使用3.4python新建一个lua工程,进去一看,我去,这个都是个啥!!!仔细研究,在研究,终于看懂了一点,先记下来。
程序入口,main.m 无变化,AppDelegate::applicationDidFinishLaunching()初始化luaEngine,executeScriptFile("src/main.lua”)执行脚本
ok,然后听我慢慢道来
先上目录结构
main.lua
cc.FileUtils:getInstance():setPopupNotify(false)
cc.FileUtils:getInstance():addSearchPath("src/")
cc.FileUtils:getInstance():addSearchPath("res/")
--加载配置文件
require "config"
--加载cocos quick 大概
require "cocos.init"
local function main()
require("app.MyApp"):create():run()
end
local status, msg = xpcall(main, __G__TRACKBACK__)
if not status then
print(msg)
end
MyApp.lua
local MyApp = class("MyApp", cc.load("mvc").AppBase)
function MyApp:onCreate()
math.randomseed(os.time())
end
return MyApp
ok到这里,我晕了,这个是啥情况!!!没有scene:create,没有layer:create(),这是要闹哪样?
经过漫长的探索,终于找到了原因,要像理解这段代码,首先要说一说
local MyApp = class("MyApp", cc.load("mvc").AppBase)
这是之前没注意的地方,猜测是quick里面的东西。functions.lua里面写了不少有意思的方法,建议大家看看
我们找到里面的class方法,上代码
function class(classname, ...)
local cls = {__cname = classname}
local supers = {...}
for _, super in ipairs(supers) do
local superType = type(super)
if superType == "function" then
cls.__create = super
elseif superType == "table" then
if super[".isclass"] then
cls.__create = function() return super:create() end
else
cls.__supers = cls.__supers or {}
cls.__supers[#cls.__supers + 1] = super
if not cls.super then
cls.super = super
end
end
end
end
cls.__index = cls
if not cls.__supers or #cls.__supers == 1 then
setmetatable(cls, {__index = cls.super})
else
setmetatable(cls, {__index = function(_, key)
local supers = cls.__supers
for i = 1, #supers do
local super = supers[i]
if super[key] then return super[key] end
end
end})
end
if not cls.ctor then
cls.ctor = function() end
end
cls.new = function(...)
local instance
if cls.__create then
instance = cls.__create(...)
else
instance = {}
end
setmetatableindex(instance, cls)
instance.class = cls
instance:ctor(...)
return instance
end
cls.create = function(_, ...)
return cls.new(...)
end
return cls
end
简单点说class的目的就是实现继承,我们知道lua继承通过__index的方式。class(a,b)的结果就是a继承b,在create的时候调用a:ctor(…)。
我们dump出MyApp
[LUA-print] dump from: [string "app/MyApp.lua"]:4: in main chunk
[LUA-print] - "<var>" = {
[LUA-print] - "__cname" = "MyApp"
[LUA-print] - "__index" = *REF*
[LUA-print] - "__supers" = {
[LUA-print] - 1 = {
[LUA-print] - "__cname" = "AppBase"
[LUA-print] - "__index" = *REF*
[LUA-print] - "create" = function: 0x7fd36ecaf9d0
[LUA-print] - "createView" = function: 0x7fd36ecafba0
[LUA-print] - "ctor" = function: 0x7fd36ecaf8b0
[LUA-print] - "enterScene" = function: 0x7fd36ecafb70
[LUA-print] - "new" = function: 0x7fd36ecaefd0
[LUA-print] - "onCreate" = function: 0x7fd36ecafbd0
[LUA-print] - "run" = function: 0x7fd36ecafb40
[LUA-print] - }
[LUA-print] - }
[LUA-print] - "create" = function: 0x7fd36bd9d380
[LUA-print] - "new" = function: 0x7fd36bd9cc40
[LUA-print] - "super" = *REF*
[LUA-print] - }
ok我们回头在看main.lua的代码就明白了,其实是调用
<span style="font-family: Menlo; font-size: 11px; "><strong>AppBase</strong></span>:create():run()
function AppBase:run(initSceneName)
initSceneName = initSceneName or self.configs_.defaultSceneName
self:enterScene(initSceneName)
end
好了,这下总算弄清了。
然后我发现mvc这个目录,应该不止就这点用处,敢叫mvc必然提供了一种3层编程结构。仔细打量,果然更多的功能是在BaseView.lua里
--继承ccnode
local ViewBase = class("ViewBase", cc.Node)
--create时调用
function ViewBase:ctor(app, name)
self:enableNodeEvents()
self.app_ = app
self.name_ = name
-- check CSB resource file
-- cocostudio支持
local res = rawget(self.class, "RESOURCE_FILENAME")
if res then
self:createResoueceNode(res)
end
-- 不详
local binding = rawget(self.class, "RESOURCE_BINDING")
if res and binding then
self:createResoueceBinding(binding)
end
if self.onCreate then self:onCreate() end
end
function ViewBase:createResoueceNode(resourceFilename)
end
function ViewBase:createResoueceBinding(binding)
end
return ViewBase
显而易见,在BaseView.lua中添加了对于cocostudio等编译器的支持。
然后我们在看一下一直被忽略的问题,既然游戏中新建层继承mvc,mvc是何时加载的呐?
翻看cocos.framework.package_support cc.load发现在这里require mvc目录下的lua文件,然后
require "cocos.init"
追到cocos.init
require "cocos.cocos2d.Cocos2d"
require "cocos.cocos2d.Cocos2dConstants"
require "cocos.cocos2d.functions"
if CC_USE_FRAMEWORK then
require "cocos.framework.init"
else
。。。。
end
继续追。。。。
找到这句
require("cocos.framework.package_support")