里面自带的C++代码很简单。
但是里面有一句:
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua"); pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str()); pEngine->executeScriptFile(path.c_str());就是从文件读lua文件bing执行。
好嘛,我们看下这个hello.lua代码是怎么样的:
(PS:我注释了一处非常滑稽的代码)
-- for CCLuaEngine traceback function __G__TRACKBACK__(msg) print("----------------------------------------") print("LUA ERROR: " .. tostring(msg) .. "\n") print(debug.traceback()) print("----------------------------------------") end function myadd(x, y) return x + y end local function main() -- avoid memory leak collectgarbage("setpause", 100) collectgarbage("setstepmul", 5000) local cclog = function(...) print(string.format(...)) end --require "hello2" --cclog("result is " .. myadd(3, 5)) --------------- local visibleSize = CCDirector:sharedDirector():getVisibleSize() local origin = CCDirector:sharedDirector():getVisibleOrigin() -- add the moving dog local function creatDog() local frameWidth = 105 local frameHeight = 95 -- create dog animate local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png") local rect = CCRectMake(0, 0, frameWidth, frameHeight) local frame0 = CCSpriteFrame:createWithTexture(textureDog, rect) rect = CCRectMake(frameWidth, 0, frameWidth, frameHeight) local frame1 = CCSpriteFrame:createWithTexture(textureDog, rect) local spriteDog = CCSprite: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) local animation = CCAnimation:createWithSpriteFrames(animFrames, 0.5) local animate = CCAnimate:create(animation); spriteDog:runAction(CCRepeatForever:create(animate)) -- moving dog at every frame 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 CCDirector:sharedDirector():getScheduler():scheduleScriptFunc(tick, 0, false) return spriteDog end -- create farm local function createLayerFarm() local layerFarm = CCLayer:create() -- add in farm background local bg = CCSprite:create("farm.jpg") bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2) layerFarm:addChild(bg) -- add land sprite for i = 0, 3 do for j = 0, 1 do local spriteLand = CCSprite:create("land.png") spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2) layerFarm:addChild(spriteLand) end end -- add crop local frameCrop = CCSpriteFrame:create("crop.png", CCRectMake(0, 0, 105, 95)) for i = 0, 3 do for j = 0, 1 do local spriteCrop = CCSprite:createWithSpriteFrame(frameCrop); spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2) layerFarm:addChild(spriteCrop) end end -- add moving dog local spriteDog = creatDog() layerFarm:addChild(spriteDog) -- handing touch events local touchBeginPoint = nil local function onTouchBegan(x, y) cclog("onTouchBegan: %0.2f, %0.2f", x, y) touchBeginPoint = {x = x, y = y} spriteDog.isPaused = true -- CCTOUCHBEGAN event must return true return true end local function onTouchMoved(x, y) cclog("onTouchMoved: %0.2f, %0.2f", x, y) if touchBeginPoint then local cx, cy = layerFarm:getPosition() layerFarm:setPosition(cx + x - touchBeginPoint.x, cy + y - touchBeginPoint.y) touchBeginPoint = {x = x, y = y} end end local function onTouchEnded(x, y) cclog("onTouchEnded: %0.2f, %0.2f", x, y) touchBeginPoint = nil spriteDog.isPaused = false end local function onTouch(eventType, x, y) if eventType == "began" then return onTouchBegan(x, y) elseif eventType == "moved" then return onTouchMoved(x, y) else return onTouchEnded(x, y) end end layerFarm:registerScriptTouchHandler(onTouch) layerFarm:setTouchEnabled(true) return layerFarm end -- create menu local function createLayerMenu() local layerMenu = CCLayer:create() local menuPopup, menuTools, effectID local function menuCallbackClosePopup() -- stop test sound effect SimpleAudioEngine:sharedEngine():stopEffect(effectID) menuPopup:setVisible(false) end local function menuCallbackOpenPopup() -- loop test sound effect local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav") effectID = SimpleAudioEngine:sharedEngine():playEffect(effectPath) menuPopup:setVisible(true) end -- add a popup menu local menuPopupItem = CCMenuItemImage:create("menu2.png", "menu2.png") menuPopupItem:setPosition(0, 0) menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup) menuPopup = CCMenu:createWithItem(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 local menuToolsItem = CCMenuItemImage:create("menu1.png", "menu1.png") menuToolsItem:setPosition(0, 0) menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup) menuTools = CCMenu:createWithItem(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 = CCFileUtils:sharedFileUtils():fullPathForFilename("background.ogg") local bgMusicPath = CCFileUtils:sharedFileUtils():fullPathForFilename("background.mp3") SimpleAudioEngine:sharedEngine():playBackgroundMusic(bgMusicPath, true) local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav") SimpleAudioEngine:sharedEngine():preloadEffect(effectPath) -- run local sceneGame = CCScene:create() sceneGame:addChild(createLayerFarm()) sceneGame:addChild(createLayerMenu()) CCDirector:sharedDirector():runWithScene(sceneGame) end xpcall(main, __G__TRACKBACK__)那么我看看最上面提到的c++代码是如何调用lua的:
pEngine->executeScriptFile(path.c_str());
然后调用m_stack->executeScriptFile(filename);
这个m_strack是神马玩意呢?
其实在生成strack做了一些初始化工作:
m_state = lua_open();
luaL_openlibs(m_state);
tolua_Cocos2d_open(m_state);
toluafix_open(m_state);
啊啊,里面还用到了tolua库,就是把C++代码转成lua。关于tolua可以参考 http://www.codenix.com/~tolua/tolua++.html
tolua is a tool that greatly simplifies the integration of C/C++ code with Lua. Based on a cleaned header file (or extracts from real header files), toluaautomatically generates the binding code to access C/C++ features from Lua. Using Lua API and tag method facilities, tolua maps C/C++ constants, external variables, functions, classes, and methods to Lua.
关于cocod-2x里面的关于tolua可以直接看源码,有注释。
主要就是tolua_Cocos2d_open里完成了一些重要工作:
举个例子,上面的lua调用到CCTextureCache:sharedTextureCache():addImage("dog.png"),然后这里面就写得有:
比如将一个类加到luastate就可以这样:
tolua_beginmodule(tolua_S,"CCTextureCache"); tolua_function(tolua_S,"addImage",tolua_Cocos2d_CCTextureCache_addImage00);
tolua_function(tolua_S,"sharedTextureCache",tolua_Cocos2d_CCTextureCache_sharedTextureCache00); tolua_endmodule(tolua_S);