cocos2d-x:初探TestLua

  1. 打开cocos2d-x-2.2.3cocos2d-win32.vc2012.sln
  2. sln里面有个TestLuaproject
  3. 初探完成...(不要逗)
启动一下project,cocos2d-x的demo都在这project里了,好了,開始入正题了。
project的入口是:AppDelegate.cpp,AppDelegate::applicationDidFinishLaunching()方法里
bool AppDelegate::applicationDidFinishLaunching()
{
    // 初始化导演类
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());

    // 打开 display FPS
    pDirector->setDisplayStats(true);

    // 设置 FPS. 默认值是1.0/60。不是的话能够改动一下
    pDirector->setAnimationInterval(1.0 / 60);
    
    // 注冊Lua引擎
    CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
    CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);

    CCLuaStack *pStack = pEngine->getLuaStack();
    lua_State *tolua_s = pStack->getLuaState();
    tolua_extensions_ccb_open(tolua_s);
// 对于ios,win32和android平台做一下特殊处理
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)    
    pStack = pEngine->getLuaStack();
    tolua_s = pStack->getLuaState();
    tolua_web_socket_open(tolua_s);
#endif
        
    std::vector<std::string> searchPaths;
    searchPaths.push_back("cocosbuilderRes");
    searchPaths.insert(searchPaths.begin(), "scenetest/ArmatureComponentTest");
    searchPaths.insert(searchPaths.begin(), "scenetest/AttributeComponentTest");
    searchPaths.insert(searchPaths.begin(), "scenetest/BackgroundComponentTest");
    searchPaths.insert(searchPaths.begin(), "scenetest/EffectComponentTest");
    searchPaths.insert(searchPaths.begin(), "scenetest/LoadSceneEdtiorFileTest");
    searchPaths.insert(searchPaths.begin(), "scenetest/ParticleComponentTest");
	searchPaths.insert(searchPaths.begin(), "scenetest/SpriteComponentTest");
	searchPaths.insert(searchPaths.begin(), "scenetest/TmxMapComponentTest");
	searchPaths.insert(searchPaths.begin(), "scenetest/UIComponentTest");
	searchPaths.insert(searchPaths.begin(), "scenetest/TriggerTest");

#if CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY
    searchPaths.push_back("TestCppResources");
    searchPaths.push_back("script");
#endif
    CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
    //这里是运行lua的入口文件
    pEngine->executeScriptFile("luaScript/controller.lua");

    return true;
}

逐行读下,最后一行是TestLua中调用到lua脚本了以下。我们细看一下controller.lua做了些什么。

-- avoid memory leak
collectgarbage("setpause", 100) 
collectgarbage("setstepmul", 5000)
	
require "luaScript/mainMenu"
----------------


-- run
local scene = CCScene:create()
scene:addChild(CreateTestMenu())
CCDirector:sharedDirector():runWithScene(scene)

1.controller.lua里设置了垃圾回收的參数

2.创建一个场景

3.把CreateTestMenu() 的返回值加入到场景类里。执行场景。CreateTestMenu()方法是在mainMenu.lua里的


进入mainMenu.lua里看一下

1.首先require一堆文件

2.有一个局部变量_allTests。这个table是构造出TestLua的demo的主菜单。(lua通过表来构造自己想要的结构。这是强大的地方之中的一个)

3.CreateTestMenu里做些什么事呢?

  • 创建布景类
  • 两个回调函数:closeCallBack和menuCallBack
  • 创建菜单,把两个菜单Item创建并注冊各自己的回调函数,把item加入到菜单
  • 依据_allTest来创建主菜单,加入到menuLayer里。并注冊两个脚本处理器
closeCallBack回调是处理关闭button事件
menuCallBack处理的是菜单项的点击事件:
    local Idx = tag - 10000
    local testScene = CreateTestScene(Idx)
    if testScene then
        --替换场景 
        CCDirector:sharedDirector():replaceScene(testScene)
    end
    local function CreateTestScene(nIdx)
         --通过下标来调用相应的函数
         local scene = _allTests[nIdx].create_func()
	 --清空缓存
         CCDirector:sharedDirector():purgeCachedData()
         return scene
    end
menuCallBack主要为了通过下标来找到相应要调用的函数来创建场景。


主界面的创建到此结束,切换场类就要看相应触发的创建函数了。



原文地址:https://www.cnblogs.com/yxysuanfa/p/6789045.html