博客
关于我
强烈建议你试试无所不能的chatGPT,快点击我
Cocos2d-x3.0 lua捆绑C++分类
阅读量:5734 次
发布时间:2019-06-18

本文共 6610 字,大约阅读时间需要 22 分钟。

我知道这个纪录Lua结合整个过程。

原文地址:

准备工作:

1、创一个一个Lua的2dxproject。(这个网上已经有好多了)

2、创一个C++类。

TestScene.h  这个仅仅是一个简单的场景

////  TestScene.h//  uitestLua////  Created by 杜甲 on 14-5-17.////#ifndef __uitestLua__TestScene__#define __uitestLua__TestScene__#include "cocos2d.h"USING_NS_CC;class TestScene :public Layer{    public:    static Scene* createScene();    virtual bool init();        CREATE_FUNC(TestScene);};#endif /* defined(__uitestLua__TestScene__) */

TestScene.cpp

////  TestScene.cpp//  uitestLua////  Created by 杜甲 on 14-5-17.////#include "TestScene.h"Scene* TestScene::createScene(){    auto layer= TestScene::create();    auto scene = Scene::create();    scene->addChild(layer);    return scene;    }bool TestScene::init(){    bool bRet = false;    do {        CC_BREAK_IF(!Layer::init());                auto sprite = Sprite::create("res/dog.png");        sprite->setPosition(Point(100, 200));        addChild(sprite);        bRet = true;    } while (0);    return bRet;}

上面的代码非常easy没什么好说的。

接下是本文的主要内容。将上面的C++类绑定Lua

步骤:

1、绑定基本变量:这个依照readme中的去做,注意NDK要用:r9b一定要用这个。

2、编译自己的ini文件。这个须要參照其它的ini。我參考的是cocos2dx_physics.ini

自己创建一个文本文件将cocos2dx_physics.ini中的内容所有粘过来,之后我们仅仅须要改动几个地方。

以下是改动好的脚本:

testscene.ini

[testscene]# the prefix to be added to the generated functions. You might or might not use this in your own# templatesprefix = testscene# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)# all classes will be embedded in that namespacetarget_namespace = ccandroid_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/includeandroid_flags = -D_SIZE_T_DEFINED_ clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include clang_flags = -nostdinc -x c++ -std=c++11cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/cocos/physicscocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT -DCC_USE_PHYSICS=1cxxgenerator_headers = # extra arguments for clangextra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s # what headers to parseheaders = /Users/tokou/WORK/5-Cocos2dx/Project/UI/uitestLua/frameworks/runtime-src/Classes/TestScene.h# what classes to produce code for. You can use regular expressions here. When testing the regular# expression, it will be enclosed in "^$", like this: "^Menu*$".classes = TestScene# what should we skip? in the format ClassName::[function function]# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just# add a single "*" as functions. See bellow for several examples. A special class name is "*", which# will apply to all class names. This is a convenience wildcard to be able to skip similar named# functions from all classes.skip =        rename_functions = rename_classes = # for all class names, should we remove something when registering in the target VM?remove_prefix = # classes for which there will be no "parent" lookupclasses_have_no_parents = # base classes which will be skipped when their sub-classes found them.base_classes_to_skip = Layer# classes that create no constructor# Set is special and we will use a hand-written constructorabstract_classes = # Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.script_control_cpp = no

主要改动的地方:

[testscene]  prefix = testscene  target_namespace =  headers = /Users/tokou/WORK/5-Cocos2dx/Project/UI/uitestLua/frameworks/runtime-src/Classes/TestScene.h  --这里我用的是绝对路径用,假设用之前的变量路径找不到 TestScene.hclasses = TestScene  skip =  abstract_classes =

之后我们再自己写一个genbindings_testscene.py脚本这个脚本就是在genbindings.py这个脚本的基础上改的。

仅仅要改动命令參数就OK。

将:

cmd_args = {'cocos2dx.ini' : ('cocos2d-x', 'lua_cocos2dx_auto'), \                    'cocos2dx_extension.ini' : ('cocos2dx_extension', 'lua_cocos2dx_extension_auto'), \                    'cocos2dx_ui.ini' : ('cocos2dx_ui', 'lua_cocos2dx_ui_auto'), \                    'cocos2dx_studio.ini' : ('cocos2dx_studio', 'lua_cocos2dx_studio_auto'), \                    'cocos2dx_spine.ini' : ('cocos2dx_spine', 'lua_cocos2dx_spine_auto'), \                    'cocos2dx_physics.ini' : ('cocos2dx_physics', 'lua_cocos2dx_physics_auto'), \                                          }

改动成:

cmd_args = {'testscene.ini': ('testscene','lua_testscene_auto') }

之后打开命令行工具:

cd 到tolua目录

./genbindings_testscene.py

编译就完毕了。

我们接下来使用下面我们自己的类。

首先,导入我们编译出来的.hpp和.cpp文件。他们在哪里呢?

见下图:

1、

2、

之后在AppDelegate.cpp

增加头文件:

#include "lua_testscene_auto.hpp"

在 bool AppDelegate::applicationDidFinishLaunching()中增加例如以下代码。

auto engine = LuaEngine::getInstance();	ScriptEngineManager::getInstance()->setScriptEngine(engine);	engine->executeScriptFile("src/test2.lua");    /***************这里增加例如以下代码*/    register_all_testscene(engine->getLuaStack()->getLuaState());


.lua

scene = TestScene:createScene()cc.Director:getInstance():runWithScene(scene)

执行效果:

2014.7.1

补充:

test2.lua

function createLayer( )	local layer1 = cc.Layer:create()	local label1 = cc.Label:createWithBMFont("res/fonts/bitmapFontTest2.fnt", "Test")label1:setAnchorPoint( cc.p(0,0) )layer1:addChild(label1,0,1)local fade = cc.FadeOut:create(1.0)local fade_in = fade:reverse()local seq = cc.Sequence:create(fade,fade_in)local repeatAction = cc.RepeatForever:create(seq)label1:runAction(repeatAction)local  spriteNormal = cc.Sprite:create("res/menu2.png")local  spriteSelected = cc.Sprite:create("res/menu1.png")local  spriteDisabled = cc.Sprite:create("res/menu1.png")local  item1 = cc.MenuItemSprite:create(spriteNormal, spriteSelected, spriteDisabled) local function menuCallback(sender)        print("menuCallback...")        require "src/helloworld"        scene2 = createScene()        cc.Director:getInstance():replaceScene(scene2)            end    item1:registerScriptTapHandler(menuCallback)   local  menu = cc.Menu:create()   menu:addChild(item1)   menu:setPosition(cc.p(100,200))   layer1:addChild(menu)	return layer1endlocal scene = cc.Scene:create()local layer = createLayer( )scene:addChild(layer)cc.Director:getInstance():runWithScene(scene)


本文转自mfrbuaa博客园博客,原文链接:http://www.cnblogs.com/mfrbuaa/p/4908314.html,如需转载请自行联系原作者

你可能感兴趣的文章
python分类
查看>>
linux 中常见的压缩和解压缩的命令
查看>>
GitBlit (1)-- 在linux 安装 GitBlit 并运行
查看>>
Windows与Linux之间的文件自动同步
查看>>
topcoder srm 714 div1
查看>>
20160215
查看>>
mxnet导入图像数据
查看>>
程序是如何执行的(一)a=a+1
查看>>
go : 结构
查看>>
【Python第五篇】Python面向对象(初级篇)
查看>>
innobackupex参数之 --throttle 限速这个值设置多少合理 原创
查看>>
18 已知下面的字符串是通过RANDOM随机数变量md5sum|cut-c 1-8截取后的结果
查看>>
BZOJ - 3578: GTY的人类基因组计划2
查看>>
理解WebKit和Chromium(电子书)
查看>>
爱——无题
查看>>
分布式服务框架原来与实践 读书笔记一
查看>>
Aho-Corasick automation-KMP
查看>>
【http】post和get请求的区别
查看>>
/etc/profile
查看>>
摘记总结(1)
查看>>