Cocos2d-x 3,带你一起探究Android事件分发机制

怎么查看实现以上效果的Lua代码呢,下面笔者会给大家介绍。

笔者用到的一个开发工具是LDT,童鞋们可以到这里下载:http://www.eclipse.org/koneki/ldt/

打开LDT,切换工作空间到我们的lua-tests项目中,如下:

然后新建Lua项目,取名为src,这样我们就可以把当前目录下src所有的Lua代码都包含进来了:

这样我们就可以很方便查看每一个例子的Lua代码,查看它的具体实现。

我们的Lua项目的入口在哪里呢?

打开win32项目,找到AppDelegate.cpp,打开查看:

#include “cocos2d.h”

#include “AppDelegate.h”

#include “CCLuaEngine.h”

#include “audio/include/SimpleAudioEngine.h”

#include “lua_assetsmanager_test_sample.h”

using namespace CocosDenshion;

USING_NS_CC;

AppDelegate::AppDelegate()

{

}

AppDelegate::~AppDelegate()

{

SimpleAudioEngine::end();

}

bool AppDelegate::applicationDidFinishLaunching()

{

// 获得导演类实例

auto director = Director::getInstance();

// 获取渲染所有东西的 EGLView NA NA

auto glview = director->getOpenGLView();

if(!glview) {

glview = GLView::createWithRect(“Lua Tests”, Rect(0,0,900,640));

director->setOpenGLView(glview);

}

// turn on display FPS

// 打开显示帧屏

director->setDisplayStats(true);

// set FPS. the default value is 1.0/60 if you don’t call this

// 设置游戏画面每秒显示的帧数,默认是60帧。

director->setAnimationInterval(1.0 / 60);

// 获得屏幕大小

auto screenSize = glview->getFrameSize();

// 获得设计大小

auto designSize = Size(480, 320);

if (screenSize.height > 320)

{

auto resourceSize = Size(960, 640);

director->setContentScaleFactor(resourceSize.height/designSize.height);

}

// 设置屏幕设计分辨率

glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);

// register lua engine

LuaEngine* pEngine = LuaEngine::getInstance();

ScriptEngineManager::getInstance()->setScriptEngine(pEngine);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)

LuaStack* stack = pEngine->getLuaStack();

register_assetsmanager_test_sample(stack->getLuaState());

#endif

// 执行脚本语言

pEngine->executeScriptFile(“src/controller.lua”);

return true;

}

// This function will be called when the app is inactive. When comes a phone call,it’s be invoked too

void AppDelegate::applicationDidEnterBackground()

{

Director::getInstance()->stopAnimation();

SimpleAudioEngine::getInstance()->pauseBackgroundMusic();

}

// this function will be called when the app is active again

void AppDelegate::applicationWillEnterForeground()

{

Director::getInstance()->startAnimation();

SimpleAudioEngine::getInstance()->resumeBackgroundMusic();

}

我们会发现代码中这么一段:

pEngine->executeScriptFile(“src/controller.lua”);

这个就是我们的入口文件,我们执行Lua的代码是从controller.lua这个文件开始的。

我们用LDT查看一下它的代码:

– avoid memory leak

– 避免内存泄漏

collectgarbage(“setpause”, 100)

collectgarbage(“setstepmul”, 5000)

require “src/mainMenu”


– run

local glView = cc.Director:getInstance():getOpenGLView()

local screenSize = glView:getFrameSize()

local designSize = {width = 480, height = 320}

local fileUtils = cc.FileUtils:getInstance()

if screenSize.height > 320 then

local searchPaths = {}

table.insert(searchPaths, “hd”)

fileUtils:setSearchPaths(searchPaths)

end

local targetPlatform = cc.Application:getInstance():getTargetPlatform()

local resPrefix = “”

if cc.PLATFORM_OS_IPAD == targetPlatform or cc.PLATFORM_OS_IPHONE == targetPlatform or cc.PLATFORM_OS_MAC == targetPlatform then

resPrefix = “”

else

resPrefix = “res/”

end

local searchPaths = fileUtils:getSearchPaths()

table.insert(searchPaths, 1, resPrefix)

table.insert(searchPaths, 1, resPrefix … “cocosbuilderRes”)

if screenSize.height > 320 then

table.insert(searchPaths, 1, resPrefix … “hd”)

table.insert(searchPaths, 1, resPrefix … “ccs-res”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/Images”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/ArmatureComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/AttributeComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/BackgroundComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/EffectComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/LoadSceneEdtiorFileTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/ParticleComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/SpriteComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/TmxMapComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/UIComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/hd/scenetest/TriggerTest”)

else

table.insert(searchPaths, 1, resPrefix … “ccs-res/Images”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/ArmatureComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/AttributeComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/BackgroundComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/EffectComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/LoadSceneEdtiorFileTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/ParticleComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/SpriteComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/TmxMapComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/UIComponentTest”)

table.insert(searchPaths, 1, resPrefix … “ccs-res/scenetest/TriggerTest”)

end

fileUtils:setSearchPaths(searchPaths)

– 创建场景

local scene = cc.Scene:create()

– 添加菜单

scene:addChild(CreateTestMenu())

if cc.Director:getInstance():getRunningScene() then

cc.Director:getInstance():replaceScene(scene)

else

– 根据给定的场景进入 Director的主循环 只能调用他运行你的第一个场景.

cc.Director:getInstance():runWithScene(scene)

end

然后我们就可以根据这个,来理清整个测试项目的脉路,我们也许想知道,例子中的那些菜单是怎么显示出来的,例子中又是如何进行切换场景的。只要我们知道如何开始了,以后我们就可以慢慢分析每一个例子所给我提供的代码。

在controller.lua文件中引入了maniMenu.lua

通过这个语句:require “src/mainMenu”

我们来看看mainMenu的代码:

– 引入资源文件

require “Cocos2d”

require “Cocos2dConstants”

require “Opengl”

require “OpenglConstants”

require “StudioConstants”

require “GuiConstants”

require “src/helper”

require “src/testResource”

require “src/VisibleRect”

require “src/AccelerometerTest/AccelerometerTest”

require “src/ActionManagerTest/ActionManagerTest”

require “src/ActionsEaseTest/ActionsEaseTest”

require “src/ActionsProgressTest/ActionsProgressTest”

require “src/ActionsTest/ActionsTest”

require “src/AssetsManagerTest/AssetsManagerTest”

require “src/BugsTest/BugsTest”

require “src/ClickAndMoveTest/ClickAndMoveTest”

require “src/CocosDenshionTest/CocosDenshionTest”

require “src/CocoStudioTest/CocoStudioTest”

require “src/CurrentLanguageTest/CurrentLanguageTest”

require “src/DrawPrimitivesTest/DrawPrimitivesTest”

require “src/EffectsTest/EffectsTest”

require “src/EffectsAdvancedTest/EffectsAdvancedTest”

require “src/ExtensionTest/ExtensionTest”

require “src/FontTest/FontTest”

require “src/IntervalTest/IntervalTest”

require “src/KeypadTest/KeypadTest”

require “src/LabelTest/LabelTest”

require “src/LabelTestNew/LabelTestNew”

require “src/LayerTest/LayerTest”

require “src/MenuTest/MenuTest”

require “src/MotionStreakTest/MotionStreakTest”

require “src/NewEventDispatcherTest/NewEventDispatcherTest”

require “src/NodeTest/NodeTest”

require “src/OpenGLTest/OpenGLTest”

require “src/ParallaxTest/ParallaxTest”

require “src/ParticleTest/ParticleTest”

require “src/PerformanceTest/PerformanceTest”

require “src/RenderTextureTest/RenderTextureTest”

require “src/RotateWorldTest/RotateWorldTest”

require “src/Sprite3DTest/Sprite3DTest”

require “src/SpriteTest/SpriteTest”

require “src/SceneTest/SceneTest”

require “src/SpineTest/SpineTest”

require “src/Texture2dTest/Texture2dTest”

require “src/TileMapTest/TileMapTest”

require “src/TouchesTest/TouchesTest”

require “src/TransitionsTest/TransitionsTest”

require “src/UserDefaultTest/UserDefaultTest”

require “src/ZwoptexTest/ZwoptexTest”

require “src/LuaBridgeTest/LuaBridgeTest”

require “src/XMLHttpRequestTest/XMLHttpRequestTest”

require “src/PhysicsTest/PhysicsTest”

– 行间距

local LINE_SPACE = 40

– 当前位置

local CurPos = {x = 0, y = 0}

– 开始位置

local BeginPos = {x = 0, y = 0}

– 定义一张表

local _allTests = {

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张表

local _allTests = {

自我介绍一下,小编13年上海交大毕业,曾经在小公司待过,也去过华为、OPPO等大厂,18年进入阿里一直到现在。

深知大多数初中级安卓工程师,想要提升技能,往往是自己摸索成长,但自己不成体系的自学效果低效又漫长,而且极易碰到天花板技术停滞不前!

因此收集整理了一份《2024年最新Android移动开发全套学习资料》送给大家,初衷也很简单,就是希望能够帮助到想自学提升又不知道该从何学起的朋友,同时减轻大家的负担。
[外链图片转存中…(img-H7BKz7BV-1710923332989)]
[外链图片转存中…(img-zitwoNbM-1710923332990)]
[外链图片转存中…(img-Ev2kULBO-1710923332990)]
[外链图片转存中…(img-fIkyuhVx-1710923332991)]

由于文件比较大,这里只是将部分目录截图出来,每个节点里面都包含大厂面经、学习笔记、源码讲义、实战项目、讲解视频
如果你觉得这些内容对你有帮助,可以添加下面V无偿领取!(备注Android)
[外链图片转存中…(img-EEnBik1Q-1710923332991)]

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