小编典典
我找到了在Android上使用LuaJ的方法!:-)
关键是直接使用LuaJ
API,而不是通过javax.script。由于没有教程,因此要弄清楚是有点棘手的,所以这里前后是这样,这样其他人就不必遍历LuaJ源代码和JavaDoc。我真的希望这能帮助某人,因为它驱使我疯狂!
注意: “ secretgame”不是我游戏的真实名称;-)
后:
package secretgame.scripting;
import java.io.ByteArrayInputStream;
import java.io.IOException;
import java.io.InputStream;
import java.util.ArrayList;
import org.luaj.vm2.LuaClosure;
import org.luaj.vm2.LuaTable;
import org.luaj.vm2.LuaValue;
import org.luaj.vm2.Prototype;
import org.luaj.vm2.compiler.LuaC;
import org.luaj.vm2.lib.jse.CoerceJavaToLua;
import org.luaj.vm2.lib.jse.JsePlatform;
import secretgame.SecretGameException;
import secretgame.events.EventArgs;
import secretgame.levels.Level;
public class DirectLuaj implements Lua
{
private final Level level;
private final ScriptTools scriptTools;
private final ScriptEvents scriptEvents;
private int nextId = 0;
private ArrayList scripts = new ArrayList();
public DirectLuaj(Level level, ScriptTools scriptTools,
ScriptEvents scriptEvents)
{
this.level = level;
this.scriptTools = scriptTools;
this.scriptEvents = scriptEvents;
}
@Override
public int add(String scriptText) throws SecretGameException
{
try {
InputStream input = new ByteArrayInputStream(scriptText.getBytes());
Prototype p = LuaC.compile(input, "script");
LuaValue g = JsePlatform.standardGlobals();
LuaClosure c = new LuaClosure(p, g);
scripts.add(c);
}
catch (IOException e) {
throw new SecretGameException("compile failed", e);
}
return nextId++;
}
@Override
public void run(int id, EventArgs args) throws SecretGameException
{
LuaClosure script = scripts.get(id);
LuaTable bindings = new LuaTable();
bindings.set("java", toLua(scriptTools));
bindings.set("level", toLua(level));
bindings.set("args", toLua(args));
bindings.set("events", toLua(scriptEvents));
script.setfenv(bindings);
script.call();
}
private LuaValue toLua(Object javaValue) {
return javaValue == null? LuaValue.NIL:
javaValue instanceof LuaValue? (LuaValue) javaValue:
CoerceJavaToLua.coerce(javaValue);
}
}
之前:
package secretgame.scripting;
import java.util.ArrayList;
import javax.script.Bindings;
import javax.script.Compilable;
import javax.script.CompiledScript;
import javax.script.ScriptEngine;
import javax.script.ScriptEngineManager;
import javax.script.ScriptException;
import secretgame.SecretGameException;
import secretgame.events.EventArgs;
import secretgame.levels.Level;
// sadly this won't work on Android because there's no such thing
// as javax.script in Dalvik ... dumb Android java :|
public class JavaxScriptingLua implements Lua
{
private ScriptEngine scriptEngine;
private final Level level;
private final ScriptTools scriptTools;
private final ScriptEvents scriptEvents;
private int nextId = 0;
private ArrayList scripts = new ArrayList();
public JavaxScriptingLua(Level level, ScriptTools scriptTools, ScriptEvents scriptEvents)
{
this.level = level;
this.scriptTools = scriptTools;
this.scriptEvents = scriptEvents;
ScriptEngineManager sem = new ScriptEngineManager();
scriptEngine = sem.getEngineByExtension(".lua");
}
public int add(String scriptText) throws SecretGameException
{
try {
CompiledScript script = ((Compilable)scriptEngine).compile(scriptText);
scripts.add(script);
}
catch (ScriptException e) {
throw new SecretGameException("could not compile lua.", e);
}
return nextId++;
}
public void run(int id, EventArgs args) throws SecretGameException
{
Bindings bindings = scriptEngine.createBindings();
bindings.put("java", scriptTools);
bindings.put("level", level);
bindings.put("args", args);
bindings.put("events", scriptEvents);
try {
scripts.get(id).eval(bindings);
}
catch (ScriptException e) {
throw new SecretGameException("could not run script.", e);
}
}
}
2020-12-03