Cocos2d-x   发布时间:2022-05-03  发布网站:大佬教程  code.js-code.com
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cocos2d-lua 学习笔记—1 1、cocos2d-lua版本分类:普通版/Quick版,现在已经合并 2、工程的创建 a、Cocos Code IDE:配置环境后直接创建,如果需要创建xcode可以运行的工程,需要在Cocos Tools -> Add Native Code support... b、使用命令行 cocos new -p com.lsw.game -l lua -d . HelloWorld创建 3、lua的绑定 具体的原理可以参网址: (Cocos2d-x下Lua调用自定义C++类和函数的最佳实践) http://segmentfault.com/a/1190000000631630 具体的过程可以参: (我所理解cocos2d-x 3.6 lua -- Cocos如何绑定Lua自定义类) http://blog.csdn.net/rexuefengye/article/details/46553239 这两篇文章结合后可以完成绑定,这里在简单的总结一下自己的绑定过程,以及其中需要注意的事项。 (1)、新建自己的类,比如在文件夹下frameworks/runtime-src/Classes/建立新的类 myTestLua.h: #include "cocos2d.h" class myTestLua : public cocos2d::ref { public: myTestLua(){}; ~myTestLua(){}; bool init() { return true; }; int func(int i); CREATE_FUNC(myTestLua); }; myTestLua.cpp: #include "myTestLua.h" int myTestLua::func(int i) { return i + 10; } (2)、跳转到工程目录下的文件夹 frameworks/cocos2d-x/tools/tolua,可以看到目录下有很多init的文件,这些就是我们需要绑定的所有的类的配置文件。还有一个genbindings.py的文件,这个python文件就是绑定需要的python文件。同时还需要注意的是运行这个python文件需要pyyaml、Cheetah这两个包,安装方法网上有很多。 (3)、拷贝一个init文件,然后修改名字为我们需要的名字,比如myTestLua.init (4)、修改myTestLua.init文件的内容,主要是修改以下几个地方,init文件的内容参数具体的意义后面会介绍。 [myTestLua] prefix = myTestLua target_namespace = lsw headers = %(cocosdir)s/../runtime-src/Classes/myTestLua.h classes = myTestLua 完整的init如下: [myTestLua] # the prefix to be added to the generated functions. You might or might not use this in your own # templates prefix = myTestLua # 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 = lsw # the native namespace in which this module locates,this parameter is used for avoid conflict of the same class name in different modules,as "cocos2d::Label" <-> "cocos2d::ui::Label". cpp_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 -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/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 -U __SSE__ cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/android cocos_flags = -DANDROID 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 = %(cocosdir)s/../runtime-src/Classes/myTestLua.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 = myTestLua # 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 = # 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 (5)、修改genbindings.py文件 cmd_args = {'cocos2dx.ini' : ('cocos2d-x','lua_cocos2dx_auto'),\ 'myTestLua.ini' : ('myTestLua','lua_myTestLua_auto'),\ ... (6)、运行python genbindings.py,运行的过程中可能会有warning,可以忽略它们 (7)、等待片刻后,查看cocos2d_lua_bindings.xcodeproj,在auto文件的目录中可以看到自动生成的 lua_myTestLua_auto.cpp和lua_myTestLua_auto.hpp,将这两个文件添加到工程中 (8)、在cpp文件中由于引用了myTestLua.h这个文件,但是这个工程的头文件中并没有查找这个的路径。需要修改一下User Header Search Paths,添加路径$(SRCROOT)/../../../../../runtime-src/Classes (9)、添加测试例子 function MainScene:myAdd() local t = lsw.myTestLua:create() print("lsw myTestLua value is "..t:func(100)) end 在onCreate方法中调用 self:myAdd() (10)、运行工程 可以看到输出 lsw myTestLua value is 110 这里只是实际操作lua绑定,具体的原理和解释还需要在仔细的研究。

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