-- for CCLuaEngine traceback
function __G__TRACKBACK__(msg)
print("----------------------------------------")
print("LUA ERROR: " .. tostring(msg) .. "\n")
print(debug.traceback())
print("----------------------------------------")
end
local function main()
-----------------------------------------------------------------
-- avoid memory leak
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
--[[-------------------------------------------------------------
补充说明:
collectgrabage(opt [, arg])
功能:垃圾收集器的通用接口,用于操作垃圾收集器
参数:
opt--操作方法标志
"stop" : 停止垃圾收集器
"restart" : 重启垃圾收集器
"collect" : 执行一次全垃圾收集循环
"count" : 返回当前Lua中使用的内存量(以KB为单位)
"step" : 单步执行一个垃圾收集.步长"size"由参数arg指定.如果完成一次收集循环,将返回True
"setpause" : 设置arg/100的值作为暂定收集的时长
"setstepmul" : 设置arg/100的值,作为步长的增幅(即新步长 = 旧步长*(arg/100))
--]]-------------------------------------------------------------
-----------------------------------------------------------------
--自定义打印函数,将字符串打印出来
--其实这里可以调用CCLuaLog函数来打印字符串
local cclog = function(...)
print(string.format(...))
end
-----------------------------------------------------------------
-----------------------------------------------------------------
--包含hello2这个脚本,该脚本定义了myadd(x, y)函数
require "hello2"
cclog("result is " .. myadd(3, 5))
-----------------------------------------------------------------
-----------------------------------------------------------------
--获取可视区域
local visibleSize = CCDirector:sharedDirector():getVisibleSize()
--获取可是区域的原点坐标,OpenGL坐标系 左下角为原点
local origin = CCDirector:sharedDirector():getVisibleOrigin()
-----------------------------------------------------------------
-- add the moving dog
local function creatDog()
--dog.png的规格是 210*95, 由两个frame组成规格皆为105*95
local frameWidth = 105
local frameHeight = 95
-- create dog animate
local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png")
--rect用于捕捉textureDog的纹理并赋给frame0
local rect = CCRectMake(0, 0, frameWidth, frameHeight)
local frame0 = CCSpriteFrame:createWithTexture(textureDog, rect)
--rect用于捕捉textureDog的纹理并赋给frame1
rect = CCRectMake(frameWidth, 0, frameWidth, frameHeight)
local frame1 = CCSpriteFrame:createWithTexture(textureDog, rect)
--创建松鼠精灵
local spriteDog = CCSprite:createWithSpriteFrame(frame0)
spriteDog.isPaused = false
spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3)
--接下来的代码是要创建一个CCAction对象,让spriteDog来run这个CCAction对象
--步骤如下:
--1.使用数组animFrames保存序列帧
--2.利用该数组创建一个CCAnimation对象
--3.利用CCAnimation对象创建CCAnimate对象
--4.利用CCAnimate对象创建CCAction对象
--5.run这个CCAction
local animFrames = CCArray:create()
animFrames:addObject(frame0)
animFrames:addObject(frame1)
local animation = CCAnimation:createWithSpriteFrames(animFrames, 0.5)
local animate = CCAnimate:create(animation);
spriteDog:runAction(CCRepeatForever:create(animate))
-----------------------------------------------------------------
-- moving dog at every frame
local function tick()
--如果暂停了,那么返回,不对spriteDog做任何操作
if spriteDog.isPaused then return end
--根据spriteDog的当前position来判断下一个position
local x, y = spriteDog:getPosition()
if x > origin.x + visibleSize.width then
x = origin.x
else
x = x + 1
end
--更新位置
spriteDog:setPositionX(x)
end
--设置每帧调用trick函数
CCDirector:sharedDirector():getScheduler():scheduleScriptFunc(tick, 0, false)
return spriteDog
end
-- create farm
local function createLayerFarm()
local layerFarm = CCLayer:create()
-- add in farm background
local bg = CCSprite:create("farm.jpg")
bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2)
layerFarm:addChild(bg)
-- add land sprite
for i = 0, 3 do
for j = 0, 1 do
local spriteLand = CCSprite:create("land.png")
spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
layerFarm:addChild(spriteLand)
end
end
-- add crop
local frameCrop = CCSpriteFrame:create("crop.png", CCRectMake(0, 0, 105, 95))
for i = 0, 3 do
for j = 0, 1 do
local spriteCrop = CCSprite:createWithSpriteFrame(frameCrop);
spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
layerFarm:addChild(spriteCrop)
end
end
-- add moving dog
local spriteDog = creatDog()
layerFarm:addChild(spriteDog)
-- handing touch events
local touchBeginPoint = nil
--触摸开始
local function onTouchBegan(x, y)
cclog("onTouchBegan: %0.2f, %0.2f", x, y)
touchBeginPoint = {x = x, y = y}
spriteDog.isPaused = true
-- CCTOUCHBEGAN event must return true
return true
end
--触摸移动
local function onTouchMoved(x, y)
cclog("onTouchMoved: %0.2f, %0.2f", x, y)
if touchBeginPoint then
local cx, cy = layerFarm:getPosition()
layerFarm:setPosition(cx + x - touchBeginPoint.x,
cy + y - touchBeginPoint.y)
touchBeginPoint = {x = x, y = y}
end
end
--触摸结束
local function onTouchEnded(x, y)
cclog("onTouchEnded: %0.2f, %0.2f", x, y)
touchBeginPoint = nil
spriteDog.isPaused = false
end
--触屏事件获得eventType:began/moved/ended
local function onTouch(eventType, x, y)
if eventType == "began" then
return onTouchBegan(x, y)
elseif eventType == "moved" then
return onTouchMoved(x, y)
else
return onTouchEnded(x, y)
end
end
--注册Targeted触屏事件
layerFarm:registerScriptTouchHandler(onTouch)
layerFarm:setTouchEnabled(true)
return layerFarm
end
-- create menu
local function createLayerMenu()
local layerMenu = CCLayer:create()
local menuPopup, menuTools, effectID
local function menuCallbackClosePopup()
-- stop test sound effect
SimpleAudioEngine:sharedEngine():stopEffect(effectID)
menuPopup:setVisible(false)
end
local function menuCallbackOpenPopup()
-- loop test sound effect
local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav")
effectID = SimpleAudioEngine:sharedEngine():playEffect(effectPath)
menuPopup:setVisible(true)
end
-- add a popup menu
local menuPopupItem = CCMenuItemImage:create("menu2.png", "menu2.png")
menuPopupItem:setPosition(0, 0)
menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup)
menuPopup = CCMenu:createWithItem(menuPopupItem)
menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2)
menuPopup:setVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
local menuToolsItem = CCMenuItemImage:create("menu1.png", "menu1.png")
menuToolsItem:setPosition(0, 0)
menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup)
menuTools = CCMenu:createWithItem(menuToolsItem)
local itemWidth = menuToolsItem:getContentSize().width
local itemHeight = menuToolsItem:getContentSize().height
menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2)
layerMenu:addChild(menuTools)
return layerMenu
end
-- play background music, preload effect
-- uncomment below for the BlackBerry version
-- local bgMusicPath = CCFileUtils:sharedFileUtils():fullPathForFilename("background.ogg")
local bgMusicPath = CCFileUtils:sharedFileUtils():fullPathForFilename("background.mp3")
SimpleAudioEngine:sharedEngine():playBackgroundMusic(bgMusicPath, true)
local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav")
SimpleAudioEngine:sharedEngine():preloadEffect(effectPath)
-- run
local sceneGame = CCScene:create()
sceneGame:addChild(createLayerFarm())
sceneGame:addChild(createLayerMenu())
CCDirector:sharedDirector():runWithScene(sceneGame)
end
xpcall(main, __G__TRACKBACK__)
【学习笔记】Cocos2d-x Lua脚本引擎之HelloLua分析笔记
最新推荐文章于 2024-04-17 04:56:39 发布