ${all_code_files}) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform) target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) endif() target_link_libraries(${APP_NAME} cocos2d) target_include_directories(${APP_NAME} PRIVATE Classes PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/ ) # mark app resources setup_cocos_app_config(${APP_NAME}) if(APPLE) set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist" ) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") endif() elseif(WINDOWS) cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..) endif() if(LINUX OR WINDOWS) cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) endif()
補足情報(FW/ツールのバージョンなど)
Android Studio 3.3
cocos2d-x 3.17.1
環境構築の際に参考にしたサイト https://qiita.com/708QBT/items/38bec167b2e7352eb957
環境変数
ANDROID_SDK_ROOT = C:\Users\ユーザ名\AppData\Local\Android\Sdk
NDK_ROOT = C:\Users\ユーザ名\AppData\Local\Android\Sdk\ndk-bundle
ANT_ROOT = F:\cocos2d-x\apache-ant-1.10.5-bin\apache-ant-1.10.5\bin
COCOS_CONSOLE_ROOT = F:\cocos2d-x\cocos2d-x-3.17.1\tools\cocos2d-console\bin
COCOS_TEMPLATES_ROOT = F:\cocos2d-x\cocos2d-x-3.17.1\templates
COCOS_X_ROOT = F:\cocos2d-x

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