cocos2d-x\cocos\base\ccConfig.h
设置开关 0是不需要 1是需要
#ifndef CC_USE_TIFF
#define CC_USE_TIFF 0 //modify ycc
#endif // CC_USE_TIFF
/** Support webp or not. If your application don't use webp format picture, you can undefine this macro to save package size.
*/
#ifndef CC_USE_WEBP
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WINRT)
#define CC_USE_WEBP 0
#endif
#endif // CC_USE_WEBP
/** Use physics integration API. */
#ifndef CC_USE_PHYSICS#endif
2.在cocos2d-x\cocos\scripting\lua-bindings\proj.android
#3d
#LOCAL_SRC_FILES += ../manual/3d/lua_cocos2dx_3d_manual.cpp \
# ../auto/lua_cocos2dx_3d_auto.cpp
#cocosbuilder
#LOCAL_SRC_FILES += ../manual/cocosbuilder/lua_cocos2dx_cocosbuilder_manual.cpp \
# ../manual/cocosbuilder/CCBProxy.cpp \
# ../auto/lua_cocos2dx_cocosbuilder_auto.cpp
#spine
#LOCAL_SRC_FILES += ../manual/spine/lua_cocos2dx_spine_manual.cpp \
# ../manual/spine/LuaSkeletonAnimation.cpp \
# ../auto/lua_cocos2dx_spine_auto.cpp
#physics3d
#LOCAL_SRC_FILES += ../manual/physics3d/lua_cocos2dx_physics3d_manual.cpp \
# ../auto/lua_cocos2dx_physics3d_auto.cpp \
D:\sample\LuaTest\frameworks\cocos2d-x\cocos\scripting\lua-bindings\auto\lua_cocos2dx_auto.cpp
注释掉
/*int lua_cocos2dx_Node_setPhysicsBody(lua_State* tolua_S)
/*int lua_cocos2dx_Node_getPhysicsBody(lua_State* tolua_S)
/*int lua_cocos2dx_Scene_initWithPhysics(lua_State* tolua_S)
/*int lua_cocos2dx_Scene_stepPhysicsAndNavigation(lua_State* tolua_S)
/*int lua_cocos2dx_Scene_getPhysicsWorld(lua_State* tolua_S)
/*int lua_cocos2dx_Scene_createWithSize(lua_State* tolua_S)
/*int lua_cocos2dx_Scene_createWithPhysics(lua_State* tolua_S
--最后
int lua_module_register(lua_State* L)
{
//Dont' change the module register order unless you know what your are doing
register_cocosdenshion_module(L);
register_network_module(L);
//register_cocosbuilder_module(L);
register_cocostudio_module(L);
register_ui_moudle(L);
register_extension_module(L);
//register_spine_module(L);
//register_cocos3d_module(L);
register_audioengine_module(L);
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
register_physics3d_module(L);
#endif
#if CC_USE_NAVMESH
register_navmesh_module(L);
#endif
return 1;
}