Cocos2d-x-Lua示例项目HelloLua
本篇博客介绍Cocos2d-x中Lua的实例项目,就是使用Cocos2d-x创建的初始项目运行所呈现的农场,这里笔者取名为HelloLua。本篇博客会详细在代码中解析Cocos2d-x 3.1.1创建的Lua项目中实例,一些API的使用。
注:本示例项目在Mac系统下创建
首先我们来创建一个Cocos2d-x Lua项目,在命令敲入类似以下命令
cocos new HelloLua -p com.wwj.hellolua -l lua -d ~/Cocos2dxProj
这样我们就在Cocos2dxProj目录下创建了一个名叫HelloLua的Lua项目
进入我们runtime-src目录下打开proj.ios_mac目录,双击使用Xcode打开我们的项目:
使用Xcode对我们的Lua项目进行编译并运行,就会呈现一个以下效果的示例游戏:
看完效果图之后,来看看我们XCode里面的项目文件结构,如下图:
以上画圈的有main.cpp、AppDelegate.h、AppDelegate.cpp、main.lua、hello2.lua
我们下面一个一个来看:
首先来看main.cpp文件,这个文件就是我们程序的入口文件,程序的运行时从这里开始的
》》main.cpp
#include "AppDelegate.h"
#include "cocos2d.h"
USING_NS_CC;
int main(int argc, char *argv[])
{
AppDelegate app;
return Application::getInstance()->run();
}
以上代码我们可以看到,在main.cpp里,通过#include引入了两个头文件,一个是AppDelegate.h、一个是cocos2d.h。
定义了我们程序的入口方法main,通过执行Application::getInstance()->run()方法来运行我们的程序。
>>>AppDelegate.h
#ifndef __APP_DELEGATE_H__
#define __APP_DELEGATE_H__
#include "cocos2d.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // __APP_DELEGATE_H__
#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
using namespace CocosDenshion;
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director 获得导演类实例
auto director = Director::getInstance();
// 获得OpenGL实例
auto glview = director->getOpenGLView();
if(!glview) {
// 指定窗口大小
glview = GLView::createWithRect("HelloLua", Rect(0,0,900,640));
// 设置OpenGL视图
director->setOpenGLView(glview);
}
// 设置分辨率大小为480*320
glview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
// turn on display FPS 打开帧频,屏幕左下角哪一串数据
// 启用FPS 显示,当前 FPS 会在游戏的左下角显示。FPS也就是屏幕每秒重绘的次数。即每秒帧速率。在游戏开发阶段,可以方便地确定游戏运行是否流畅。
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
// 设置绘制间隔
director->setAnimationInterval(1.0 / 60);
// 获得Lua引擎实例
auto engine = LuaEngine::getInstance();
// 设置脚本引擎
ScriptEngineManager::getInstance()->setScriptEngine(engine);
// 执行main.lua脚本
if (engine->executeScriptFile("src/main.lua")) {
return false;
}
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
// 当应用程序将要进入后台时,会调用这个方法
void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
// 该方法与applicationDidEnterBackground() 成对出现,在应用程序回到前台时被调用
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
>>>main.lua
require "Cocos2d"
require "Cocos2dConstants"
-- cclog
cclog = function(...)
print(string.format(...))
end
-- for CCLuaEngine traceback 输出绑定执行函数发生错误的信息
function __G__TRACKBACK__(msg)
cclog("----------------------------------------")
cclog("LUA ERROR: " .. tostring(msg) .. "\n")
cclog(debug.traceback())
cclog("----------------------------------------")
return msg
end
local function main()
collectgarbage("collect")
-- avoid memory leak 这是脚本回收参数,避免内存泄漏
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
-- 追加资源的搜索顺序
cc.FileUtils:getInstance():addSearchResolutionsOrder("src");
cc.FileUtils:getInstance():addSearchResolutionsOrder("res");
local schedulerID = 0
--support debug 获取目标平台
local targetPlatform = cc.Application:getInstance():getTargetPlatform()
if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) or
(cc.PLATFORM_OS_ANDROID == targetPlatform) or (cc.PLATFORM_OS_WINDOWS == targetPlatform) or
(cc.PLATFORM_OS_MAC == targetPlatform) then
cclog("result is ")
--require('debugger')()
end
-- 类似c++的include,引入文件,会检查是否重复引入
require "hello2"
-- 调用外部函数,在hello2.lua中
cclog("result is " .. myadd(1, 1))
---------------
-- 获取可视区域
local visibleSize = cc.Director:getInstance():getVisibleSize()
-- 可视原点坐标 OpenGL坐标系,左下角为原点
local origin = cc.Director:getInstance():getVisibleOrigin()
-- add the moving dog 添加移动的小松鼠
local function creatDog()
-- 每一帧尺寸设置,local表示局部变量
local frameWidth = 105
local frameHeight = 95
-- create dog animate 加载动画资源并创建精灵帧
-- 加载精灵动画所在纹理
local textureDog = cc.Director:getInstance():getTextureCache():addImage("dog.png")
-- 设置第一帧帧区域
local rect = cc.rect(0, 0, frameWidth, frameHeight)
-- 创建第一帧精灵Frame
local frame0 = cc.SpriteFrame:createWithTexture(textureDog, rect)
-- 设置第二帧帧区域
rect = cc.rect(frameWidth, 0, frameWidth, frameHeight)
-- c创建第二帧精灵Frame
local frame1 = cc.SpriteFrame:createWithTexture(textureDog, rect)
-- 基于使用第一帧Frame创建Sprite对象
local spriteDog = cc.Sprite:createWithSpriteFrame(frame0)
spriteDog.isPaused = false
spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3)
--[[
local animFrames = CCArray:create()
animFrames:addObject(frame0)
animFrames:addObject(frame1)
]]--
-- 根据帧序列数组创建一个动画animation。帧间隔时间delay等于0.5秒
local animation = cc.Animation:createWithSpriteFrames({frame0,frame1}, 0.5)
-- 根据动画animation创建动作实例
local animate = cc.Animate:create(animation);
-- 松鼠精灵执行该动作
spriteDog:runAction(cc.RepeatForever:create(animate))
-- moving dog at every frame 用来更新松鼠的位置,后面会调用该函数
local function tick()
if spriteDog.isPaused then return end
local x, y = spriteDog:getPosition()
if x > origin.x + visibleSize.width then
x = origin.x
else
x = x + 1
end
spriteDog:setPositionX(x)
end
-- 生成一个scheule,每帧执行tick函数
schedulerID = cc.Director:getInstance():getScheduler():scheduleScriptFunc(tick, 0, false)
return spriteDog
end
-- create farm 创建地面的农场
local function createLayerFarm()
-- 创建一个新的Lyaer用作农场管理
local layerFarm = cc.Layer:create()
-- add in farm background 添加农场管理
local bg = cc.Sprite:create("farm.jpg")
bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2)
layerFarm:addChild(bg)
-- add land sprite 添加地面砖块
for i = 0, 3 do
for j = 0, 1 do
local spriteLand = cc.Sprite:create("land.png")、
-- 设定每一块砖块位置
spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
layerFarm:addChild(spriteLand)
end
end
-- add crop 添加庄稼,注意crop.png是多张图的合成贴图,所以只取了里面的部分贴图
local frameCrop = cc.SpriteFrame:create("crop.png", cc.rect(0, 0, 105, 95))
for i = 0, 3 do
for j = 0, 1 do
local spriteCrop = cc.Sprite:createWithSpriteFrame(frameCrop);
spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
layerFarm:addChild(spriteCrop)
end
end
-- add moving dog 调用上面的createDog()方面,创建一个移动的松鼠
local spriteDog = creatDog()
layerFarm:addChild(spriteDog)
-- handing touch events 手指触摸事件处理
local touchBeginPoint = nil
-- 手指点击开始
local function onTouchBegan(touch, event)
local location = touch:getLocation()
cclog("onTouchBegan: %0.2f, %0.2f", location.x, location.y)
touchBeginPoint = {x = location.x, y = location.y} -- 保存点击位置
spriteDog.isPaused = true -- 将松鼠暂停移动
-- CCTOUCHBEGAN event must return true
return true
end
-- 手指按住移动
local function onTouchMoved(touch, event)
local location = touch:getLocation()
cclog("onTouchMoved: %0.2f, %0.2f", location.x, location.y)
if touchBeginPoint then
-- 将整个农村层拖动,因为之前已经将农场里面所有对象加入layerFarm
local cx, cy = layerFarm:getPosition()
layerFarm:setPosition(cx + location.x - touchBeginPoint.x,
cy + location.y - touchBeginPoint.y)
touchBeginPoint = {x = location.x, y = location.y}
end
end
-- 手指离开
local function onTouchEnded(touch, event)
local location = touch:getLocation()
cclog("onTouchEnded: %0.2f, %0.2f", location.x, location.y)
touchBeginPoint = nil -- 点击位置数据清空
spriteDog.isPaused = false -- 恢复松鼠移动
end
-- 创建触摸事件监听器
local listener = cc.EventListenerTouchOneByOne:create()
-- 注册touch事件
listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
listener:registerScriptHandler(onTouchEnded,cc.Handler.EVENT_TOUCH_ENDED )
local eventDispatcher = layerFarm:getEventDispatcher()
-- 添加场景图优先级事件监听
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layerFarm)
local function onNodeEvent(event)
if "exit" == event then
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(schedulerID)
end
end
layerFarm:registerScriptHandler(onNodeEvent)
return layerFarm
end
-- create menu 创建界面菜单
local function createLayerMenu()
-- 创建一个新的Layer管理所有菜单
local layerMenu = cc.Layer:create()
local menuPopup, menuTools, effectID
-- 点击菜单回调函数
local function menuCallbackClosePopup()
-- stop test sound effect 关闭音效
cc.SimpleAudioEngine:getInstance():stopEffect(effectID)
menuPopup:setVisible(false) -- 隐藏菜单
end
-- 点击菜单回调函数
local function menuCallbackOpenPopup()
-- loop test sound effect 打开营销
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
effectID = cc.SimpleAudioEngine:getInstance():playEffect(effectPath)
menuPopup:setVisible(true)
end
-- add a popup menu 创建弹出的菜单面板
local menuPopupItem = cc.MenuItemImage:create("menu2.png", "menu2.png")
menuPopupItem:setPosition(0, 0)
menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup)
menuPopup = cc.Menu:create(menuPopupItem)
menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2)
menuPopup:setVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
-- 添加左下角的工具按钮,用来弹出菜单面板
local menuToolsItem = cc.MenuItemImage:create("menu1.png", "menu1.png")
menuToolsItem:setPosition(0, 0)
-- 注册点击回调地址
menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup)
menuTools = cc.Menu:create(menuToolsItem)
local itemWidth = menuToolsItem:getContentSize().width
local itemHeight = menuToolsItem:getContentSize().height
menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2)
layerMenu:addChild(menuTools)
return layerMenu
end
-- play background music, preload effect
-- uncomment below for the BlackBerry version
local bgMusicPath = nil
if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) then
bgMusicPath = cc.FileUtils:getInstance():fullPathForFilename("res/background.caf")
else
bgMusicPath = cc.FileUtils:getInstance():fullPathForFilename("res/background.mp3")
end
cc.SimpleAudioEngine:getInstance():playMusic(bgMusicPath, true)
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
-- 预加载音效
cc.SimpleAudioEngine:getInstance():preloadEffect(effectPath)
-- run
local sceneGame = cc.Scene:create() -- 创建场景
sceneGame:addChild(createLayerFarm()) -- 将农场层加入场景
sceneGame:addChild(createLayerMenu()) -- 将菜单界面层加入场景
-- 判断是否有运行的场景
if cc.Director:getInstance():getRunningScene() then
cc.Director:getInstance():replaceScene(sceneGame) -- 替换场景
else
cc.Director:getInstance():runWithScene(sceneGame)
end
end
--[[
xpcall( 调用函数, 错误捕获函数 );
lua提供了xpcall来捕获异常
xpcall接受两个参数:调用函数、错误处理函数。
当错误发生时,Lua会在栈释放以前调用错误处理函数,因此可以使用debug库收集错误相关信息。
两个常用的debug处理函数:debug.debug和debug.traceback
前者给出Lua的提示符,你可以自己动手察看错误发生时的情况;
后者通过traceback创建更多的错误信息,也是控制台解释器用来构建错误信息的函数。
--]]
local status, msg = xpcall(main, __G__TRACKBACK__)
if not status then
error(msg)
end