Cocos2dx(3.3)绑定lua

Cocos2dx(3.3)绑定lua,第1张

概述Cocos2dx(3.3)绑定lua 参考:http://blog.sina.com.cn/s/blog_693de6100101ocg4.html http://segmentfault.com/blog/hongliang/1190000000631630   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.mdow

Cocos2dx(3.3)绑定lua

参考:http://blog.sina.com.cn/s/blog_693de6100101ocg4.html

http://segmentfault.com/blog/hongliang/1190000000631630

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,不赘述。

绑定lua必须安装的两个软件PyYAML、Cheetah这两个软件

2、写c++类(我测试用的是Mytestl1/frameworks/runtime-src/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Mytestl1/frameworks/cocos2d-x/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

----------------------------------------------

output_dir = '%s/cocos/scripting/lua-bindings/auto'% project_root

----------------------------------------------

改成

----------------------------------------------

output_dir = '%s/../runtime-src/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 generatedfunctions. 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 thatnamespace

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/../runtime-src/Classes/HelloWorldScene.h

# what classes to produce code for. You canuse regular Expressions here. When testing the regular

# Expression,it will be enclosed in"^$",like this: "^Menu*$".

classes = HelloWorld

# what should we skip? in the formatClassname::[function function]

# Classname is a regular Expression,butwill be used like this: "^Classname$" functions are also

# regular Expressions,they will not besurrounded 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 aconvenIEnce wildcard to be able to skip similar named

# functions from all classes.

skip =

rename_functions =

rename_classes =

# for all class names,should we removesomething 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 whentheir sub-classes found them.

base_classes_to_skip = Ref ProcessBase

# classes that create no constructor

# Set is special and we will use ahand-written constructor

abstract_classes =

# Determining whether to use scriptobject(Js object) to control the lifecycle of native(cpp) object or the otherway 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/../runtime-src/Classes/HelloWorldScene.h

classes = HelloWorld

skip =

abstract_classes =

----------------------------------------------

headers这个路径一定要引用正确,否则编译的时候会报错

4、下面要自动生成代码了,打开命令行工具,cd到Mytestl1/frameworks/cocos2d-x/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Mytestl1/frameworks/runtime-src/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

----------------------------------------------

LuaEngine* engine =LuaEngine::getInstance();

----------------------------------------------

后面加入

----------------------------------------------

register_all_myclass(engine->getLuaStack()->getLuaState());

一定要在AppDelegate.cpp文件中包含lua_myclass_auto.hpp头文件

----------------------------------------------

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

……

……

----------------------------------------------

关于lua绑定中遇到的一些坑

1、

在编写genbindings_myclass.py文件的时候,应用NDK_ROOT路径的问题,

直接在文件中写成

try:

NDK_ROOT = os.environ['NDK_ROOT']

NDK_ROOT = /Users/zctech_10/Tools/adt-bundle-mac-x86_64-20130917/androID-ndk-r9b

except Exception:

print "NDK_ROOT not defined. Please define NDK_ROOT in yourenvironment."

sys.exit(1)

return NDK_ROOT

或者你可以在终端里边执行export /Users/zctech_10/Tools/adt-bundle-mac-x86_64-20130917/androID-ndk-r9b命令

这里一定要使用androID-ndk-r9b,而不是androID-ndk-r9

2、在编写genbindings_myclass.py文件的时候,写关于output_dir路径的坑

output_dir= '%s/../runtime-src/Classes/auto' %project_root

这个要写你自己的Classes的路径(或许你可以写成其他的路径,暂时还没试验其他的路径是否ok)

3、在编写myclass.ini文件的时候,

headers= %(cocosdir)s/../runtime-src/Classes/HelloWorldScene.h

一定要写的是HelloWorldScene.h文件的路径,不然就会报错,如果你需要绑定的文件是其他的文件,你就写你自己需要绑定的文件

4、第四个坑就是绑定成功了,但是一运行就会报错

修改如下:

AppDelegate.cpp文件中修改

lua_State *L =stack->getLuaState();

lua_getglobal(L,"_G");

register_all_MyClass(L);

lua_settop(L,0);

重新编译并执行,程序就正确执行了:

注意代码的顺序


关于绑定lua 遇到的一些坑

没用的头文件要去掉

不能有cc_ex_dll

名字空间转换在conversions.yaml设置

每个类名都要写

安装 Cheetah-2.4.4PyYAML-3.11

sudo python ./setup.py install

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