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  • Cocos2d-x3.0 lua捆绑C++分类

    我知道这个纪录Lua结合整个过程。

    原文地址:http://blog.csdn.net/qqmcy/article/details/26099859

    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
    # templates
    prefix = 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 namespace
    target_namespace = cc
    
    android_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/include
    android_flags = -D_SIZE_T_DEFINED_ 
    
    clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include 
    clang_flags = -nostdinc -x c++ -std=c++11
    
    cocos_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/physics
    cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT -DCC_USE_PHYSICS=1
    
    cxxgenerator_headers = 
    
    # extra arguments for clang
    extra_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 parse
    headers = /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" lookup
    classes_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 constructor
    abstract_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.h
    classes = 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 layer1
    end
    
    
    
    local scene = cc.Scene:create()
    local layer = createLayer( )
    
    
    
    scene:addChild(layer)
    cc.Director:getInstance():runWithScene(scene)







    版权声明:本文博主原创文章,博客,未经同意不得转载。

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  • 原文地址:https://www.cnblogs.com/mfrbuaa/p/4908314.html
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