00003 不思议迷宫.0010.1.1.2:csb解析显示



00003不思议迷宫.0010.1.1.2csb解析显示

Mac上调试app有点蛋疼,每次运行都要打包来打包去,慢。我对Xcode不熟,不会修改工程文件让它不打包。我决定,换到Windows下,使用VS

上次用3.3 rc0未能解析出csb,已发现确实是操作错误(还是环境变量冲突)。这次就用3.3 rc0来。

执行创建:cocos new BSYMG -p com.your_company.BSYMG -l lua -d C:\BSYMG

添加读取png补丁,打开CCImage.cpp

添加全局函数:

//

// tiewen patched

//

staticconstchar*xorEncryptKey="// Dump Ref object memory leaks if(__refAllocationList.empty()) { log([memory] All Ref objects successfullycleaned up (no leaks detected).); } else { log([memory] WARNING: %d Ref objectsstill active in memory., (int)__refAllocationList.size()); for (const auto&ref : __refAllocationList) { CC_ASSERT(ref); const char* type =typeid(*ref).name(); log([memory] LEAK: Ref object %s still active with referencecount %d., (type ? type : ), ref->getReferenceCount()); }}";

staticvoidxorEncrypt(unsignedchar*v,int length)

{

   autoxorEncryptKeyLength = strlen(xorEncryptKey);

   for(inti = 0; i < length; ++i)

   {

       v[i]^= (unsignedchar)xorEncryptKey[i% xorEncryptKeyLength];

   }

}

staticintxorEncryptingLength(unsignedchar*v,int length)

{

   if(length <= 200)return length;

   return200;

}

staticboolisEncryptedPng(unsignedchar*v,int length)

{

   return(v[0] != 0x89) || (v[1] !='P') ||(v[2] !='N') || (v[3] !='G');

}

staticunsignedchar*ToPlainPng(unsignedchar*v,int length)

{

   if(isEncryptedPng(v, length)) xorEncrypt(v, xorEncryptingLength(v, length));

   returnv;

}

staticunsignedchar*ToEncodedPng(unsignedchar*v,int length)

{

   xorEncrypt(v, xorEncryptingLength(v, length));

   returnv;

}

Image::isPng

bool Image::isPng(constunsignedchar* data, ssize_t dataLen)

{

   if(dataLen <= 8)

   {

       returnfalse;

   }

   

   staticconstunsignedcharPNG_SIGNATURE[] = {0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a,0x0a};

   

   //tiewenpatched begin

   staticunsignedchardecryptedData[8];

   memcpy(decryptedData, data, 8);

   if(isEncryptedPng(decryptedData,8))//isEncrypted

   {

       xorEncrypt(decryptedData, 8);

       returnmemcmp(PNG_SIGNATURE, decryptedData,sizeof(PNG_SIGNATURE))== 0;

   }

   //tiewenpatched end

 

   returnmemcmp(PNG_SIGNATURE, data,sizeof(PNG_SIGNATURE))== 0;

}

修改Image::initWithPngData

bool Image::initWithPngData(constunsignedchar* data, ssize_t dataLen)

{

   data =ToPlainPng((unsignedchar*)data, dataLen);// tiewen patched

   ……

}

添加读取luac的补丁,打开Cocos2dxLuaLoader.cpp,修改:

   intcocos2dx_lua_loader(lua_State *L)

   {

      ……

       if(chunk)

       {

                           //tiewen patched begin

                           int offset = 0;

                           if (chunk[offset] == 0xef &&chunk[offset + 1] == 0xbb && chunk[offset + 2] == 0xbf) offset += 3;

                           if (chunk[offset] == 0x11 &&chunk[offset + 1] == 0x12 && chunk[offset + 2] == 0x13) offset += 3;

                           LuaStack* stack =LuaEngine::getInstance()->getLuaStack();

                           //stack->luaLoadBuffer(L,(char*)chunk, (int)chunkSize, chunkName.c_str());

                           stack->luaLoadBuffer(L,(char*)chunk + offset, (int)chunkSize - offset,chunkName.c_str());

                           //tiewen patched end

                           ……

       }

       ……

}

同时支持普通的lua文件、解密后的luac文件和修改后拥有BOM头的解密luac文件。

VS打开frameworks\runtime-src\proj.win32下的工程文件,F5,耐心等待后,默认的农场结界就出来了。

下面要解决《不思议迷宫》的csb显示问题。当然,显示不是问题,问题是显示得要和游戏中一样。为此,希望能够直接使用游戏的luac文件。但游戏的luac文件中可能包含了额外的游戏逻辑,这部分代码在我们的环境下无法运行,需要剔除。

首先要修改掉框架默认的分辨率。

打开src/main.lua,修改:

   if nil == glview then

       glview =cc.GLViewImpl:createWithRect("HelloLua", cc.rect(0,0,540,960))

       director:setOpenGLView(glview)

   end

glview:setDesignResolutionSize(540,960, cc.ResolutionPolicy.NO_BORDER)

修改为和iPhone 5等比例的分辨率。

然后去除框架默认的界面,修改为我们自己想要显示的:

        local sceneGame = cc.Scene:create()

        local node =cc.CSLoader:createNode("layout/dungeon/DungeonMain.csb");

sceneGame:addChild(node)

能显示,但和cocos2dx-cpp中的一样,位置不对且不完整,需要调整。/src/game/ui/form/dungeon/UIDungeonMain.luac中的无疑是最正确的,但我们没办法直接使用,里面有很多不知所谓的代码。慢慢来。为了方便以后切换各个场景,我们也把相关的代码包装到类中。由于我们只捣鼓UI,就不像《不思议迷宫》那样地分那么多目录层级了,全部放到my目录下。建立/src/my/UIDungeonMain.luac,打开编辑,内容如下:

require("game/ui/base/util/Node");

require("game/ui/base/TextStyleM");

        

--每个关卡由65列的格子组成

GRID_ROW_NUM= 6;

GRID_COL_NUM= 5;

TOTAL_GRID_NUM= GRID_ROW_NUM * GRID_COL_NUM;

 

--格子宽、高

GRID_WIDTH = 128;

GRID_HEIGHT= 118;

 

--格子的纵向偏移量

GRID_OFFSET_Y= 80;

 

--格子刷怪的延迟

GRID_REFRESH_MONSTER_DELAY  = 0.7

 

--UIDungeonMain继承自Layer

UIDungeonMain= class("UIDungeonMain", function()

   return cc.Layer:create();

end);

 

functionUIDungeonMain.create(levelData, layer)

   return UIDungeonMain.new(levelData, layer);

end

 

--是否持续自动操作

stillOpt= false;

 

--迷宫界面创建完毕之后的回调

localalreadyCallback = {};

 

--技能界面

localmagicScrollUI = nil;

 

--宝物界面

localequipsUI = nil;

 

localresize;

 

--构造函数

functionUIDungeonMain:ctor()

   self:setName("UIDungeonMain");

   self.node =cc.CSLoader:createNode("layout/dungeon/DungeonMain.csb");

        self:addChild(self.node);

 

   self.panel = findChildByName(self.node,"CT1/panel");

   self.attackLabel =findChildByName(self.node, "CT2/atk_val");

   self.magicLabel =findChildByName(self.node, "CT2/magic_val");

   self.hpLabel = findChildByName(self.node,"CT2/hp_val");

   self.mpLabel = findChildByName(self.node,"CT2/mp_val");

   self.specialImage =findChildByName(self.node, "CT2/specil");

   self.gainImage = findChildByName(self.node,"CT2/gain");

   self.debuffsImage =findChildByName(self.node, "CT2/debuffs");

 

   -- 状态条

   self.statusBarNode =findChildByName(self.node, "CT1/status_bar");

   self.statusParentNode =findChildByName(self.node, "CT1/status_bar/parent_node");

 

   local function setStyle(textNode,className)

                  if className ~= nil then

                           textNode =tolua.cast(textNode, className);

                  end

       TextStyleM.setTextStyle(textNode,TextStyleM.TEXT_SIZE_MIDDLE, TextStyleM.TEXT_COLOR_BROWN_YELLOW, true);

       textNode:setFontSize(28);

       textNode:setTextColor(TextStyleM.TEXT_COLOR_WHITE);

       textNode:getVirtualRenderer():setAdditionalKerning(getLocKerning()-2);

       local outlineColor =TextStyleM.TEXT_OUTLINE_COLOR_DARK;

       textNode:enableOutline(cc.c4b(outlineColor[1], outlineColor[2],outlineColor[3], 255), 2);

       textNode:setScaleX(1.2);

   end

 

   setStyle(self.attackLabel,"ccui.Text");

   setStyle(self.magicLabel,"ccui.Text");

   setStyle(self.hpLabel,"ccui.Text");

   setStyle(self.mpLabel,"ccui.Text");

 

   resize(self.node);

 

   -- 初始化顶部菜单

   --local topNode =findChildByName(self.node, "TOP");

   --self.dungeonTopMenu =UIDungeonTopMenu.create(topNode);

 

   -- 初始化BUFF状态条

   --self.dungeonStatusBar =UIDungeonStatusBar.create();

   -- 记录状态条的初始位置

   --self.statusBarInitPos =cc.p(self.statusBarNode:getPosition());

   --self.statusParentInitPos =cc.p(self.statusParentNode:getPosition());

 

        return self;

end

 

--适配

resize= function(node)

        require("game/ui/base/AlignM")

 

   local w = AlignM.frameSize.width;

   local h = AlignM.frameSize.height;

   node:setContentSize(w, h);

 

   local scale;

   if h / w > 1.5 then

       scale = w / (DESIGN_WIDTH);

   else

       -- 在宽高比小于等于1.5时(如iphoneipad),需要略微比预定比例缩小些。所以加了75像素

       scale = h / (DESIGN_HEIGHT + 75);

   end

 

   local topBg = findChildByName(node,"CT1/top_bg");

   local bottomBg = findChildByName(node,"CT1/bottom_bg");

   local mask = findChildByName(node,"CT1/mask");

   local newWidth = w / scale;

   topBg:setScaleX(newWidth/topBg:getContentSize().width);

   bottomBg:setScaleX(newWidth/bottomBg:getContentSize().width);

   topBg:setScaleY(topBg:getScaleY());

   bottomBg:setScaleY(bottomBg:getScaleY());

   mask:setScaleX(newWidth/mask:getContentSize().width);

 

   local ct1 = findChildByName(node,"CT1");

   ct1:setPosition(w / 2, h / 2);

   ct1:setScale(scale);

 

   local scale2;

   if h / w >= 1.5 then

       scale2 = w / (DESIGN_WIDTH);

   else

       scale2 = h / (DESIGN_HEIGHT);

   end

 

   -- 底部菜单按原来适配规则缩放

   local ct2 = findChildByName(node,"CT2");

   ct2:setPosition(w / 2, 0);

   ct2:setScale(scale2);

 

   local ct3 = findChildByName(node,"CT3");

   ct3:setPosition(w / 2, 0);

   ct3:setScale(scale);

 

   local talkNode = findChildByName(node,"talk_node");

   talkNode:setPosition(w / 2, h / 2);

   talkNode:setScale(scale *DUNGEON_AJUST_SCALE);

 

   localeffectNode = findChildByName(node, "effect_node");

   effectNode:setPosition(w / 2, h / 2);

   effectNode:setScale(scale *DUNGEON_AJUST_SCALE);

 

   local lockNode = findChildByName(node,"lock_panel");

   lockNode:setPosition(w / 2, h / 2);

   lockNode:setScale(scale *DUNGEON_AJUST_SCALE);

 

   local lockNode2 = findChildByName(node,"lock_panel2");

   lockNode2:setPosition(w / 2, h / 2);

   lockNode2:setContentSize(w + 10, h + 10);

 

   local slidePanel = findChildByName(node,"slide_touch_panel");

   slidePanel:setPosition(w / 2, h / 2);

   slidePanel:setScale(scale *DUNGEON_AJUST_SCALE);

 

   local specialEffectNode =findChildByName(node, "effect_ex_node");

   specialEffectNode:setPosition(w / 2, h /2);

   specialEffectNode:setScale(scale *DUNGEON_AJUST_SCALE);

 

   local bossEffectNode =findChildByName(node, "boss_effect_node");

   bossEffectNode:setPosition(w / 2, h / 2);

   bossEffectNode:setScale(scale *DUNGEON_AJUST_SCALE);

 

   local selectTargetNode =findChildByName(node, "select_target_node");

   selectTargetNode:setPosition(w / 2, h / 2);

   selectTargetNode:setScale(scale);

   local panel = findChildByName(node,"select_target_node/panel");

   panel:setScale(DUNGEON_AJUST_SCALE);

 

   -- 目标选择蒙版拉伸充满整个屏幕

   local selectTargetBg =node:getChildByName("select_target_bg")

   selectTargetBg:setContentSize(w, h)

   selectTargetBg:setPosition(0, 0)

 

   -- 黑色蒙版拉伸充满整个屏幕

   local blackMaskBg =node:getChildByName("black_mask");

   blackMaskBg:setContentSize(w, h);

   blackMaskBg:setPosition(0, 0);

 

   AlignM.alignToTopCenter(node,"TOP");

 

   -- 能量圈和BUFF状态条节点适配,保持与顶部菜单固定距离

   local skillEnergyBarNode =findChildByName(node, "CT1/skill_energy_bar");

   local statusBarNode = findChildByName(node,"CT1/status_bar");

   if h/ w > 1.5 then

       local deltaY = (h / w * DESIGN_WIDTH -(DESIGN_HEIGHT + 75)) / 2;

       skillEnergyBarNode:setPositionY(skillEnergyBarNode:getPositionY() +deltaY);

       statusBarNode:setPositionY(statusBarNode:getPositionY() + deltaY);

   end

 

   -- 计算最右边的点的坐标

   local pos =skillEnergyBarNode:getParent():convertToNodeSpace(cc.p(w, 0));

   -- 能量圈始终紧靠右边

   skillEnergyBarNode:setPositionX(pos.x);

end

代码中用到了原版中的一些内容,直接将对应文件拷贝到相应目录即可。其中有一些错误需要自己修正。游戏使用了某种技术,可以自动在lua中将类型向下转换,或者是弄了个超大集合类,反正我是不懂,比如:

   self.attackLabel =findChildByName(self.node, "CT2/atk_val");

setStyle(self.attackLabel);

   local function setStyle(textNode)

       ……

       textNode:setFontSize(28);

       ……

end

        self.attackLabelcc.Node,而在setStyle函数中直接调用了某个派生类才有的textNode:setFontSize(28);请问是如何做到的?

      另外,self.attackLabel的最终类型是ccui.Text,它并没有一个叫做:setTTFConfig(fontName,fontSize, olColor, olSize)的函数(有个类有这个函数,但不是4个参数),因此TextStyleM. setTextStyle作了一点修正:

   -- targetNode:setTTFConfig(fontName,fontSize * smoothScale, olColor, olSize);

        targetNode:setFontName(fontName);

        targetNode:setFontSize(fontSize *smoothScale);

终于正常显示了:


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