初学cocos2dx lua

初学cocos2dx lua,第1张

概述From: http://www.voidcn.com/article/p-xenprwqz-kt.html 最基本的层 [plain] view plain copy print ? function createInGameLayer()            local inGameLayer = cc.Layer:create()           return inGameLayer 

From: http://www.jb51.cc/article/p-xenprwqz-kt.html

最基本的层

[plain] view plain copy print ? functioncreateInGameLayer() localinGameLayer=cc.Layer:create() returninGameLayer end
function createInGameLayer()         local inGameLayer = cc.Layer:create()        return inGameLayer    end

最基本的场景

[plain] view plain copy print ? localsceneGame=cc.Scene:create() sceneGame:addChild(createInGameLayer()) cc.Director:getInstance():runWithScene(sceneGame) cc.Director:getInstance():replaceScene(cc.TransitionFade:create(1,WelcomeScene.createScene()))
 local sceneGame = cc.Scene:create()    sceneGame:addChild(createInGameLayer())cc.Director:getInstance():runWithScene(sceneGame)cc.Director:getInstance():replaceScene(cc.TransitionFade:create(1,WelcomeScene.createScene()))

最基本的精灵

[plain] view plain copy print ? functioncreateInGameLayer() localinGameLayer=cc.Layer:create() localbg=cc.Sprite:create("farm.jpg") bg:setAnchorPoint(0,0) inGameLayer:addChild(bg) returninGameLayer end
function createInGameLayer()         local inGameLayer = cc.Layer:create()        local bg = cc.Sprite:create("farm.jpg")        bg:setAnchorPoint(0,0)        inGameLayer:addChild(bg)        return inGameLayerend

最基本的定时器
[plain] view plain copy print ? localfunctiontick() end cc.Director:getInstance():getScheduler():scheduleScriptFunc(tick,false)
 local function tick()                   end        cc.Director:getInstance():getScheduler():scheduleScriptFunc(tick,false)


最基本的触摸事件

[plain] view plain copy print ? localtouchBeginPoint=nil localfunctionontouchBegan(touch,event) locallocation=touch:getLocation() cclog("ontouchBegan:%0.2f,%0.2f",location.x,location.y) touchBeginPoint={x=location.x,y=location.y} --CCtouchBEGANeventmustreturntrue --[[多点 fori=1,table.getn(touches)do locallocation=touches[i]:getLocation() Sprite1.addNewSpriteWithCoords(Helper.currentLayer,location) end ]]-- returntrue end localfunctionontouchmoved(touch,event) locallocation=touch:getLocation() cclog("ontouchmoved:%0.2f,location.y) iftouchBeginPointthen localcx,cy=layerFarm:getposition() layerFarm:setposition(cx+location.x-touchBeginPoint.x, cy+location.y-touchBeginPoint.y) touchBeginPoint={x=location.x,y=location.y} end end localfunctionontouchended(touch,event) locallocation=touch:getLocation() cclog("ontouchended:%0.2f,location.y) touchBeginPoint=nil spriteDog.isPaused=false end localListener=cc.EventListenertouchOneByOne:create() --localListener=cc.EventListenertouchAllAtOnce:create()多点 Listener:registerScriptHandler(ontouchBegan,cc.Handler.EVENT_touch_BEGAN) Listener:registerScriptHandler(ontouchmoved,cc.Handler.EVENT_touch_MOVED) Listener:registerScriptHandler(ontouchended,cc.Handler.EVENT_touch_ENDED) localeventdispatcher=layerFarm:getEventdispatcher() eventdispatcher:addEventListenerWithSceneGraPHPriority(Listener,layerFarm)
local touchBeginPoint = nil        local function ontouchBegan(touch,event)            local location = touch:getLocation()            cclog("ontouchBegan: %0.2f,location.y)            touchBeginPoint = {x = location.x,y = location.y}            -- CCtouchBEGAN event must return true            --[[多点             for i = 1,table.getn(touches) do             local location = touches[i]:getLocation()             Sprite1.addNewSpriteWithCoords(Helper.currentLayer,location)             end            ]]--            return true        end        local function ontouchmoved(touch,event)            local location = touch:getLocation()            cclog("ontouchmoved: %0.2f,location.y)            if touchBeginPoint then                local cx,cy = layerFarm:getposition()                layerFarm:setposition(cx + location.x - touchBeginPoint.x,cy + location.y - touchBeginPoint.y)                touchBeginPoint = {x = location.x,y = location.y}            end        end        local function ontouchended(touch,event)            local location = touch:getLocation()            cclog("ontouchended: %0.2f,location.y)            touchBeginPoint = nil            spriteDog.isPaused = false        end        local Listener = cc.EventListenertouchOneByOne:create()        --local Listener = cc.EventListenertouchAllAtOnce:create() 多点        Listener:registerScriptHandler(ontouchBegan,cc.Handler.EVENT_touch_BEGAN )        Listener:registerScriptHandler(ontouchmoved,cc.Handler.EVENT_touch_MOVED )        Listener:registerScriptHandler(ontouchended,cc.Handler.EVENT_touch_ENDED )        local eventdispatcher = layerFarm:getEventdispatcher()        eventdispatcher:addEventListenerWithSceneGraPHPriority(Listener,layerFarm)

最基本的音乐 [plain] view plain copy print ? --localbgMusicPath=CCfileUtils:getInstance():fullPathForfilename("background.ogg") localbgMusicPath=cc.fileUtils:getInstance():fullPathForfilename("background.mp3") cc.SimpleAudioEngine:getInstance():playMusic(bgMusicPath,true) localeffectPath=cc.fileUtils:getInstance():fullPathForfilename("effect1.wav") cc.SimpleAudioEngine:getInstance():preloadEffect(effectPath) localfunctionmenuCallbackOpenPopup() --looptestsoundeffect localeffectPath=cc.fileUtils:getInstance():fullPathForfilename("effect1.wav") effectID=cc.SimpleAudioEngine:getInstance():playEffect(effectPath) menuPopup:setVisible(true) end
 --local bgMusicPath = CCfileUtils:getInstance():fullPathForfilename("background.ogg")    local bgMusicPath = cc.fileUtils:getInstance():fullPathForfilename("background.mp3")    cc.SimpleAudioEngine:getInstance():playMusic(bgMusicPath,true)    local effectPath = cc.fileUtils:getInstance():fullPathForfilename("effect1.wav")    cc.SimpleAudioEngine:getInstance():preloadEffect(effectPath)    local function menuCallbackOpenPopup()            -- loop test sound effect            local effectPath = cc.fileUtils:getInstance():fullPathForfilename("effect1.wav")            effectID = cc.SimpleAudioEngine:getInstance():playEffect(effectPath)            menuPopup:setVisible(true)        end

最基本的加载图片 [plain] view plain copy print ? cc.Director:getInstance():getTextureCache():addImageAsync("DartBlood.png",imageLoaded) localtexture0=cc.Director:getInstance():getTextureCache():addImage("Images/grossini_dance_atlas.png") functionLoadingScene.imageLoaded(pObj) --body end cc.Director:getInstance():getTextureCache():removeTextureForKey("Images/grossinis_sister1-testAlpha.png") cc.Director:getInstance():getTextureCache():removeAllTextures() cc.Director:getInstance():getTextureCache():removeUnusedTextures() localcache=cc.SpriteFrameCache:getInstance() cache:addSpriteFrames("animations/grossini_gray.pList","animations/grossini_gray.png") SpriteFrameTest.m_pSprite1=cc.Sprite:createWithSpriteFramename("grossini_dance_01.png")
cc.Director:getInstance():getTextureCache():addImageAsync("DartBlood.png",imageLoaded)local texture0 = cc.Director:getInstance():getTextureCache():addImage( "Images/grossini_dance_atlas.png")function LoadingScene.imageLoaded( pObj)	-- bodyendcc.Director:getInstance():getTextureCache():removeTextureForKey("Images/grossinis_sister1-testAlpha.png")cc.Director:getInstance():getTextureCache():removeAllTextures()cc.Director:getInstance():getTextureCache():removeUnusedTextures()local cache = cc.SpriteFrameCache:getInstance()cache:addSpriteFrames("animations/grossini_gray.pList","animations/grossini_gray.png")SpriteFrameTest.m_pSprite1 = cc.Sprite:createWithSpriteFramename("grossini_dance_01.png")

最基础的动作

[plain] view plain copy print ? localfunctionCallFucnCallback1() end localaction=cc.Sequence:create( cc.MoveBy:create(2,cc.p(200,0)), cc.CallFunc:create(CallFucnCallback1)) grossini:runAction(action)
local function CallFucnCallback1()	endlocal action = cc.Sequence:create(        cc.MoveBy:create(2,cc.CallFunc:create(CallFucnCallback1) ) grossini:runAction(action)

最基础的字符格式化

[plain] view plain copy print ? string.format("grossini_dance_%02d.png",j+1)
string.format("grossini_dance_%02d.png",j + 1)

最基础的按钮
[plain] view plain copy print ? localstart=cc.Sprite:createWithSpriteFramename("start.png") localstartItem=cc.MenuItemSprite:create(start,start,start) localfunctionmenuCallback(sender) cclog("menuCallback...") --tolua.cast(ret:getParent(),"cc.LayerMultiplex"):switchTo(1) end startItem:registerScriptTapHandler(menuCallback) startItem:setposition(50,50) localmenu=cc.Menu:create() menu:addChild(startItem) menu:setposition(0,0) layer:addChild(menu) 总结

以上是内存溢出为你收集整理的初学cocos2dx lua全部内容,希望文章能够帮你解决初学cocos2dx lua所遇到的程序开发问题。

如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。

欢迎分享,转载请注明来源:内存溢出

原文地址: https://outofmemory.cn/web/1009698.html

(0)
打赏 微信扫一扫 微信扫一扫 支付宝扫一扫 支付宝扫一扫
上一篇 2022-05-22
下一篇 2022-05-22

发表评论

登录后才能评论

评论列表(0条)

保存