最近做的一个quick-cocos2d-x 3.3 final项目中使用到了曲线运动CardinalSpline,发现cc.CardinalSplineBy:create是可以使用的,但是cc.CardinalSplineTo:create却是一个空值报错,让我感到有些疑惑,后来发现有朋友跟我的问题一样,http://www.cocoachina.com/bbs/read.PHP?tid-273815.html,的确是cc.CardinalSplineTo:create没有导出给lua,但是它的实现都已经在c++端做好了。
如果我们要在模拟器上运行cc.CardinalSplineTo:create,那么我们先找到quick-3.3\cocos\scripting\lua-bindings\manual\cocos2d目录下的lua_cocos2dx_manual.cpp文件,打开之后全局搜索CardinalSplineTo,发现没有搜索到,但是CardinalSplineBy却可以搜到,所以我们可以仿照CardinalSplineBy,将CardinalSplineTo导出给lua端使用。下面共有三处需要添加修改:
1.
int register_all_cocos2dx_manual(lua_State* tolua_S) { if (NULL == tolua_S) return 0; extendNode(tolua_S); extendScene(tolua_S); extendLayer(tolua_S); extendMenuItem(tolua_S); extendMenuItemImage(tolua_S); extendMenuItemLabel(tolua_S); extendMenuItemFont(tolua_S); extendMenuItemSprite(tolua_S); extendMenuItemToggle(tolua_S); extendMenu(tolua_S); extendScheduler(tolua_S); extendSequence(tolua_S); extendCallFunc(tolua_S); extendSpawn(tolua_S); extendCardinalSplineBy(tolua_S); extendCardinalSplineTo(tolua_S); //这一行是添加进去的 extendCatmullRomBy(tolua_S); extendCatmullRomTo(tolua_S); extendBezierBy(tolua_S); extendBezierTo(tolua_S); extendDrawNode(tolua_S); extendSprite(tolua_S); extendLayerColor(tolua_S); extendLayerMultiplex(tolua_S); extendParticleSystem(tolua_S); extendFileUtils(tolua_S); extendUserDefault(tolua_S); extendGLProgram(tolua_S); extendTexture2D(tolua_S); extendSpriteBatchNode(tolua_S); extendEventListenerKeyboard(tolua_S); extendEventListenerTouchOneByOne(tolua_S); extendEventListenerTouchAllAtOnce(tolua_S); extendEventListenerMouse(tolua_S); extendEventListenerCustom(tolua_S); extendEventListenerAcceleration(tolua_S); extendActionCamera(tolua_S); extendGridAction(tolua_S); extendMotionStreak(tolua_S); extendAtlasNode(tolua_S); extendParticleBatchNode(tolua_S); extendLabel(tolua_S); extendTMXTiledMap(tolua_S); extendConsole(tolua_S); extendGLProgramState(tolua_S); extendOrbitCamera(tolua_S); extendTMXLayer(tolua_S); extendApplication(tolua_S); extendTextureCache(tolua_S); extendGLView(tolua_S); extendCamera(tolua_S); return 0; }
2.
int lua_cocos2d_CardinalSplineTo_create(lua_State* tolua_S) { if (NULL == tolua_S) return 0; int argc = 0; bool ok = true; #if COCOS2D_DEBUG >= 1 tolua_Error tolua_err; if (!tolua_isusertable(tolua_S,1,"cc.CardinalSplineTo",&tolua_err)) goto tolua_lerror; #endif argc = lua_gettop(tolua_S) - 1; if (argc == 3) { double dur = 0.0; ok &= luaval_to_number(tolua_S,2,&dur,"cc.CardinalSplineTo:create"); if (!ok) return 0; int num = 0; cocos2d::Vec2 *arr = NULL; ok &= luaval_to_array_of_vec2(tolua_S,3,&arr,&num,"cc.CardinalSplineTo:create"); if (!ok) return 0; double ten = 0.0; ok &= luaval_to_number(tolua_S,4,&ten,"cc.CardinalSplineTo:create"); if (!ok) { CC_SAFE_DELETE_ARRAY(arr); return 0; } if (num > 0) { PointArray* points = PointArray::create(num); if (NULL == points) { CC_SAFE_DELETE_ARRAY(arr); return 0; } for( int i = 0; i < num; i++) { points->addControlPoint(arr[i]); } CC_SAFE_DELETE_ARRAY(arr); CardinalSplineTo* tolua_ret = CardinalSplineTo::create(dur,points,ten); if (NULL != tolua_ret) { int nID = (tolua_ret) ? (int)tolua_ret->_ID : -1; int* pLuaID = (tolua_ret) ? &tolua_ret->_luaID : NULL; toluafix_pushusertype_ccobject(tolua_S,nID,pLuaID,(void*)tolua_ret,"cc.CardinalSplineTo"); return 1; } } } luaL_error(tolua_S,"%s has wrong number of arguments: %d,was expecting %d\n","cc.CardinalSplineTo:create",argc,3); return 0; #if COCOS2D_DEBUG >= 1 tolua_lerror: tolua_error(tolua_S,"#ferror in function 'lua_cocos2d_CardinalSplineTo_create'.",&tolua_err); return 0; #endif }
3.
static void extendCardinalSplineTo(lua_State* tolua_S) { lua_pushstring(tolua_S,"cc.CardinalSplineTo"); lua_rawget(tolua_S,LUA_REGISTRYINDEX); if (lua_istable(tolua_S,-1)) { lua_pushstring(tolua_S,"create"); lua_pushcfunction(tolua_S,lua_cocos2d_CardinalSplineTo_create); lua_rawset(tolua_S,-3); } lua_pop(tolua_S,1); }
其中,1步骤加注释的那一行加在相应的位置,2和3都是直接添加到文件中。
现在我们打开 quick-3.3\quick\player\proj.win32\player.sln文件,生成项目,进行编译,就可以发现我们的player中CardinalSplineTo不再是控制了。
如果要在android上编包运行,那么我们可以在当前项目下的\frameworks\cocos2d-x\cocos\scripting\lua-bindings\manual\cocos2d目录中打开lua_cocos2dx_manual.cpp文件,按照之前的三个步骤进行修改添加,然后重新编译,运行build_native.bat,打包在手机上即可。
原文链接:https://www.f2er.com/cocos2dx/344670.html