- 打开\cocos2d-x-2.2.3\cocos2d-win32.vc2012.sln
- sln里面有个TestLua工程
- 初探完毕...(不要逗)
启动一下工程,cocos2d-x的demo都在这工程里了,好了,开始入正题了。
工程的入口是: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,不是的话可以修改一下
pDirector->setAnimationInterval(1.0 / 60);
// 注册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);
//这里是执行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脚本了下面,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参数
2.创建一个场景
3.把CreateTestMenu() 的返回值添加到场景类里,运行场景。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,这是强大的地方之一)
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创建并注册各自己的回调函数,把item添加到菜单
- 根据_allTest来创建主菜单,添加到menuLayer里,并注册两个脚本处理器
closeCallBack回调是处理关闭按钮事件
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)
--通过下标来调用对应的函数
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对应要调用的函数来创建场景。主界面的创建到此结束,切换场类就要看对应触发的创建函数了。