这个注释cocos2d-x给我们写的hello.lua
-- for CCLuaEngine traceback 输出绑定执行函数发生错误的信息
function __G__TRACKBACK__(msg)
print("----------------------------------------")
print("LUA ERROR: " .. tostring(msg) .. "\n")
print(debug.traceback())
print("----------------------------------------")
end
local function main()
-- avoid memory leak 设置脚本内存回收参数 避免内存泄露
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
-- 就是local function cclog(...) 定义局部Log函数
local cclog = function(...)
print(string.format(...))
end
--类似c++的include,会检查是否重复引入
require "hello2"
cclog("result is " .. myadd(3, 5))
---------------
-- 读取可视的区域
local visibleSize = CCDirector:sharedDirector():getVisibleSize()
local origin = CCDirector:sharedDirector():getVisibleOrigin()
-- add the moving dog 创建一个小松鼠
local function creatDog()
local frameWidth = 105
local frameHeight = 95
-- create dog animate
local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png")
-- 读取纹理的区域大小
local rect = CCRectMake(0, 0, frameWidth, frameHeight)
-- 读取纹理
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);
-- 初始状态是frame0
spriteDog:runAction(CCRepeatForever:create(animate))
-- moving dog at every frame。这个是来决定松鼠往右走
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schedule,每帧执行tick函数
CCDirector:sharedDirector():getScheduler():scheduleScriptFunc(tick, 0, false)
return spriteDog
end
-- create farm
local function createLayerFarm()
local layerFarm = CCLayer:create()
-- add in farm background 添加背景
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 添加草地
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 添加植物
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 添加移动的狗
local spriteDog = creatDog()
layerFarm:addChild(spriteDog)
-- handing touch events 手指触摸事件的处理
local touchBeginPoint = nil
-- 如果有安到
local function onTouchBegan(x, y)
cclog("onTouchBegan: %0.2f, %0.2f", x, y)
touchBeginPoint = {x = x, y = y} -- 记住点击的位置
spriteDog.isPaused = true --将松鼠暂停
-- CCTOUCHBEGAN event must return true 这里要return true,否则后面将无法运行
return true
end
local function onTouchMoved(x, y) -- 结束的位置减去初始的位置就是移动的位置
-- cclog("onTouchMoved: %0.2f, %0.2f", x, y)
if touchBeginPoint then -- 这个变量是在上面声明的
-- 将整个农场层拖动,因为之前已经将农场里面所有对象加入在layerFarm
local cx, cy = layerFarm:getPosition()
layerFarm:setPosition(cx + x - touchBeginPoint.x,
cy + y - touchBeginPoint.y)
touchBeginPoint = {x = x, y = y}
end
end
-- 手指离开
local function onTouchEnded(x, y)
cclog("onTouchEnded: %0.2f, %0.2f", x, y)
touchBeginPoint = nil -- 数据清空
spriteDog.isPaused = false -- 松鼠显示出来
end
local function onTouch(eventType, x, y)
if eventType == CCTOUCHBEGAN then
return onTouchBegan(x, y)
elseif eventType == CCTOUCHMOVED then
return onTouchMoved(x, y)
else
return onTouchEnded(x, y)
end
end
-- 设置监听器
layerFarm:registerScriptTouchHandler(onTouch)
layerFarm:setTouchEnabled(true)
return layerFarm
end
-- create menu 建立目录
local function createLayerMenu()
local layerMenu = CCLayer:create()
local menuPopup, menuTools, effectID
local function menuCallbackClosePopup()
-- stop test sound effect 停止音乐
SimpleAudioEngine:sharedEngine():stopEffect(effectID)
menuPopup:setVisible(false)
end
local function menuCallbackOpenPopup()
-- loop test sound effect
local effectPath = CCFileUtils:sharedFileUtils():fullPathFromRelativePath("effect1.wav")
effectID = SimpleAudioEngine:sharedEngine():playEffect(effectPath)
menuPopup:setVisible(true)
end
-- add a popup menu 创建弹出的菜单面板
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 这里是建立工具按钮
local menuToolsItem = CCMenuItemImage:create("menu1.png", "menu1.png")
menuToolsItem:setPosition(0, 0)
menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup) -- 响应函数
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():fullPathFromRelativePath("background.ogg")
local bgMusicPath = CCFileUtils:sharedFileUtils():fullPathFromRelativePath("background.mp3")
SimpleAudioEngine:sharedEngine():playBackgroundMusic(bgMusicPath, true)
local effectPath = CCFileUtils:sharedFileUtils():fullPathFromRelativePath("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__)
--[[ 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。
--]]