㈠ cocos2dx lua 代码中读取二进制文件用什么方法
如何在cocos2d c++代码中调用lua以及探究,有需要的朋友可以参考下。 如何在cocos2d c++代码中调用lua 在AppDelegate 中加入了 #include"Lua_extensions_CCB.h" #include"CCLuaEngine.h" #include"Lua_web_socket.h" 查到代码加载lua脚步引擎
㈡ cocos2d-x 3.0怎样把c++类导出lua文件
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
?
1
output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root
改成
?
1
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
# templates
prefix = 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 namespace
target_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/include
android_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 clang
extra_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 parse
headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.h
# what classes to proce 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" lookup
classes_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 constructor
abstract_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 = myclass
target_namespace =
headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.h
classes = HelloWorld
skip =
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mole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
local function main()
-- avoid memory leak
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
local hello = HelloWorld:create()
local sceneGame = cc.Scene:create()
sceneGame:addChild(hello)
cc.Director:getInstance():runWithScene(sceneGame)
if(1==1) then
return
end
……
……
㈢ cocos2dx下完后怎么运行
一. 启动终端(点击Finder-前往-实用工具-终端);
二.将你下载的zip包解压,mac下直接双击,放到某一文件夹下;
三.在终端上进入刚解压的文件夹,cd 到目录cocos2d-x-3.2, 然后输入如下命令运行:./setup.py;
四.输入 source /Users/HQ(你的用户名)/.bash_profile 这是用来刷新配置文件的;
五.cocos new MyProject -p com.YouCompany -l cpp -d Project/Games
注: MyProject项目名 可任意命名、com.YouCompany包名 可任意命名、Project/Games 保存文件夹路径 可任意写
运行后就创建新项目了,到xcode中打开
㈣ cocos2dx怎么遍历资源文件夹里的文件
第一步在:在ZipFile添加方法,因为_dataThread是个私有的,尽量不改变源码的情况下,添加一个get方法是最好的
这个getAllFile可以返回所有的文件目录
std::vector<std::string>ZipFile::getAllFile(){
std::vector<std::string> vec;
ZipFilePrivate::FileListContainer::iterator it1;
for(it1=_dataThread->fileList.begin();it1!=_dataThread->fileList.end();++it1) {
vec.push_back(it1->first.c_str());
}
return vec;
}
第二步:使用getAllFile的返回值做遍历,这里直接帖出iOS和Android的同时遍历吧,同时搜索png和jpg的图片,可以用于加载资源,记得导入头文件
#include "support/zip_support/ZipUtils.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#include <dirent.h>
#include <sys/stat.h>
#else
#include "platform/CCCommon.h"
#include "support/zip_support/unzip.h"
#include "jni/Java_org_cocos2dx_lib_Cocos2dxHelper.h"
#endif
void ResourceLoadingLayer::getAllFile(std::string folderPath,int depth, std::vector<std::string> *list, std::string head){
#if CC_PLATFORM_IOS == CC_TARGET_PLATFORM
DIR *dp;
structdirent *entry;
structstat statbuf;
if((dp =opendir(folderPath.c_str())) ==NULL) {
fprintf(stderr,"cannot open directory: %s\n", folderPath.c_str());
return;
}
chdir(folderPath.c_str());
while((entry =readdir(dp)) != NULL) {
lstat(entry->d_name,&statbuf);
if(S_ISDIR(statbuf.st_mode)) {
if(strcmp(".",entry->d_name) == 0 ||
strcmp("..",entry->d_name) ==0)
continue;
getAllFile(entry->d_name,depth+4,list,head+entry->d_name);
} else {
if (head.length() ==0) {
string name = entry->d_name;
if (name.length()>3 && name.rfind(".") > 0 && (name.substr(name.rfind(".")+1,3) == "jpg" || name.substr(name.rfind(".")+1,3) == "png")) {
list->push_back(entry->d_name);
}
} else {
string filename = head+"/" +entry->d_name;
if (filename.length()>3 && filename.rfind(".") > 0 && (filename.substr(filename.rfind(".")+1,3) == "jpg" || filename.substr(filename.rfind(".")+1,3) == "png")) {
list->push_back(filename);
}
}
}
}
chdir("..");
closedir(dp);
#else
ZipFile* pFile = new ZipFile(getApkPath(),"assets/");
vector<string> vec = pFile->getAllFile();
for (int i=0; i<vec.size(); i++) {
string file = vec.at(i);
if (file.compare("assets/")) {
file = file.substr(7,file.length());
}
if(file.substr(0,folderPath.length()) == folderPath ){
string filename = file.substr(file.rfind("/")+1,file.length());
if (filename.length()>3 && filename.rfind(".") >0 && (filename.substr(filename.rfind(".")+1,3) =="jpg" || filename.substr(filename.rfind(".")+1,3) =="png") {
list->push_back(filename);
}
}
}
#endif
}
第三步,使用:
首先得拿到资源文件夹的完整路径,方法有很多,只举其一:
在HelloWorld的工程下的资源根目录有一张HelloWorld.png图片,我们可以直接获取它在程序中的完整路径,即
string fullpath = CCFileUtils::sharedFileUtils()->fullPathForFilename("HelloWorld.png");
所以 string resPath = fullpath.substr(0,fullpath.rfind("/")+1);
得到了完整的资源路径后,
vector<string> vec;
getAllFile(resPath, 0, &vec, "");
这样就大功告成了,vec会保存所有的png或jpg的资源,会带head名的哦,比如说bg/welcome.jpg
上面是遍历所有的文件夹,如果单独遍历资源文件下的某个目录,即是
getAllFile(resPath+"xxx",0,&vec,""); xxx 为资源根目录下的子目录,这样就可以分别加载某个目录了