Esempio n. 1
0
void initRuntime()
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    vector<std::string> searchPathArray = FileUtils::getInstance()->getSearchPaths();
    
    extern std::string getCurAppPath();
    std::string appPath = getCurAppPath();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
    appPath.append("/../../");
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    appPath.append("/../../../");
#endif
    appPath = replaceAll(appPath, "\\", "/");
    g_projectPath = appPath;
    
    // add project's root directory to search path
    searchPathArray.insert(searchPathArray.begin(), g_projectPath);
    
    // add writable path to search path
    searchPathArray.insert(searchPathArray.begin(), FileServer::getShareInstance()->getWritePath());
    FileUtils::getInstance()->setSearchPaths(searchPathArray);
#endif

    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    register_runtime_override_function(engine->getLuaStack()->getLuaState());

    ConsoleCommand::getShareInstance()->init();
}
Esempio n. 2
0
 void onPreGameStart()
 {
     LOGD("%s", s_CPSDKVersion);
     auto engine = LuaEngine::getInstance();
     ScriptEngineManager::getInstance()->setScriptEngine(engine);
     lua_State* L = engine->getLuaStack()->getLuaState();
     tolua_gplay_open(L);
 }
Esempio n. 3
0
void NBGNetManager::handle_lua_onConnection(bool success)
{
    if (luaHandler_onConnection > 0)
    {
        auto engine = LuaEngine::getInstance();
        auto stack = engine->getLuaStack();
        stack->pushBoolean(success);
        stack->executeFunctionByHandler(luaHandler_onConnection, 1);
        stack->clean();
    }
}
Esempio n. 4
0
void NBGNetManager::onResponse(void* pLuaValueDict)
{
    if (luaHandler_onResponse > 0)
    {
        auto engine = LuaEngine::getInstance();
        auto stack = engine->getLuaStack();
        auto responseData = (LuaValueDict*)pLuaValueDict;
        stack->pushLuaValueDict(*responseData);
        stack->executeFunctionByHandler(luaHandler_onResponse, 1);
        stack->clean();
    }
}
bool ComponentLua::loadAndExecuteScript()
{
    // register native functions
    auto engine = LuaEngine::getInstance();
    lua_State *l = engine->getLuaStack()->getLuaState();
    
    // load script
    auto fileUtils = FileUtils::getInstance();
    std::string fullPathOfScript = fileUtils->fullPathForFilename(_scriptFileName);
    Data data = fileUtils->getDataFromFile(fullPathOfScript);
    int error = LUA_ERRFILE;
    if(data.getSize() > 0)
        error = engine->getLuaStack()->luaLoadBuffer(l, (const char*)data.getBytes(), (int)data.getSize(), fullPathOfScript.c_str());
    if (error)
    {
        CCLOG("ComponentLua::loadAndExecuteScript: %s", lua_tostring(l, -1));
        lua_pop(l, 1);
        return false;
    }
    
    // execute script
    error = lua_pcall(l, 0, 1, 0);
    if (error)
    {
        CCLOG("ComponentLua::loadAndExecuteScript: %s", lua_tostring(l, -1));
        lua_pop(l, 1);
        return false;
    }
    
    // check the return value from lua script is a table
    int type = lua_type(l, -1);
    if (type != LUA_TTABLE)
    {
        CCLOG("%s should return a table, or the script component can not work currectly", _scriptFileName.c_str());
        return false;
    }
    
    storeLuaTable();
    return true;
}
Esempio n. 6
0
void startScript(std::string strDebugArg)
{
    // register lua engine
    auto engine = LuaEngine::getInstance();
    if (!strDebugArg.empty())
    {
        // open debugger.lua module
        cocos2d::log("debug args = %s", strDebugArg.c_str());
        luaopen_lua_debugger(engine->getLuaStack()->getLuaState());
        engine->executeString(strDebugArg.c_str());
    }

    std::string code("require \"");
    code.append(ConfigParser::getInstance()->getEntryFile().c_str());
    code.append("\"");
    engine->executeString(code.c_str());
}
Esempio n. 7
0
bool WelcomeScene::init()
{
    if(!Layer::init())
    {
        return false;
    }
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("res/res_1.plist", "res/res_1.png");
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("res/res_2.plist", "res/res_2.png");
    Size VisiableSize = Director::getInstance()->getVisibleSize();
    m_bgSprite = Sprite::create("res/splash_bg.jpg");
    addChild(m_bgSprite);
    m_bgSprite->setPosition(VisiableSize/2);

    Sprite* normalStart = Sprite::createWithSpriteFrameName("play_nor.png");
    Sprite* selectedStart = Sprite::createWithSpriteFrameName("play_click.png");
    MenuItemSprite* startBtn = MenuItemSprite::create(normalStart, selectedStart, [](Ref* r){
        auto engine = LuaEngine::getInstance();
        ScriptEngineManager::getInstance()->setScriptEngine(engine);
        lua_State* L = engine->getLuaStack()->getLuaState();
        lua_module_register(L);
        register_all_Entity(L);
        register_all_Enemy(L);
        register_all_Hero(L);
        register_all_Enhance(L);
        if ((engine->executeScriptFile("src/main.lua"))) {
            CCLOG("failed to luanch game");
        }
//        Director::getInstance()->replaceScene(GameScene::createScene());
    });


    Menu* m = Menu::create(startBtn,nullptr);
    addChild(m);
    m->setPosition(Vec2(VisiableSize.width/2,VisiableSize.height*0.4));

    auto e = EventListenerTouchOneByOne::create();
    e->onTouchBegan = [=](Touch* touch,Event* e)
    {
        return true;
    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(e,this);

    return true;
}
Esempio n. 8
0
//发送到lua
void SMessageCommand::SendToLua(SMessage*_message)
{
	
	auto engine = LuaEngine::getInstance();
	ScriptEngineManager::getInstance()->setScriptEngine(engine);
	lua_State* L = engine->getLuaStack()->getLuaState();
	int isOpen = engine->executeScriptFile("src/app/NetCommand/NNetCommandHelper.lua");
	if (isOpen != 0){
		CCLOG("Open Lua Error: %i", isOpen);
	}

	lua_getglobal(L, "recevieFromC");
	lua_pushstring(L, _message->srcString.c_str());
	/*
	lua_call
	第一个参数:函数的参数个数
	第二个参数:函数返回值个数
	*/
	lua_call(L, 1, 0);
}