大佬教程收集整理的这篇文章主要介绍了cocos2dx3.0rc导出自定义类到lua的方法详细步骤,大佬教程大佬觉得挺不错的,现在分享给大家,也给大家做个参考。
[myclass]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = myclass
# 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 =
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/ui -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/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
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
# expression,it will be enclosed in "^$",like this: "^Menu*$".
classes = HelloWorld
# 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
# 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_to_skip = Ref ProcessBase
# 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
local
function
main()
-- avoid memory leak
collectgarbage
(
"setpause"
:1.1em!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,100)
"setstepmul"
:1.1em!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,5000)
sceneGame = cc.Scene:create()
sceneGame:addChild(Hello)
if
(1==1)
then
return
end
……
……
以上是大佬教程为你收集整理的cocos2dx3.0rc导出自定义类到lua的方法详细步骤全部内容,希望文章能够帮你解决cocos2dx3.0rc导出自定义类到lua的方法详细步骤所遇到的程序开发问题。
如果觉得大佬教程网站内容还不错,欢迎将大佬教程推荐给程序员好友。
本图文内容来源于网友网络收集整理提供,作为学习参考使用,版权属于原作者。
如您有任何意见或建议可联系处理。小编QQ:384754419,请注明来意。