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Cocos2d-x 3.1.1 lua-tests 开篇

2015-03-06 10:06 302 查看
Cocos2d-x 3.1.1 lua-tests开篇

本篇博客打算从研究Cocos2d-x引擎提供的測试样例来写起,笔者针对Cocos2d-x 3.1.1这个版本号来介绍怎样来学习它给我们提供的样例,通过这些样例来深入学习Cocos2d-x核心API的使用。在学习过程中,笔者相同跟非常多刚開始学习的人一样有非常多疑惑,为了能帮助到很多其它刚開始学习的人,笔者会提出自己的疑惑然后进行解决,笔者会把每个样例都进行具体说明,对相关代码进行凝视,那么以后刚開始学习的人就能够对比笔者的博客来学习Cocos2d-x的使用,我想会事半功倍的。对笔者来说,什么版本号并不重要,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。 怎样開始呢? 自然先到Cocos2d-x官网下载对应版本号的引擎,笔者这里是Cocos2d-x 3.1.1 下载完毕后,希望童鞋们自己试着去搭建好开发环境,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平台都执行成功过HelloWorld,有了这个基础之后,就能够找样例学习了。
Cocos2d-x 3.1.1样例的代码在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,怎么执行这些项目呢,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,然后进行编译执行,成功之后的效果例如以下:

从这些样例,我们能够了解到Cocos2d-x全部相关API所能实现的基础效果,笔者觉得没有不论什么学习资料能比得上这些样例了。
怎么查看实现以上效果的Lua代码呢,以下笔者会给大家介绍。
笔者用到的一个开发工具是LDT,童鞋们能够到这里下载:http://www.eclipse.org/koneki/ldt/打开LDT,切换工作空间到我们的lua-tests项目中,例如以下:


然后新建Lua项目,取名为src,这样我们就能够把当前文件夹下src全部的Lua代码都包括进来了:


这样我们就能够非常方便查看每个样例的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();
// 获取渲染全部东西的 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这个文件開始的。
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()
-- 加入菜单
scene:addChild(CreateTestMenu())
if cc.Director:getInstance():getRunningScene() then
cc.Director:getInstance():replaceScene(scene)
else
-- 依据给定的场景进入 Director的主循环 仅仅能调用他执行你的第一个场景.
cc.Director:getInstance():runWithScene(scene)
end

然后我们就能够依据这个,来理清整个測试项目的脉路,我们或许想知道,样例中的那些菜单是怎么显示出来的,样例中又是怎样进行切换场景的。仅仅要我们知道怎样開始了,以后我们就能够慢慢分析每个样例所给我提供的代码。
在controller.lua文件里引入了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}
-- 開始位置
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,释放正在执行的场景。
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 加入关闭菜单
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
-- 加入菜单项
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)
-- 假设此项不支持,则设置菜单项不可用
if not obj.isSupported then
testMenuItem:setEnabled(false)
end
-- 注冊脚本处理句柄
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)))
-- 加入菜单项到菜单中去
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)
-- 将菜单加入到层中去
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()
-- 注冊事件监听
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

我们就能够发现,这里就是界面中菜单的实现,mainMenu中还引入了其它文件,比方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"

这个文件定义了全部的资源路径,一些图片、json资源、字体资源等。
其它相关的文件,笔者在这里就不贴代码,这个大家私下去查看,我在这里仅仅是提供相关的思路,让大家理清怎样使用Cocos2d-x给我们提供的样例进行学习。
下一篇博客,笔者将会介绍第一个样例-重力加速器,非常感谢你的关注。
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