1、简介javascript
最近正在学习cocos2d中的lua游戏开发,由于lua开发的热更新特性,你们开发游戏好像都会优先选择lua做为开发语言。html
可是遇到一个问题,用lua写一些简单的程序没什么问题,可是一旦须要一个复杂的类,在lua中直接写就感受有些吃力。因此想到,能够把游戏开发中比较复杂的模块使用c++完成,而后导出到lua,让lua能够轻松调用。java
我从头至尾完整地完成了cocos2dx-3.x中自定义类的导出过程,在网上查了好多资料,也碰到了不少错误,然而网上关于这块的文章比较零散,若是有初学者使用的话得费半天劲才能找全。因此我在这篇文章中详细地介绍整个过程,并将过程当中容易出现的问题和解决方法列举出来,供你们参考。python
2、过程详解android
2.1 环境配置(windows环境下)c++
2.2 写C++类git
我测试用的是cocos2d-x-3.3\tests\lua-empt-test\project\Classes\HelloWorldScene.cpp。github
2.3 写一个导出的python脚本express
1)进入目录cocos2d-x-3.3\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windows
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output_dir =
'%s/cocos/scripting/lua-bindings/auto'
% project_root
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改为
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output_dir =
'%s/tests/lua-empty-test/project/Classes/auto'
% project_root
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3)修改命令参数,把
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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'
), \
}
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改为
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cmd_args
=
{
'myclass.ini'
: (
'myclass'
,
'lua_myclass_auto'
) }
|
2.4 写myclass.ini文件
咱们接下来写myclass.ini文件,拷贝一份cocos2dx_spine.ini更名,修改为以下内容:
[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 produce 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:
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[myclass]
prefix
=
myclass
target_namespace
=
headers
=
%
(cocosdir)s
/
tests
/
lua
-
empty
-
test
/
project
/
Classes
/
HelloWorldScene.h
classes
=
HelloWorld
skip
=
abstract_classes
=
|
2.5 运行python脚本
下面要自动生成代码了,打开命令行工具,cd到cocos2d-x-3.3\tools\tolua下,敲入
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python genbindings_myclass.py
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回车运行。若是前面没问题的话你会在cocos2d-x-3.3\tests\lua-empty-test\project\Classes多了一个文件夹auto。
若是生成成功,那么恭喜你已经越过了难度最大、陷阱最多的地方。若是出现错误,那么极可能是你第一部分的环境配置有问题。
注意:若是出现错误“dos2unix 既不是内部或外部命令,也不是可运行的程序”这样的错误,个人解决方法是,把本身从网上下载的dos2unix.exe文件放在C:\Windows\System32这个文件夹底下,再从新运行脚本,就发现错误没有了。若是还不行,能够配置环境变量里的path,使之指向C:\Windows\System32目录。dos2unix.exe的下载目录:http://pan.baidu.com/s/1kTghHzD。
2.6 把自定义类的module加入lua
而后把里面生成lua_myclass_auto.cpp和lua_myclass_auto.hpp加入工程中。
把咱们生成的个module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
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LuaEngine* engine = LuaEngine::getInstance();
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后面加入
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register_all_myclass(engine->getLuaStack()->getLuaState());
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2.7 编译运行
编译运行。这样HelloWorld这个类就被导出到lua了。
2.8 导出成功,在lua中使用 这样整个导出过程就完成了,咱们就能够在lua中使用自定义类了。
这样咱们就大功告成了!