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cocos2dx-3.x 导出自定义类到 lua 过程
一、简介
最近正在学习cocos2d中的lua游戏开发,因为lua开发的热更新特性,大家开发游戏好像都会优先选择lua作为开发语言。
但是遇到一个问题,用lua写一些简单的程序没什么问题,但是一旦需要一个复杂的类,在lua中直接写就感觉有些吃力。所以想到,可以把游戏开发中比较复杂的模块使用c++完成,然后导出到lua,让lua可以轻松调用。
我从头到尾完整地完成了cocos2dx-3.x中自定义类的导出过程,在网上查了好多资料,也碰到了很多错误,然而网上关于这块的文章比较零散,如果有初学者使用的话得费半天劲才能找全。所以我在这篇文章中详细地介绍整个过程,并将过程中容易出现的问题和解决方法列举出来,供大家参考。
二、过程详解
2.1 环境配置(windows环境下)
2.2 写C++类
我测试用的是cocos2d-x-3.3\tests\lua-empt-test\project\Classes\HelloWorldScene.cpp。
2.3 写一个导出的python脚本
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
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output_dir = ‘%s/cocos/scripting/lua-bindings/auto‘ % project_root |
改成
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output_dir = ‘%s/tests/lua-empty-test/project/Classes/auto‘ % project_root |
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‘ ), \ } |
改成
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cmd_args = { ‘myclass.ini‘ : ( ‘myclass‘ , ‘lua_myclass_auto‘ ) } |
2.4 写myclass.ini文件
我们接下来写myclass.ini文件,拷贝一份cocos2dx_spine.ini改名,修改成如下内容:
[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 |
回车运行。如果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。
如果生成成功,那么恭喜你已经越过了难度最大、陷阱最多的地方。如果出现错误,那么很可能是你第一部分的环境配置有问题。
注意:如果出现错误“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,我的解决方法是,把自己从网上下载的dos2unix.exe文件放在C:\Windows\System32这个文件夹底下,再重新运行脚本,就发现错误没有了。如果还不行,可以配置环境变量里的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
然后把里面生成lua_myclass_auto.cpp和lua_myclass_auto.hpp加入工程中。
把我们生成的个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(); |
后面加入
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register_all_myclass(engine->getLuaStack()->getLuaState()); |
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,我们就可以在lua中使用自定义类了。
这样我们就大功告成了!
cocos2dx-3.x 导出自定义类到 lua 过程