Exemplo n.º 1
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    pDirector->setProjection(kCCDirectorProjection2D);

    // 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();

    // load framework
    if (m_projectConfig.isLoadPrecompiledFramework())
    {
        const string precompiledFrameworkPath = SimulatorConfig::sharedDefaults()->getPrecompiledFrameworkPath();
        pStack->loadChunksFromZip(precompiledFrameworkPath.c_str());
    }

    // load script
    string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(m_projectConfig.getScriptFileRealPath().c_str());
    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());

        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
        }
    }

    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    pEngine->executeString(env.c_str());

    CCLOG("------------------------123------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    pEngine->executeScriptFile(path.c_str());

    return true;
}
Exemplo n.º 2
0
void AssetsUpdateLayer::gameEnter()
{
    //CCFileUtils::getInstance()->addSearchPath("ccb/");

    // localization init
    //Localization::getInstance()->init();
    // CCLayer init
    //GameScene::getInstance();
    //Data init
    //DataManager::getInstance()->init();
    // Battle init 
    //BattleInitData::getInstance();

    CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
    std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
    CCLOG("* path [%s] *", path.c_str());
    //pEngine->executeScriptFile(path.c_str());

    CCLuaStack *pStack = pEngine->getLuaStack();

    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());

        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
            CCLog("added %s", dir.substr(0, p).c_str());
        }
    }

    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    pEngine->executeString(env.c_str());

    CCLog("------------------------------------------------");
    CCLog("LOAD LUA FILE: exec %s, env %s", path.c_str(), env.c_str());
    CCLog("------------------------------------------------");
    pEngine->executeScriptFile(path.c_str());
    
}
Exemplo n.º 3
0
void initLuaGlobalVariables(const std::string& entry)
{
	//GLOBAL_ROOT_DIR
	CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
	CCLuaStack* pStack = pEngine->getLuaStack();
	CCFileUtils* pFileUtils = CCFileUtils::sharedFileUtils();
	using namespace std;
	string path = pFileUtils->fullPathForFilename(entry.c_str());
	// replace "\" with "/", normalize the path
	int pos = string::npos;
	while ((pos = path.find_first_of("\\")) != string::npos)
	{
		path.replace(pos, 1, "/");
	}

	string script_dir = path.substr(0, path.find_last_of("/"));
	string root_dir = script_dir.substr(0, script_dir.find_last_of("/"));
	CCLOG("RootDir: %s\nScriptDir: %s \n",root_dir.c_str(), script_dir.c_str());

	std::string env = "GLOBAL_ROOT_DIR=\""; env.append(root_dir); env.append("\"");
	pEngine->executeString(env.c_str());

	env = "__LUA_STARTUP_FILE__=\"";env.append(path);env.append("\"");
	pEngine->executeString(env.c_str());

	pStack->addSearchPath(script_dir.c_str());
	pFileUtils->addSearchPath(root_dir.c_str());
	pFileUtils->addSearchPath(script_dir.c_str());

    ScutExt::Init(root_dir+"/");
}
Exemplo n.º 4
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    pDirector->setProjection(kCCDirectorProjection2D);
    
    // 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* L = pStack->getLuaState();
    
    // load lua extensions
    luaopen_lua_extensions(L);
    // load cocos2dx_extensions luabinding
    luaopen_cocos2dx_extensions_luabinding(L);
    // load cocos2dx_extra luabinding
    luaopen_cocos2dx_extra_luabinding(L);
    // load precompiled framework
    luaopen_framework_precompiled(L);
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
#else
    string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(getStartupScriptFilename().c_str());
#endif
    int pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());
        
        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
        }
    }
    
    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    pEngine->executeString(env.c_str());
    
    CCLOG("------------------------------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    pEngine->executeScriptFile(path.c_str());
    
    return true;
}
Exemplo n.º 5
0
int UiPlayer::run(void)
{
    const char *QUICK_COCOS2DX_ROOT = getenv("QUICK_COCOS2DX_ROOT");
    SimulatorConfig::sharedDefaults()->setQuickCocos2dxRootPath(QUICK_COCOS2DX_ROOT);

    loadProjectConfig();

    HWND hwndConsole = NULL;
    if (m_project.isShowConsole())
    {
        AllocConsole();
        freopen("CONOUT$", "wt", stdout);
        freopen("CONOUT$", "wt", stderr);

        // disable close console
        hwndConsole = GetConsoleWindow();
        if (hwndConsole != NULL)
        {
            HMENU hMenu = GetSystemMenu(hwndConsole, FALSE);
            if (hMenu != NULL) DeleteMenu(hMenu, SC_CLOSE, MF_BYCOMMAND);

            ShowWindow(hwndConsole, SW_SHOW);
            BringWindowToTop(hwndConsole);
        }
    }

    if (m_project.isWriteDebugLogToFile())
    {
        const string debugLogFilePath = m_project.getDebugLogFilePath();
        m_writeDebugLogFile = fopen(debugLogFilePath.c_str(), "w");
        if (!m_writeDebugLogFile)
        {
            CCLOG("Cannot create debug log file %s", debugLogFilePath.c_str());
        }
    }

    do
    {
        m_exit = TRUE;

        // create the application instance
        m_app = new AppDelegate();
        m_app->setProjectConfig(m_project);

        // set environments
        SetCurrentDirectoryA(m_project.getProjectDir().c_str());
        CCFileUtils::sharedFileUtils()->setSearchRootPath(m_project.getProjectDir().c_str());
        CCFileUtils::sharedFileUtils()->setWritablePath(m_project.getWritableRealPath().c_str());

        // create opengl view
        CCEGLView* eglView = CCEGLView::sharedOpenGLView();
        eglView->setMenuResource(MAKEINTRESOURCE(IDC_LUAHOSTWIN32));
        eglView->setWndProc(WindowProc);
        eglView->setFrameSize(m_project.getFrameSize().width, m_project.getFrameSize().height);
        eglView->setFrameZoomFactor(m_project.getFrameScale());

        // make window actived
        m_hwnd = eglView->getHWnd();
        BringWindowToTop(m_hwnd);
        SetWindowTextA(m_hwnd, "ui-player");

        // restore window position
        const CCPoint windowOffset = m_project.getWindowOffset();
        if (windowOffset.x != 0 || windowOffset.y != 0)
        {
            eglView->moveWindow(windowOffset.x, windowOffset.y);
        }

        // set icon
        HICON icon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_LUAHOSTWIN32));
        SendMessage(m_hwnd, WM_SETICON, ICON_BIG, (LPARAM)icon);

        if (hwndConsole)
        {
            SendMessage(hwndConsole, WM_SETICON, ICON_BIG, (LPARAM)icon);
        }

        // update menu
        createViewMenu();
        updateMenu();

        // run game
        CCLuaStack *stack = CCLuaEngine::defaultEngine()->getLuaStack();
        const vector<string> arr = m_project.getPackagePathArray();
        for (vector<string>::const_iterator it = arr.begin(); it != arr.end(); ++it)
        {
            stack->addSearchPath(it->c_str());
        }

        m_app->run();

        // cleanup
        CCScriptEngineManager::sharedManager()->removeScriptEngine();
        CCScriptEngineManager::purgeSharedManager();
        CocosDenshion::SimpleAudioEngine::end();

        delete m_app;
        m_app = NULL;
    } while (!m_exit);

    FreeConsole();
    if (m_writeDebugLogFile) fclose(m_writeDebugLogFile);
    return 0;
}
Exemplo n.º 6
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    pDirector->setProjection(kCCDirectorProjection2D);

    // 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* L = pStack->getLuaState();
    
	luaopen_MapRuntimeC_luabinding(L);


#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    // load framework
   // pStack->loadChunksFromZIP("res/framework_precompiled.zip");

	// 如果设置了 -e 和 -ek 要加上下面这句
    // pStack->setXXTEAKeyAndSign("aaa", 3);
    // 如果设置了 -e 和 -ek -es 则要加上下面这句
    pStack->setXXTEAKeyAndSign("aaa", 3, "XT", 2);
    // load framework
    pStack->loadChunksFromZIP("res/script/framework_precompiled.zip");
    pStack->loadChunksFromZIP("res/script/game.zip");
    pStack->executeString("require 'main'");

	
    // set script path
    //string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
	string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
#else
    // load framework
    if (m_projectConfig.isLoadPrecompiledFramework())
    {
        const string precompiledFrameworkPath = SimulatorConfig::sharedDefaults()->getPrecompiledFrameworkPath();
		const string precompiledGamePath = SimulatorConfig::sharedDefaults()->getPrecompiledGamePath();
		pStack->setXXTEAKeyAndSign("aaa", 3, "XT", 2);//加密操作
        pStack->loadChunksFromZIP(precompiledFrameworkPath.c_str());
		pStack->loadChunksFromZIP(precompiledGamePath.c_str());

		pStack->executeString("require 'main'");
    }

	

    // set script path
    string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(m_projectConfig.getScriptFileRealPath().c_str());
#endif

    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());

        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
        }
    }

    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    //pEngine->executeString(env.c_str());

	CCLOG("==",env.c_str());
    CCLOG("------------------------------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    //pEngine->executeScriptFile(path.c_str());
	//pEngine->executeScriptFile("main.lua");

    return true;
}
Exemplo n.º 7
0
bool AppDelegate::applicationDidFinishLaunching()
{
//#if CC_TARGET_PLATFORM == CC_PLATFORM_IOS
//	//Lua版本、JS版本请参考并在lua侧或js侧调用,同时请在该applicationFinishLaunching接口调用dataeye.h中的接口注入接口
//    //添加DataEye需要配置的appID和channelId
//    //APPID 是一组32位的代码,可以在g.dataeye.com创建游戏后获得.
//    //“937042C1192B1833CD8DF4895B281674”的部分要按照实际情况设置,一定要记得替换哦
//    //DC_AFTER_LOGIN模式适用于有账号体系的游戏,后面必须要调用DCAccount login,否则不会上报数据。
//    //DEFAULT模式适用于不存在账号体系的游戏(如单机),SDK会用设备ID作为用户的ID
//    //请选择合适于自己游戏的上报模式
//    DCAgent::setReportMode(DC_AFTER_LOGIN);
//    DCAgent::setDebugMode(true);
//    DCAgent::onStart("937042C1192B1833CD8DF4895B281674", "DataEye");
//#endif
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    pDirector->setProjection(kCCDirectorProjection2D);

	/////.........COPY 3 FILES FIRST. //////////////////
	string Srcfile = CCFileUtils::sharedFileUtils()->getSearchPaths()[0] + "res_phone/";//game.dat"; //game.dat
	string cachePath = CCFileUtils::sharedFileUtils()->getWritablePath() + "res_iphone/";
	string lockPath = cachePath + ".lock";
			fstream _file;
     _file.open(lockPath.c_str(),ios::in);
	 CCLog("Srcfile:%s",Srcfile.c_str());
	 CCLog("cachePath:%s",cachePath.c_str());
	 CCLog("lockPath:%s",lockPath.c_str());
	if (!_file)
	{

	if ( CheckDir(cachePath.c_str()) )
	{
		
		CCLog("create :%s success!",cachePath.c_str());
		MyCopyFile(Srcfile + "game.dat",cachePath + "game.dat");
		MyCopyFile(Srcfile + "framework_precompiled.zip",cachePath + "framework_precompiled.zip");
		ofstream fout;
		fout.open(cachePath+".lock",ios::app);
		fout<<" "<<endl;
	}
	else
	{
		CCLog("create :%s failed!",cachePath.c_str());
	}
	}
	else
	{
		CCLog(".lock exists!");
	}
		
    
    
    // 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();
    
    #if CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID 
        lua_State *tolua_s = pStack->getLuaState(); 
    #endif
    
#if defined(ENCRYPT_RESOURCE_ENABLED) && ENCRYPT_RESOURCE_ENABLED == 1
    std::string pathBase = "res_phone/";
#else
    std::string pathBase = "res/";
#endif
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    // load framework
    pathBase = "res_phone/";
    std::string pre_zip = "framework_precompiled.zip";
    pre_zip = pathBase+pre_zip;
    
    CCLog("cpp loadChunksFromZIP begin-- ");
    pStack->loadChunksFromZIP(pre_zip.c_str());
    CCLog("cpp loadChunksFromZIP end-- ");
    // set script path
    string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
#endif
    
    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());
        
        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
        }
    }
    
    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    
    pStack->setXXTEAKeyAndSign("CFgrrwCFewrf", 12);
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    
#if 0
    std::string rootDir = CCFileUtils::sharedFileUtils()->getWritablePath();
#else
    std::string rootDir =  CCFileUtils::sharedFileUtils()->getWritablePath();
#endif
    std::string dataPath =   cachePath + "game.dat";
    CCLog("LOAD MAIN.LUA dataPath=%s",dataPath.c_str());
    CCLog("LOAD MAIN.LUA begin--");
    bool runCompliedScript = true;                         ////////////////////////------------------USE COMPILED RESOURCE??
    if (runCompliedScript) {
        
        if(pStack->loadChunksFromZIP(dataPath.c_str()))
        {
            CCLog("LOAD MAIN.LUA end2--");
            pEngine->executeString("require \"main\"");
            CCLog("LOAD MAIN.LUA end3--");
        }
    }
    else
    {

    CCLog("LOAD MAIN.LUA end5--");
    
    pEngine->executeString("print(\"blah\")");
    pEngine->executeString("CCLuaLog(\"blah\")");
    std::string dataPath = rootDir+pathBase + "scripts/main.lua";
    CCLog("dataPath:%s",dataPath.c_str());
        if(pStack->executeScriptFile(dataPath.c_str()))
        {

    CCLog("LOAD MAIN.LUA end6--");
            pEngine->executeString("require \"main\"");
        }
    }
    CCLog("LOAD MAIN.LUA end7--");
    pEngine->executeString(env.c_str());
    CCLog("LOAD MAIN.LUA end4--");
    CCLog("LOAD MAIN.LUA end4--");
#else
    
	string dataPath = CCFileUtils::sharedFileUtils()->getWritablePath();
	dataPath += "res"DIRECTORY_SEPARATOR"game2.dat";
	if(pStack->loadChunksFromZip(dataPath.c_str()))
	{
		pEngine->executeString("require \"main\"");
	}
	else
	{
        CCLOG("------------------------------------------------");
        CCLOG("LOAD LUA FILE: %s", path.c_str());
        CCLOG("------------------------------------------------");
        pEngine->executeScriptFile(path.c_str());
	}
#endif
    return true;
}
Exemplo n.º 8
0
int LuaHostWin32::run(void)
{
    loadProjectConfig();

    AllocConsole();
    freopen("CONOUT$", "wt", stdout);
    freopen("CONOUT$", "wt", stderr);

    // disable close console
    HWND hwndConsole = GetConsoleWindow();
    if (hwndConsole != NULL)
    {
        HMENU hMenu = GetSystemMenu(hwndConsole, FALSE);
        if (hMenu != NULL) DeleteMenu(hMenu, SC_CLOSE, MF_BYCOMMAND);
    }

    do
    {
        m_exit = TRUE;

        if (m_project.isShowConsole())
        {
            ShowWindow(hwndConsole, SW_SHOW);
            BringWindowToTop(hwndConsole);
        }
        else
        {
            ShowWindow(hwndConsole, SW_HIDE);
        }

        // create the application instance
        m_app = new AppDelegate();
        m_app->setStartupScriptFilename(m_project.getScriptFilePath());

        // set environments
        SetCurrentDirectoryA(m_project.getProjectDir().c_str());
        vector<string> searchPaths;
        searchPaths.push_back(m_project.getProjectDir());
        CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);

        // create opengl view
        CCEGLView* eglView = CCEGLView::sharedOpenGLView();    
        eglView->setMenuResource(MAKEINTRESOURCE(IDC_LUAHOSTWIN32));
        eglView->setWndProc(WindowProc);
        eglView->setFrameSize(m_project.getFrameSize().width, m_project.getFrameSize().height);
        eglView->setFrameZoomFactor(m_project.getFrameScale());

        // make window actived
        m_hwnd = eglView->getHWnd();
        BringWindowToTop(m_hwnd);

        // restore window position
        const CCPoint windowOffset = m_project.getWindowOffset();
        if (windowOffset.x >= 0 || windowOffset.y >= 0)
        {
            eglView->moveWindow(windowOffset.x, windowOffset.y);
        }

        // set icon
        HICON icon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_LUAHOSTWIN32));
        SendMessage(m_hwnd, WM_SETICON, ICON_BIG, (LPARAM)icon);
        SendMessage(hwndConsole, WM_SETICON, ICON_BIG, (LPARAM)icon);

        // run game
        CCLuaStack *stack = CCLuaEngine::defaultEngine()->getLuaStack();
        const vector<string> arr = m_project.getPackagePathArray();
        for (vector<string>::const_iterator it = arr.begin(); it != arr.end(); ++it)
        {
            stack->addSearchPath(it->c_str());
        }

        m_app->run();

        // cleanup
        CCScriptEngineManager::sharedManager()->removeScriptEngine();
        CCScriptEngineManager::purgeSharedManager();
        CocosDenshion::SimpleAudioEngine::end();

        delete m_app;
        m_app = NULL;
    } while (!m_exit);

    FreeConsole();
    return 0;
}