新建一个lua工程,打开cmd命令控制台,切换到cocos2d-x2.1.4/tools/project-creator/下,输入以下命令:


D:\Python275\python create_project.py -project GyenLua -package com.gyen.org.gyenlua -language lua


代码如下:

AppDelegate.cpp


#include "cocos2d.h"
#include "CCEGLView.h"
#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "Lua_extensions_CCB.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#include "Lua_web_socket.h"
#endif
using namespace CocosDenshion;
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
    SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    // turn on display FPS
    pDirector->setDisplayStats(true);
    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    // register lua engine
    CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
    CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
    CCLuaStack *pStack = pEngine->getLuaStack();
    lua_State *tolua_s = pStack->getLuaState();
    tolua_extensions_ccb_open(tolua_s);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
    pStack = pEngine->getLuaStack();
    tolua_s = pStack->getLuaState();
    tolua_web_socket_open(tolua_s);
#endif
                                                                                                     
    std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
    pEngine->executeScriptFile(path.c_str());
    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()
{
    CCDirector::sharedDirector()->stopAnimation();
    SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
    CCDirector::sharedDirector()->startAnimation();
    SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}


hello.lua代码如下:


require "AudioEngine"
-- 输出绑定执行函数发生错误的信息
function __G__TRACKBACK__(msg)
    print("----------------------------------------")
    print("LUA ERROR: " .. tostring(msg) .. "\n")
    print(debug.traceback())
    print("----------------------------------------")
end
local function main()
    -- 设置脚本内存回收参数 避免内存泄露
    collectgarbage("setpause", 100)
    collectgarbage("setstepmul", 5000)
    -- 就是local function cclog(...) 定义局部Log函数
    local cclog = function(...)
        print(string.format(...))
    end
    -- 类似c++的include,会检查是否重复引入
    require "hello2"
    cclog("result is " .. myadd(3, 5))
    ---------------
    -- 获取可视区域
    local visibleSize = CCDirector:sharedDirector():getVisibleSize()
    -- 可视原点坐标 OpenGL坐标系 左下角为原点
    local origin = CCDirector:sharedDirector():getVisibleOrigin()
    -- 创建小松鼠
    local function creatDog()
    -- 每一帧尺寸设置,local表示局部变量
        local frameWidth = 105
        local frameHeight = 95
        -- 加载动画资源并创建精灵帧
        local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png")
        -- 设置第一帧帧区域
    local rect = CCRectMake(0, 0, frameWidth, frameHeight)
        -- 创建第一帧精灵Frame
    local frame0 = CCSpriteFrame:createWithTexture(textureDog, rect)
        -- 设置第二帧帧区域
    rect = CCRectMake(frameWidth, 0, frameWidth, frameHeight)
        -- 创建第二帧精灵Frame
    local frame1 = CCSpriteFrame:createWithTexture(textureDog, rect)
    -- 基于使用第一帧Frame创建Sprite对象
        local spriteDog = CCSprite:createWithSpriteFrame(frame0)
        spriteDog.isPaused = false
        spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3)
    -- 将上面创建的两帧生成一个帧数组(这个松鼠一共就2帧)
        local animFrames = CCArray:create()
        animFrames:addObject(frame0)
        animFrames:addObject(frame1)
    -- 根据帧序列数组创建一个动画animation。帧间隔时间delay等于0.5秒
        local animation = CCAnimation:createWithSpriteFrames(animFrames, 0.5)
        -- 根据动画animation创建动作实例
    local animate = CCAnimate:create(animation);
        -- 松鼠精灵执行该动作
    spriteDog:runAction(CCRepeatForever:create(animate))
        -- 用来更新松鼠的位置,后面会调用该函数
        local function tick()
            if spriteDog.isPaused then return end
            local x, y = spriteDog:getPosition()
            if x > origin.x + visibleSize.width then
                x = origin.x
            else
                x = x + 1
            end
            spriteDog:setPositionX(x)
        end
    -- 生成一个schedule,每帧执行tick函数
        CCDirector:sharedDirector():getScheduler():scheduleScriptFunc(tick, 0, false)
        return spriteDog
    end
    -- 创建地面的农场
    local function createLayerFarm()
    -- 创建一个新的Layer用作农场管理
        local layerFarm = CCLayer:create()
        -- 添加农场背景图
        local bg = CCSprite:create("farm.jpg")
        bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2)
        layerFarm:addChild(bg)
        -- 添加地面砖块
        for i = 0, 3 do
            for j = 0, 1 do
                local spriteLand = CCSprite:create("land.png")
                spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
                layerFarm:addChild(spriteLand)
            end
        end
        -- 添加庄稼,注意crop.png是多张图的合成贴图,所以只取了里面的部分贴图
        local frameCrop = CCSpriteFrame:create("crop.png", CCRectMake(0, 0, 105, 95))
        for i = 0, 3 do
            for j = 0, 1 do
                local spriteCrop = CCSprite:createWithSpriteFrame(frameCrop);
                spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
                layerFarm:addChild(spriteCrop)
            end
        end
        -- 调用上面的creatDog()方法,创建一个移动的松鼠
        local spriteDog = creatDog()
        layerFarm:addChild(spriteDog)
        -- 手指触摸事件处理
        local touchBeginPoint = nil
    -- 手指点击开始
        local function onTouchBegan(x, y)
            cclog("onTouchBegan: %0.2f, %0.2f", x, y)
        -- 保存点击位置
            touchBeginPoint = {x = x, y = y}
        -- 将松鼠暂停移动
            spriteDog.isPaused = true
            -- 这里必须返回ture,否则后续touch事件无法接收
            return true
        end
    -- 手指按住移动
        local function onTouchMoved(x, y)
            cclog("onTouchMoved: %0.2f, %0.2f", x, y)
            if touchBeginPoint then
        -- 将整个农场层拖动,因为之前已经将农场里面所有对象加入在layerFarm
                local cx, cy = layerFarm:getPosition()
                layerFarm:setPosition(cx + x - touchBeginPoint.x,
                                      cy + y - touchBeginPoint.y)
                touchBeginPoint = {x = x, y = y}
            end
        end
    -- 手指离开
        local function onTouchEnded(x, y)
            cclog("onTouchEnded: %0.2f, %0.2f", x, y)
        -- 点击位置数据清空
            touchBeginPoint = nil
        -- 恢复松鼠移动
            spriteDog.isPaused = false
        end
    -- touch事件的接收函数
        local function onTouch(eventType, x, y)
            if eventType == "began" then
                return onTouchBegan(x, y)
            elseif eventType == "moved" then
                return onTouchMoved(x, y)
            else
                return onTouchEnded(x, y)
            end
        end
    -- 注册touch事件
        layerFarm:registerScriptTouchHandler(onTouch)
        layerFarm:setTouchEnabled(true)
        return layerFarm
    end
    -- 创建界面菜单
    local function createLayerMenu()
    -- 创建一个新的CCLayer管理所有菜单
        local layerMenu = CCLayer:create()
        local menuPopup, menuTools, effectID
    -- 点击菜单回调函数
        local function menuCallbackClosePopup()
            -- 关闭音效
            AudioEngine.stopEffect(effectID)
            menuPopup:setVisible(false)
        end
    -- 点击菜单回调函数
        local function menuCallbackOpenPopup()
            -- 打开音效
            local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav")
            effectID = AudioEngine.playEffect(effectPath)
            -- 显示菜单
        menuPopup:setVisible(true)
        end
        -- 创建弹出的菜单面板
        local menuPopupItem = CCMenuItemImage:create("menu2.png", "menu2.png")
        menuPopupItem:setPosition(0, 0)
    -- 注册点击回调地址
        menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup)
        menuPopup = CCMenu:createWithItem(menuPopupItem)
        menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2)
        menuPopup:setVisible(false)
        layerMenu:addChild(menuPopup)
        -- 左下角的工具按钮,用来弹出菜单面板
        local menuToolsItem = CCMenuItemImage:create("menu1.png", "menu1.png")
        menuToolsItem:setPosition(0, 0)
    -- 注册点击回调地址
        menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup)
        menuTools = CCMenu:createWithItem(menuToolsItem)
        local itemWidth = menuToolsItem:getContentSize().width
        local itemHeight = menuToolsItem:getContentSize().height
        menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2)
        layerMenu:addChild(menuTools)
        return layerMenu
    end
    -- 播放背景音乐
    local bgMusicPath = CCFileUtils:sharedFileUtils():fullPathForFilename("bg_music.mid")
    AudioEngine.playMusic(bgMusicPath, true)
    -- 预加载音效
    local effectPath = CCFileUtils:sharedFileUtils():fullPathForFilename("effect1.wav")
    AudioEngine.preloadEffect(effectPath)
    -- 创建场景
    local sceneGame = CCScene:create()
    -- 将农场层加入场景
    sceneGame:addChild(createLayerFarm())
    -- 将菜单界面层加入场景
    sceneGame:addChild(createLayerMenu())
    -- 启动场景
    CCDirector:sharedDirector():runWithScene(sceneGame)
end
-- xpcall( 调用函数, 错误捕获函数 )
-- lua提供了xpcall来捕获异常
-- xpcall接受两个参数:调用函数、错误处理函数。
-- 当错误发生时,Lua会在栈释放以前调用错误处理函数,因此可以使用debug库收集错误相关信息。
-- 两个常用的debug处理函数:debug.debug和debug.traceback
-- 前者给出Lua的提示符,你可以自己动手察看错误发生时的情况;
-- 后者通过traceback创建更多的错误信息,也是控制台解释器用来构建错误信息的函数。
xpcall(main, __G__TRACKBACK__)


hello2.lua代码如下:


function myadd(x, y)
    return x + y
end


运行效果:


lua 脚本INCR lua 脚本发送cmd 命令_lua