COCOS2DX-3.0中如何调用LUA

来源:互联网 发布:seo可以自学吗 编辑:程序博客网 时间:2024/06/05 04:57

我写了一个用3.0的工具导出类到lua,自动生成代码的方法。


以前要导出c++类到lua,就得手动维护pkg文件,那简直就是噩梦,3.0以后就会感觉生活很轻松了。

下面我就在说下具体做法。
1、安装必要的库和工具包,以及配置相关环境变量,请按照cocos2d-x-3.0rc0\tools\tolua\README.mdown说得去做,不做赘述。

2、写c++类(我测试用的是cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes\HelloWorldScene.cpp)

3、写一个生成的python脚本,你不会写,没关系,我们会照猫画虎
1)进入目录cocos2d-x-3.0rc0\tools\tolua,复制一份genbindings.py,命名为genbindings_myclass.py

2)把生成目录制定到咱工程里去,打开genbindings_myclass.py把

output_dir='%s/cocos/scripting/lua-bindings/auto' % project_root

?

改成

output_dir='%s/tests/lua-empty-test/project/Classes/auto'% project_root

3)修改命令参数,把

cmd_args={'cocos2dx.ini': ('cocos2d-x','lua_cocos2dx_auto'), \                    'cocos2dx_extension.ini': ('cocos2dx_extension','lua_cocos2dx_extension_auto'), \                    'cocos2dx_ui.ini': ('cocos2dx_ui','lua_cocos2dx_ui_auto'), \                    'cocos2dx_studio.ini': ('cocos2dx_studio','lua_cocos2dx_studio_auto'), \                    'cocos2dx_spine.ini': ('cocos2dx_spine','lua_cocos2dx_spine_auto'), \                    'cocos2dx_physics.ini': ('cocos2dx_physics','lua_cocos2dx_physics_auto'), \                    }

改成

cmd_args={'myclass.ini': ('myclass','lua_myclass_auto') }

4)这时你可能问myclass.ini在哪啊,我们下来就写这个文件。原理一样,我还是照猫画虎,拿cocos2dx_spine.ini改的。

[myclass]# the prefix to be added to the generated functions. You might or might not use this in your own# templatesprefix = 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 namespacetarget_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/includeandroid_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 clangextra_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 parseheaders = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.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 = 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# 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" lookupclasses_have_no_parents =  # base classes which will be skipped when their sub-classes found them.base_classes_to_skip = Ref ProcessBase  # classes that create no constructor# Set is special and we will use a hand-written constructorabstract_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

改的时候要注意这些行

[myclass]prefix = myclasstarget_namespace =headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.hclasses = HelloWorldskip =abstract_classes =

4、下面要自动生成代码了,打开命令行工具,cd到cocos2d-x-3.0rc0\tools\tolua下,敲入

python genbindings_myclass.py

?

回车运行。如果前面没问题的话你会在cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes多了一个文件夹auto,然后把里面生成lua_myclass_auto.cpp和lua_myclass_auto.hpp加入拽如工程

5、把我们生成的个module在脚本引擎初始化的时候加入lua。

编辑AppDelegate.cpp,包含lua_myclass_auto.hpp头文件,在

LuaEngine* engine = LuaEngine::getInstance();

?

后面加入

register_all_myclass(engine->getLuaStack()->getLuaState());

6、编译运行。这样HelloWorld这个类就被导出到lua了。

测试------------------------------------------------
打开hello.lua,编辑local function main()这个函数

把前面改成

localfunctionmain()   -- avoid memory leak   collectgarbage("setpause", 100)   collectgarbage("setstepmul", 5000)    localhello = HelloWorld:create()   localsceneGame = cc.Scene:create()   sceneGame:addChild(hello)   cc.Director:getInstance():runWithScene(sceneGame)    if(1==1)then        return   end…………

如果还是没懂什么意思,就去参考http://www.tairan.com/archives/5493

 
0 0
原创粉丝点击