Cocos2d-x 3.1.1 lua-tests开篇
本篇博客打算从研究Cocos2d-x引擎提供的测试例子来写起,笔者针对Cocos2d-x 3.1.1这个版本来介绍如何来学习它给我们提供的例子,通过这些例子来深入学习Cocos2d-x核心API的使用。在学习过程中,笔者同样跟很多初学者一样有很多疑惑,为了能帮助到更多初学者,笔者会提出自己的疑惑然后进行解决,笔者会把每一个例子都进行详细说明,对相关代码进行注释,那么以后初学者就可以对照笔者的博客来学习Cocos2d-x的使用,我想会事半功倍的。对笔者来说,什么版本并不重要,重要的是学习的思路,接下来的系列博客就是笔者学习Cocos2d-x的思路。
如何开始呢?
自然先到Cocos2d-x官网下载相应版本的引擎,笔者这里是Cocos2d-x 3.1.1
下载完成后,希望童鞋们自己试着去搭建环境,网络和笔者前面的博客均有介绍,笔者在这里就不多说了。
最好要在win32平台、Android平台都运行成功过HelloWorld,有了这个基础之后,就可以找例子学习了。
Cocos2d-x 3.1.1例子的代码在cocos2d-x-3.1.1\tests下:
这里就有我们的C++代码和Lua代码,我们要学习的是Lua项目,怎么运行这些项目呢,看下图:
双击使用Visual Studio打开,笔者这里是2012的。
右键设置lua-tests为启动项目,然后进行编译运行,成功之后的效果如下:
从这些例子,我们可以了解到Cocos2d-x所有相关API所能实现的基础效果,笔者认为没有任何学习资料能比得上这些例子了。
怎么查看实现以上效果的Lua代码呢,下面笔者会给大家介绍。
笔者用到的一个开发工具是LDT,童鞋们可以到这里下载:http://www.eclipse.org/koneki/ldt/
打开LDT,切换工作空间到我们的lua-tests项目中,如下:
然后新建Lua项目,取名为src,这样我们就可以把当前目录下src所有的Lua代码都包含进来了:
这样我们就可以很方便查看每一个例子的Lua代码,查看它的具体实现。
我们的Lua项目的入口在哪里呢?
打开win32项目,找到AppDelegate.cpp,打开查看:
#include "cocos2d.h" #include "AppDelegate.h" #include "CCLuaEngine.h" #include "audio/include/SimpleAudioEngine.h" #include "lua_assetsmanager_test_sample.h" using namespace CocosDenshion; USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { SimpleAudioEngine::end(); } bool AppDelegate::applicationDidFinishLaunching() { // 获得导演类实例 auto director = Director::getInstance(); // 获取渲染所有东西的 EGLView NA NA auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::createWithRect("Lua Tests", Rect(0,0,900,640)); director->setOpenGLView(glview); } // turn on display FPS // 打开显示帧屏 director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this // 设置游戏画面每秒显示的帧数,默认是60帧。 director->setAnimationInterval(1.0 / 60); // 获得屏幕大小 auto screenSize = glview->getFrameSize(); // 获得设计大小 auto designSize = Size(480, 320); if (screenSize.height > 320) { auto resourceSize = Size(960, 640); director->setContentScaleFactor(resourceSize.height/designSize.height); } // 设置屏幕设计分辨率 glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT); // register lua engine LuaEngine* pEngine = LuaEngine::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(pEngine); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC) LuaStack* stack = pEngine->getLuaStack(); register_assetsmanager_test_sample(stack->getLuaState()); #endif // 执行脚本语言 pEngine->executeScriptFile("src/controller.lua"); return true; } // This function will be called when the app is inactive. When comes a phone call,it's be invoked too void AppDelegate::applicationDidEnterBackground() { Director::getInstance()->stopAnimation(); SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }
我们会发现代码中这么一段:
pEngine->executeScriptFile("src/controller.lua");
这个就是我们的入口文件,我们执行Lua的代码是从controller.lua这个文件开始的。
我们用LDT查看一下它的代码:
-- avoid memory leak -- 避免内存泄漏 collectgarbage("setpause", 100) collectgarbage("setstepmul", 5000) require "src/mainMenu" ---------------- -- run local glView = cc.Director:getInstance():getOpenGLView() local screenSize = glView:getFrameSize() local designSize = {width = 480, height = 320} local fileUtils = cc.FileUtils:getInstance() if screenSize.height > 320 then local searchPaths = {} table.insert(searchPaths, "hd") fileUtils:setSearchPaths(searchPaths) end local targetPlatform = cc.Application:getInstance():getTargetPlatform() local resPrefix = "" if cc.PLATFORM_OS_IPAD == targetPlatform or cc.PLATFORM_OS_IPHONE == targetPlatform or cc.PLATFORM_OS_MAC == targetPlatform then resPrefix = "" else resPrefix = "res/" end local searchPaths = fileUtils:getSearchPaths() table.insert(searchPaths, 1, resPrefix) table.insert(searchPaths, 1, resPrefix .. "cocosbuilderRes") if screenSize.height > 320 then table.insert(searchPaths, 1, resPrefix .. "hd") table.insert(searchPaths, 1, resPrefix .. "ccs-res") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/Images") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/ArmatureComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/AttributeComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/BackgroundComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/EffectComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/LoadSceneEdtiorFileTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/ParticleComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/SpriteComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/TmxMapComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/UIComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/TriggerTest") else table.insert(searchPaths, 1, resPrefix .. "ccs-res/Images") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/ArmatureComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/AttributeComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/BackgroundComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/EffectComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/LoadSceneEdtiorFileTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/ParticleComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/SpriteComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/TmxMapComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/UIComponentTest") table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/TriggerTest") end fileUtils:setSearchPaths(searchPaths) -- 创建场景 local scene = cc.Scene:create() -- 添加菜单 scene:addChild(CreateTestMenu()) if cc.Director:getInstance():getRunningScene() then cc.Director:getInstance():replaceScene(scene) else -- 根据给定的场景进入 Director的主循环 只能调用他运行你的第一个场景. cc.Director:getInstance():runWithScene(scene) end
然后我们就可以根据这个,来理清整个测试项目的脉路,我们也许想知道,例子中的那些菜单是怎么显示出来的,例子中又是如何进行切换场景的。只要我们知道如何开始了,以后我们就可以慢慢分析每一个例子所给我提供的代码。
在controller.lua文件中引入了maniMenu.lua
通过这个语句:require "src/mainMenu"
我们来看看mainMenu的代码:
-- 引入资源文件 require "Cocos2d" require "Cocos2dConstants" require "Opengl" require "OpenglConstants" require "StudioConstants" require "GuiConstants" require "src/helper" require "src/testResource" require "src/VisibleRect" require "src/AccelerometerTest/AccelerometerTest" require "src/ActionManagerTest/ActionManagerTest" require "src/ActionsEaseTest/ActionsEaseTest" require "src/ActionsProgressTest/ActionsProgressTest" require "src/ActionsTest/ActionsTest" require "src/AssetsManagerTest/AssetsManagerTest" require "src/BugsTest/BugsTest" require "src/ClickAndMoveTest/ClickAndMoveTest" require "src/CocosDenshionTest/CocosDenshionTest" require "src/CocoStudioTest/CocoStudioTest" require "src/CurrentLanguageTest/CurrentLanguageTest" require "src/DrawPrimitivesTest/DrawPrimitivesTest" require "src/EffectsTest/EffectsTest" require "src/EffectsAdvancedTest/EffectsAdvancedTest" require "src/ExtensionTest/ExtensionTest" require "src/FontTest/FontTest" require "src/IntervalTest/IntervalTest" require "src/KeypadTest/KeypadTest" require "src/LabelTest/LabelTest" require "src/LabelTestNew/LabelTestNew" require "src/LayerTest/LayerTest" require "src/MenuTest/MenuTest" require "src/MotionStreakTest/MotionStreakTest" require "src/NewEventDispatcherTest/NewEventDispatcherTest" require "src/NodeTest/NodeTest" require "src/OpenGLTest/OpenGLTest" require "src/ParallaxTest/ParallaxTest" require "src/ParticleTest/ParticleTest" require "src/PerformanceTest/PerformanceTest" require "src/RenderTextureTest/RenderTextureTest" require "src/RotateWorldTest/RotateWorldTest" require "src/Sprite3DTest/Sprite3DTest" require "src/SpriteTest/SpriteTest" require "src/SceneTest/SceneTest" require "src/SpineTest/SpineTest" require "src/Texture2dTest/Texture2dTest" require "src/TileMapTest/TileMapTest" require "src/TouchesTest/TouchesTest" require "src/TransitionsTest/TransitionsTest" require "src/UserDefaultTest/UserDefaultTest" require "src/ZwoptexTest/ZwoptexTest" require "src/LuaBridgeTest/LuaBridgeTest" require "src/XMLHttpRequestTest/XMLHttpRequestTest" require "src/PhysicsTest/PhysicsTest" -- 行间距 local LINE_SPACE = 40 -- 当前位置 local CurPos = {x = 0, y = 0} -- 开始位置 local BeginPos = {x = 0, y = 0} -- 定义一张表 local _allTests = { { isSupported = true, name = "Accelerometer" , create_func= AccelerometerMain }, { isSupported = true, name = "ActionManagerTest" , create_func = ActionManagerTestMain }, { isSupported = true, name = "ActionsEaseTest" , create_func = EaseActionsTest }, { isSupported = true, name = "ActionsProgressTest" , create_func = ProgressActionsTest }, { isSupported = true, name = "ActionsTest" , create_func = ActionsTest }, { isSupported = true, name = "AssetsManagerTest" , create_func = AssetsManagerTestMain }, { isSupported = false, name = "Box2dTest" , create_func= Box2dTestMain }, { isSupported = false, name = "Box2dTestBed" , create_func= Box2dTestBedMain }, { isSupported = true, name = "BugsTest" , create_func= BugsTestMain }, { isSupported = false, name = "ChipmunkAccelTouchTest" , create_func= ChipmunkAccelTouchTestMain }, { isSupported = true, name = "ClickAndMoveTest" , create_func = ClickAndMoveTest }, { isSupported = true, name = "CocosDenshionTest" , create_func = CocosDenshionTestMain }, { isSupported = true, name = "CocoStudioTest" , create_func = CocoStudioTestMain }, { isSupported = false, name = "CurlTest" , create_func= CurlTestMain }, { isSupported = true, name = "CurrentLanguageTest" , create_func= CurrentLanguageTestMain }, { isSupported = true, name = "DrawPrimitivesTest" , create_func= DrawPrimitivesTest }, { isSupported = true, name = "EffectsTest" , create_func = EffectsTest }, { isSupported = true, name = "EffectAdvancedTest" , create_func = EffectAdvancedTestMain }, { isSupported = true, name = "ExtensionsTest" , create_func= ExtensionsTestMain }, { isSupported = true, name = "FontTest" , create_func = FontTestMain }, { isSupported = true, name = "IntervalTest" , create_func = IntervalTestMain }, { isSupported = true, name = "KeypadTest" , create_func= KeypadTestMain }, { isSupported = true, name = "LabelTest" , create_func = LabelTest }, { isSupported = true, name = "LabelTestNew" , create_func = LabelTestNew }, { isSupported = true, name = "LayerTest" , create_func = LayerTestMain }, { isSupported = true, name = "LuaBridgeTest" , create_func = LuaBridgeMainTest }, { isSupported = true, name = "MenuTest" , create_func = MenuTestMain }, { isSupported = true, name = "MotionStreakTest" , create_func = MotionStreakTest }, { isSupported = false, name = "MutiTouchTest" , create_func= MutiTouchTestMain }, { isSupported = true, name = "NewEventDispatcherTest" , create_func = NewEventDispatcherTest }, { isSupported = true, name = "NodeTest" , create_func = CocosNodeTest }, { isSupported = true, name = "OpenGLTest" , create_func= OpenGLTestMain }, { isSupported = true, name = "ParallaxTest" , create_func = ParallaxTestMain }, { isSupported = true, name = "ParticleTest" , create_func = ParticleTest }, { isSupported = true, name = "PerformanceTest" , create_func= PerformanceTestMain }, { isSupported = true, name = "PhysicsTest" , create_func = PhysicsTest }, { isSupported = true, name = "RenderTextureTest" , create_func = RenderTextureTestMain }, { isSupported = true, name = "RotateWorldTest" , create_func = RotateWorldTest }, { isSupported = true, name = "SceneTest" , create_func = SceneTestMain }, { isSupported = true, name = "SpineTest" , create_func = SpineTestMain }, { isSupported = false, name = "SchdulerTest" , create_func= SchdulerTestMain }, { isSupported = false, name = "ShaderTest" , create_func= ShaderTestMain }, { isSupported = true, name = "Sprite3DTest" , create_func = Sprite3DTest }, { isSupported = true, name = "SpriteTest" , create_func = SpriteTest }, { isSupported = false, name = "TextInputTest" , create_func= TextInputTestMain }, { isSupported = true, name = "Texture2DTest" , create_func = Texture2dTestMain }, { isSupported = false, name = "TextureCacheTest" , create_func= TextureCacheTestMain }, { isSupported = true, name = "TileMapTest" , create_func = TileMapTestMain }, { isSupported = true, name = "TouchesTest" , create_func = TouchesTest }, { isSupported = true, name = "TransitionsTest" , create_func = TransitionsTest }, { isSupported = true, name = "UserDefaultTest" , create_func= UserDefaultTestMain }, { isSupported = true, name = "XMLHttpRequestTest" , create_func = XMLHttpRequestTestMain }, { isSupported = true, name = "ZwoptexTest" , create_func = ZwoptexTestMain } } local TESTS_COUNT = table.getn(_allTests) -- create scene 创建场景 local function CreateTestScene(nIdx) cc.Director:getInstance():purgeCachedData() local scene = _allTests[nIdx].create_func() return scene end -- create menu 创建菜单 function CreateTestMenu() -- 菜单层 local menuLayer = cc.Layer:create() local function closeCallback() -- 结束执行,释放正在运行的场景。 cc.Director:getInstance():endToLua() end -- 菜单回调 local function menuCallback(tag) print(tag) local Idx = tag - 10000 local testScene = CreateTestScene(Idx) if testScene then -- 切换场景 cc.Director:getInstance():replaceScene(testScene) end end -- add close menu 添加关闭菜单 local s = cc.Director:getInstance():getWinSize() local CloseItem = cc.MenuItemImage:create(s_pPathClose, s_pPathClose) CloseItem:registerScriptTapHandler(closeCallback) CloseItem:setPosition(cc.p(s.width - 30, s.height - 30)) local CloseMenu = cc.Menu:create() CloseMenu:setPosition(0, 0) CloseMenu:addChild(CloseItem) menuLayer:addChild(CloseMenu) -- 获取目标平台 local targetPlatform = cc.Application:getInstance():getTargetPlatform() if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) then CloseMenu:setVisible(false) end -- add menu items for tests -- 添加菜单项 local MainMenu = cc.Menu:create() local index = 0 local obj = nil for index, obj in pairs(_allTests) do -- 创建文本(obj.name 为文本名称, s_arialPath为字体,24为字体大小) local testLabel = cc.Label:createWithTTF(obj.name, s_arialPath, 24) -- 设置锚点 testLabel:setAnchorPoint(cc.p(0.5, 0.5)) -- 创建菜单项标签 local testMenuItem = cc.MenuItemLabel:create(testLabel) -- 如果此项不支持,则设置菜单项不可用 if not obj.isSupported then testMenuItem:setEnabled(false) end -- 注册脚本处理句柄 testMenuItem:registerScriptTapHandler(menuCallback) -- 设置菜单标签显示的位置,设置到居中的位置 testMenuItem:setPosition(cc.p(s.width / 2, (s.height - (index) * LINE_SPACE))) -- 添加菜单项到菜单中去 MainMenu:addChild(testMenuItem, index + 10000, index + 10000) end -- 设置菜单内容大小 MainMenu:setContentSize(cc.size(s.width, (TESTS_COUNT + 1) * (LINE_SPACE))) MainMenu:setPosition(CurPos.x, CurPos.y) -- 将菜单添加到层中去 menuLayer:addChild(MainMenu) -- handling touch events -- 处理触摸事件 local function onTouchBegan(touch, event) -- 获取触摸点的位置 BeginPos = touch:getLocation() -- CCTOUCHBEGAN event must return true return true end -- 手指移动时触发 local function onTouchMoved(touch, event) local location = touch:getLocation() local nMoveY = location.y - BeginPos.y local curPosx, curPosy = MainMenu:getPosition() local nextPosy = curPosy + nMoveY local winSize = cc.Director:getInstance():getWinSize() if nextPosy < 0 then MainMenu:setPosition(0, 0) return end if nextPosy > ((TESTS_COUNT + 1) * LINE_SPACE - winSize.height) then MainMenu:setPosition(0, ((TESTS_COUNT + 1) * LINE_SPACE - winSize.height)) return end -- MainMenu:setPosition(curPosx, nextPosy) BeginPos = {x = location.x, y = location.y} CurPos = {x = curPosx, y = nextPosy} end -- 创建事件监听器 local listener = cc.EventListenerTouchOneByOne:create() -- 注册事件监听 listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN ) listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED ) -- 获取事件派发器 local eventDispatcher = menuLayer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, menuLayer) return menuLayer end
我们就可以发现,这里就是界面中菜单的实现,mainMenu中还引入了其他文件,比如testResource.lua
s_pPathGrossini = "Images/grossini.png" s_pPathSister1 = "Images/grossinis_sister1.png" s_pPathSister2 = "Images/grossinis_sister2.png" s_pPathB1 = "Images/b1.png" s_pPathB2 = "Images/b2.png" s_pPathR1 = "Images/r1.png" s_pPathR2 = "Images/r2.png" s_pPathF1 = "Images/f1.png" s_pPathF2 = "Images/f2.png" s_pPathBlock = "Images/blocks.png" s_back = "Images/background.png" s_back1 = "Images/background1.png" s_back2 = "Images/background2.png" s_back3 = "Images/background3.png" s_stars1 = "Images/stars.png" s_stars2 = "Images/stars2.png" s_fire = "Images/fire.png" s_snow = "Images/snow.png" s_streak = "Images/streak.png" s_PlayNormal = "Images/btn-play-normal.png" s_PlaySelect = "Images/btn-play-selected.png" s_AboutNormal = "Images/btn-about-normal.png" s_AboutSelect = "Images/btn-about-selected.png" s_HighNormal = "Images/btn-highscores-normal.png" s_HighSelect = "Images/btn-highscores-selected.png" s_Ball = "Images/ball.png" s_Paddle = "Images/paddle.png" s_pPathClose = "Images/close.png" s_MenuItem = "Images/menuitemsprite.png" s_SendScore = "Images/SendScoreButton.png" s_PressSendScore = "Images/SendScoreButtonPressed.png" s_Power = "Images/powered.png" s_AtlasTest = "Images/atlastest.png" -- tilemaps resource s_TilesPng = "TileMaps/tiles.png" s_LevelMapTga = "TileMaps/levelmap.tga" -- spine test resource s_pPathSpineBoyJson = "spine/spineboy.json" s_pPathSpineBoyAtlas = "spine/spineboy.atlas" -- fonts resource s_markerFeltFontPath = "fonts/Marker Felt.ttf" s_arialPath = "fonts/arial.ttf" s_thonburiPath = "fonts/Thonburi.ttf" s_tahomaPath = "fonts/tahoma.ttf"
这个文件定义了所有的资源路径,一些图片、json资源、字体资源等。
其他相关的文件,笔者在这里就不贴代码,这个大家私下去查看,我在这里只是提供相关的思路,让大家理清如何使用Cocos2d-x给我们提供的例子进行学习。
下一篇博客,笔者将会介绍第一个例子-重力加速器,非常感谢你的关注。