Cocos2d-x3.0 lua绑定C++类(二)

2014-11-24 13:01:35 · 作者: · 浏览: 1
move_prefix = # classes for which there will be no parent lookup classes_have_no_parents = # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = Layer # classes that create no constructor # Set is special and we will use a hand-written constructor abstract_classes = # Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'. script_control_cpp = no
主要修改的地方:

[testscene]  
prefix = testscene  
target_namespace =  
headers = /Users/tokou/WORK/5-Cocos2dx/Project/UI/uitestLua/frameworks/runtime-src/Classes/TestScene.h  --这里我用的是绝对路径用,如果用之前的变量路径找不到 TestScene.h
classes = TestScene  
skip =  
abstract_classes =  

之后我们再自己写一个genbindings_testscene.py脚本这个脚本就是在genbindings.py这个脚本的基础上改的。

只要修改命令参数就OK。

将:

 cmd_args = {'cocos2dx.ini' : ('cocos2d-x', 'lua_cocos2dx_auto'), 
                    'cocos2dx_extension.ini' : ('cocos2dx_extension', 'lua_cocos2dx_extension_auto'), 
                    'cocos2dx_ui.ini' : ('cocos2dx_ui', 'lua_cocos2dx_ui_auto'), 
                    'cocos2dx_studio.ini' : ('cocos2dx_studio', 'lua_cocos2dx_studio_auto'), 
                    'cocos2dx_spine.ini' : ('cocos2dx_spine', 'lua_cocos2dx_spine_auto'), 
                    'cocos2dx_physics.ini' : ('cocos2dx_physics', 'lua_cocos2dx_physics_auto'), 
                      
                    }

修改成:

cmd_args = {'testscene.ini': ('testscene','lua_testscene_auto') }

之后打开命令行工具:

cd 到tolua文件夹

./genbindings_testscene.py

编译就完成了。

我们接下来使用以下我们自己的类。

首先,导入我们编译出来的.hpp和.cpp文件。他们在哪里呢?

见下图:

1、
\

2、\

之后在AppDelegate.cpp

加入头文件:

#include lua_testscene_auto.hpp

在 bool AppDelegate::applicationDidFinishLaunching()中加入如下代码。

auto engine = LuaEngine::getInstance();
	ScriptEngineManager::getInstance()->setScriptEngine(engine);
	engine->executeScriptFile(src/test2.lua);
    /***************这里加入如下代码*/
    register_all_testscene(engine->getLuaStack()->getLuaState());


.lua

	scene = TestScene:createScene()
cc.Director:getInstance():runWithScene(scene)

运行效果:

\