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添加lua测试代码到github
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hufan committed Dec 22, 2017
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6 changes: 6 additions & 0 deletions .cocos-project.json
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{
"engine_type": "prebuilt",
"engine_version": "cocos2d-x-3.10",
"has_native": true,
"project_type": "lua"
}
13 changes: 13 additions & 0 deletions .project
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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>TestLua</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
</buildSpec>
<natures>
<nature>org.ccdt.cocosproject</nature>
<nature>org.eclipse.koneki.ldt.nature</nature>
</natures>
</projectDescription>
5 changes: 5 additions & 0 deletions .settings/version.json
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{
"engineVersion": "cocos2d-x-3.10",
"runtimeVersion": "2.0",
"templateVersion": "2.0"
}
11 changes: 11 additions & 0 deletions TestLua.ccs
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<Solution>
<PropertyGroup Name="TestLua" Version="3.10.0.0" Type="CocosStudio" />
<SolutionFolder>
<Group ctype="ResourceGroup">
<RootFolder Name=".">
<Image Name="HelloWorld.png" />
<Project Name="MainScene.csd" Type="Scene" />
</RootFolder>
</Group>
</SolutionFolder>
</Solution>
21 changes: 21 additions & 0 deletions TestLua.cfg
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<SolutionConfig Version="3.10.0.0">
<PublishDirectory Value="res/" />
<PackageDirectory Value="package/" />
<PublishType Value="Reference" />
<SolutionSize Value="960 * 640" />
<ResolutionName Value="iPhone 4/4S" />
<DefaultSerializer Value="Serializer_FlatBuffers" />
<CustomSerializer Value="Serializer_FlatBuffers" />
<IsNameStandardized Value="False" />
<CustomProperties>
<Item Key="CCS_CocosPropertis">
<Value ctype="CocosProperties">
<SolutionCodeType Value="Complete" />
<ProgramLanguage Value="lua" />
<CreateFrameworkVersion Value="cocos2d-x-3.10" />
<CurrentFrameworkVersion Value="cocos2d-x-3.10" />
<EngineType Value="Prebuilt" />
</Value>
</Item>
</CustomProperties>
</SolutionConfig>
19 changes: 19 additions & 0 deletions TestLua.udf
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<UserData Version="3.10.0.0">
<Properties>
<Item Key="TabsParamsKey">
<Value ctype="TabsInfo">
<OpenedDocuments>
<FilePathData Path="MainScene.csd" />
</OpenedDocuments>
<ActiveDocument Path="MainScene.csd" />
</Value>
</Item>
<Item Key="CocosRecentOperation">
<Value ctype="CocosRecentOperation">
<LastPublishType Value="Resource" />
<IsLastPublish Value="True" />
<LastRunType Value="Windows" />
</Value>
</Item>
</Properties>
</UserData>
Binary file added cocosstudio/HelloWorld.png
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24 changes: 24 additions & 0 deletions cocosstudio/MainScene.csd
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<GameFile>
<PropertyGroup Name="MainScene" Type="Scene" ID="a2ee0952-26b5-49ae-8bf9-4f1d6279b798" Version="3.10.0.0" />
<Content ctype="GameProjectContent">
<Content>
<Animation Duration="0" Speed="1.0000" />
<ObjectData Name="Scene" ctype="GameNodeObjectData">
<Size X="960.0000" Y="640.0000" />
<Children>
<AbstractNodeData Name="Default" ActionTag="953446860" Tag="5" IconVisible="False" ObjectIndex="2" ctype="SpriteObjectData">
<Size X="960.0000" Y="640.0000" />
<AnchorPoint ScaleX="0.5000" ScaleY="0.5000" />
<Position X="480.0000" Y="320.0000" />
<Scale ScaleX="1.0000" ScaleY="1.0000" />
<CColor A="255" R="255" G="255" B="255" />
<PrePosition X="0.5000" Y="0.5000" />
<PreSize X="0.0000" Y="0.0000" />
<FileData Type="Normal" Path="HelloWorld.png" Plist="" />
<BlendFunc Src="1" Dst="771" />
</AbstractNodeData>
</Children>
</ObjectData>
</Content>
</Content>
</GameFile>
59 changes: 59 additions & 0 deletions config.json
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{
"init_cfg": {
"isLandscape": true,
"isWindowTop": false,
"name": "TestLua",
"width": 960,
"height": 640,
"entry": "src/main.lua",
"consolePort": 6050,
"uploadPort": 6060
},
"simulator_screen_size": [
{
"title": "iPhone 3Gs (480x320)",
"width": 480,
"height": 320
},
{
"title": "iPhone 4 (960x640)",
"width": 960,
"height": 640
},
{
"title": "iPhone 5 (1136x640)",
"width": 1136,
"height": 640
},
{
"title": "iPad (1024x768)",
"width": 1024,
"height": 768
},
{
"title": "iPad Retina (2048x1536)",
"width": 2048,
"height": 1536
},
{
"title": "Android (800x480)",
"width": 800,
"height": 480
},
{
"title": "Android (854x480)",
"width": 854,
"height": 480
},
{
"title": "Android (1280x720)",
"width": 1280,
"height": 720
},
{
"title": "Android (1920x1080)",
"width": 1920,
"height": 1080
}
]
}
103 changes: 103 additions & 0 deletions frameworks/runtime-src/Classes/AppDelegate.cpp
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#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
#include "lua_module_register.h"

#if (CC_TARGET_PLATFORM != CC_PLATFORM_LINUX)
#include "ide-support/CodeIDESupport.h"
#endif

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
#include "runtime/Runtime.h"
#include "ide-support/RuntimeLuaImpl.h"
#endif

using namespace CocosDenshion;

USING_NS_CC;
using namespace std;

AppDelegate::AppDelegate()
{
}

AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
RuntimeEngine::getInstance()->end();
#endif

}

//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};

GLView::setGLContextAttrs(glContextAttrs);
}

// If you want to use packages manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}

bool AppDelegate::applicationDidFinishLaunching()
{
// set default FPS
Director::getInstance()->setAnimationInterval(1.0 / 60.0f);

// register lua module
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
lua_State* L = engine->getLuaStack()->getLuaState();
lua_module_register(L);
engine->executeString("print = release_print");
register_all_packages();

LuaStack* stack = engine->getLuaStack();
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

//register custom function
//LuaStack* stack = engine->getLuaStack();
//register_custom_function(stack->getLuaState());

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
auto runtimeEngine = RuntimeEngine::getInstance();
runtimeEngine->addRuntime(RuntimeLuaImpl::create(), kRuntimeEngineLua);
runtimeEngine->start();
#else
if (engine->executeScriptFile("src/main.lua"))
{
return false;
}
#endif

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();
}
40 changes: 40 additions & 0 deletions frameworks/runtime-src/Classes/AppDelegate.h
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#ifndef __APP_DELEGATE_H__
#define __APP_DELEGATE_H__

#include "cocos2d.h"

/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();

virtual void initGLContextAttrs();

/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();

/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();

/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};

#endif // __APP_DELEGATE_H__

7 changes: 7 additions & 0 deletions frameworks/runtime-src/Classes/ide-support/CodeIDESupport.h
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#ifndef __CODE_IDE_SUPPORT_H__
#define __CODE_IDE_SUPPORT_H__

// define 1 to open Cocos Code IDE support, 0 to disable
#define CC_CODE_IDE_DEBUG_SUPPORT 0

#endif /* __CODE_IDE_SUPPORT_H__ */
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