--[[
先说明 lua两个--相当于两个//,注释的意思
基本上调用的cocos2dx函数和类的时候就是以cocos2d.*这样子来用
]]--
function __G__TRACKBACK__(msg) -- //函数 或者是 宏?
print("----------------------------------------")
print("LUA ERROR: " .. tostring(msg) .. "\n")
print(debug.traceback())
print("----------------------------------------")
end
local function main() -- //局部函数 main函数开始
-- avoid memory leak
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
local cclog = function(...)
print(string.format(...))
end
require "hello2" -- //包含脚本 hello2
cclog("result is " .. myadd(3, 5))
-- 打印log信息 ,myadd()是hello2.lua中的函数
---------------
local visibleSize = CCDirector:sharedDirector():getVisibleSize() -- 局部变量 获取屏幕大小
local origin = CCDirector:sharedDirector():getVisibleOrigin() -- 获取屏幕的原点
-- add the moving dog
-- 添加精灵 小松鼠 , 明明是小松鼠来的
local function creatDog()
-- 建立小松鼠函数 createDog函数开始
local frameWidth = 105
local frameHeight = 95
-- create dog animate
-- 添加小松鼠动作
local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png") -- 纹理
local rect = CCRectMake(0, 0, frameWidth, frameHeight)
-- 矩阵大小
local frame0 = CCSpriteFrame:createWithTexture(textureDog, rect) -- 创建帧
rect = CCRectMake(frameWidth, 0, frameWidth, frameHeight)
-- 改变大小
local frame1 = CCSpriteFrame:createWithTexture(textureDog, rect)
local spriteDog = CCSprite:createWithSpriteFrame(frame0) -- 根据帧创建精灵
spriteDog.isPaused = false
--
全局变量 bool值
spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3) -- 设置位置
local animFrames = CCArray:create()
-- 建立帧数组
animFrames:addObject(frame0)
animFrames:addObject(frame1)
local animation = CCAnimation:createWithSpriteFrames(animFrames, 0.5) -- 建立帧动作 0.5s切换帧
local animate = CCAnimate:create(animation);
spriteDog:runAction(CCRepeatForever:create(animate))
-- moving dog at every frame
-- 建立动作函数
local function tick()
-- tick函数开始
if spriteDog.isPaused then return end
local x, y = spriteDog:getPosition()
if x > origin.x + visibleSize.width then
x = origin.x
else
x = x + 1
end
spriteDog:setPositionX(x)
end
-- tick函数结束
CCDirector:sharedDirector():getScheduler():scheduleScriptFunc(tick, 0, false) -- 更新 调动tick函数
return spriteDog
--返回精灵
end
-- createDog函数结束
-- create farm
local function createLayerFarm()
-- 建立函数 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
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
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
local function onTouchEnded(x, y)
cclog("onTouchEnded: %0.2f, %0.2f", x, y)
touchBeginPoint = nil
spriteDog.isPaused = false
end
local function onTouch(eventType, x, y)
if eventType == CCTOUCHBEGAN then
return onTouchBegan(x, y)
elseif eventType == CCTOUCHMOVED then
return onTouchMoved(x, y)
else
return onTouchEnded(x, y)
end
end
layerFarm:registerScriptTouchHandler(onTouch) -- 设置可以触摸
layerFarm:setTouchEnabled(true)
return layerFarm -- createLayer函数结束
end
-- create menu
local function createLayerMenu() -- createLayerMenu函数开始
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 -- createLayerMenu函数结束
-- 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") --- 预加载音乐
SimpleAudioEngine:sharedEngine():playBackgroundMusic(bgMusicPath, true)
local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav")
SimpleAudioEngine:sharedEngine():preloadEffect(effectPath)
-- run
local sceneGame = CCScene:create() -- 建立场景
sceneGame:addChild(createLayerFarm()) -- 在场景中添加层
sceneGame:addChild(createLayerMenu()) -- 在场景中添加层菜单
CCDirector:sharedDirector():runWithScene(sceneGame) -- 运行场景
end -- main函数结束
xpcall(main, __G__TRACKBACK__)
--[[
功能:与pcall类似,在保护模式下调用函数(即发生的错误将不会反射给调用者)
但可指定一个新的错误处理函数句柄
当调用函数成功能返回true,失败时将返回false加err返回的结果
]]--