Lua_创建精灵

require "Cocos2d"
require "Cocos2dConstants"

-- for CCLuaEngine traceback
function __G__TRACKBACK__(msg)
    cclog("----------------------------------------")
    cclog("LUA ERROR: " .. tostring(msg) .. "\n")
    cclog(debug.traceback())
    cclog("----------------------------------------")
    return msg
end

local function main()
    collectgarbage("collect")
    --避免内存泄漏
    collectgarbage("setpause", 100)
    collectgarbage("setstepmul", 5000)
    
    --初始化导演
    local director = cc.Director:getInstance()
    local glview = director:getOpenGLView()
    if glview == nil then
        glview = cc.GLView:createWithRect("HelloLua", cc.rect(0, 0, 960, 640))
        director:setOpenGLView(glview)
    end

    glview:setDesignResolutionSize(960, 640, cc.ResolutionPolicy.SHOW_ALL)

    --显示帧率
    director:setDisplayStats(true)

    --设置帧率
    director:setAnimationInterval(1.0 / 60)

    --增加搜索路径
    cc.FileUtils:getInstance():addSearchPath("src")
    cc.FileUtils:getInstance():addSearchPath("res")
    
    --创建场景
    local scene = require("GameScene")
    local gameScene = scene.create()
    
    --运行场景
    if cc.Director:getInstance():getRunningScene() then
        cc.Director:getInstance():replaceScene(gameScene)
    else
        cc.Director:getInstance():runWithScene(gameScene)
    end
end

xpcall(main, __G__TRACKBACK__)
require "Cocos2d"
require "Cocos2dConstants"

local size = cc.Director:getInstance():getWinSize()

local debug = true
cclog = function(...)
    if debug then
        print(string.format(...))
    end
end

local GameScene = class("GameScene",function()
    local scene = cc.Scene:createWithPhysics()
    scene:getPhysicsWorld():setDebugDrawMask(cc.PhysicsWorld.DEBUGDRAW_ALL)
    return scene
end)

function GameScene:ctor()
    self.visibleSize = cc.Director:getInstance():getVisibleSize()
    self.origin = cc.Director:getInstance():getVisibleOrigin()
end

function GameScene.create()
    local scene = GameScene.new()
    scene:addChild(scene:createSprite())

    return scene
end

function GameScene.createSprite()
    local winSize = cc.Director:getInstance():getWinSize()

    local layer = cc.Layer:create()

    local sprite1 = cc.Sprite:create("background.png")
    sprite1:setPosition(cc.p(winSize.width/2.0, winSize.height/2.0))
    layer:addChild(sprite1)

    local sprite2 = cc.Sprite:create("tree1.png", cc.rect(604, 38, 302, 295))
    sprite2:setPosition(cc.p(200, 230))
    layer:addChild(sprite2, 1)

    local tree = cc.Director:getInstance():getTextureCache():addImage("tree1.png")
    local sprite3 = cc.Sprite:createWithTexture(tree, cc.rect(73, 72, 182, 270))
    sprite3:setPosition(cc.p(500, 200))
    layer:addChild(sprite3, 1)

    local mountain = cc.Sprite:create("SpriteSheet.png", cc.rect(2, 391, 924, 388))
    mountain:setPosition(cc.p(-200, 80))
    mountain:setAnchorPoint(cc.p(0, 0))
    layer:addChild(mountain, 0)

    local cache = cc.Director:getInstance():getTextureCache():addImage("SpriteSheet.png")
    local hero = cc.Sprite:createWithTexture(cache, cc.rect(2, 1706, 391, 327))
    hero:setPosition(cc.p(750, 200))
    layer:addChild(hero)

    local frameCache = cc.SpriteFrameCache:getInstance():addSpriteFramesWithFile("SpriteSheet.plist")

    local mountain1 = cc.Sprite:createWithSpriteFrameName("mountain1.png")
    mountain1:setPosition(cc.p(-200, 80))
    mountain1:setAnchorPoint(cc.p(0, 0))
    layer:addChild(mountain1)

    local spriteFrame = cc.SpriteFrameCache:getInstance():getSpriteFrameByName("hero1.png")
    local hero1 = cc.Sprite:createWithSpriteFrame(spriteFrame)
    hero1:setPosition(cc.p(800, 200))
    hero1:setAnchorPoint(cc.p(0, 0))
    layer:addChild(hero1)

    return layer
end

return GameScene


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