cocos2dx 3.4 lua mvc代码解析

cocos2dx 3.4 lua mvc代码解析,第1张

概述使用3.4python新建一个lua工程,进去一看,我去,这个都是个啥!!!仔细研究,在研究,终于看懂了一点,先记下来。 程序入口,main.m 无变化,AppDelegate::applicationDidFinishLaunching()初始化luaEngine,executeScriptFile("src/main.lua”)执行脚本 ok,然后听我慢慢道来 先上目录结构 main.lua

使用3.4python新建一个lua工程,进去一看,我去,这个都是个啥!!!仔细研究,在研究,终于看懂了一点,先记下来。

程序入口,main.m 无变化,AppDelegate::applicationDIDFinishLaunching()初始化luaEngine,executeScriptfile("src/main.lua”)执行脚本

ok,然后听我慢慢道来

先上目录结构


main.lua

cc.fileUtils:getInstance():setPopupNotify(false)cc.fileUtils:getInstance():addSearchPath("src/")cc.fileUtils:getInstance():addSearchPath("res/")--加载配置文件require "config"--加载cocos quick 大概require "cocos.init"local function main()    require("app.MyApp"):create():run()endlocal status,msg = xpcall(main,__G__TRACKBACK__)if not status then    print(msg)end

MyApp.lua

local MyApp = class("MyApp",cc.load("mvc").AppBase)function MyApp:onCreate()    math.randomseed(os.time())endreturn MyApp


ok到这里,我晕了,这个是啥情况!!!没有scene:create,没有layer:create(),这是要闹哪样?

经过漫长的探索,终于找到了原因,要像理解这段代码,首先要说一说

local MyApp = class("MyApp",cc.load("mvc").AppBase)


这是之前没注意的地方,猜测是quick里面的东西。functions.lua里面写了不少有意思的方法,建议大家看看

我们找到里面的class方法,上代码

function class(classname,...)    local cls = {__cname = classname}    local supers = {...}    for _,super in ipairs(supers) do        local superType = type(super)        if superType == "function" then            cls.__create = super        elseif superType == "table" then            if super[".isclass"] then                cls.__create = function() return super:create() end            else                cls.__supers = cls.__supers or {}                cls.__supers[#cls.__supers + 1] = super                if not cls.super then                    cls.super = super                end            end        end    end    cls.__index = cls    if not cls.__supers or #cls.__supers == 1 then        setMetatable(cls,{__index = cls.super})    else        setMetatable(cls,{__index = function(_,key)            local supers = cls.__supers            for i = 1,#supers do                local super = supers[i]                if super[key] then return super[key] end            end        end})    end    if not cls.ctor then        cls.ctor = function() end    end    cls.new = function(...)        local instance        if cls.__create then            instance = cls.__create(...)        else            instance = {}        end        setMetatableindex(instance,cls)        instance.class = cls        instance:ctor(...)        return instance    end    cls.create = function(_,...)        return cls.new(...)    end    return clsend
简单点说class的目的就是实现继承,我们知道lua继承通过__index的方式。class(a,b)的结果就是a继承b,在create的时候调用a:ctor(…)。

我们dump出MyApp

[LUA-print] dump from: [string "app/MyApp.lua"]:4: in main chunk

[LUA-print] - "<var>" = {

[LUA-print] - "__cname" = "MyApp"

[LUA-print] - "__index" = *REF*

[LUA-print] - "__supers" = {

[LUA-print] - 1 = {

[LUA-print] - "__cname" = "AppBase"

[LUA-print] - "__index" = *REF*

[LUA-print] - "create" = function: 0x7fd36ecaf9d0

[LUA-print] - "createVIEw" = function: 0x7fd36ecafba0

[LUA-print] - "ctor" = function: 0x7fd36ecaf8b0

[LUA-print] - "enterScene" = function: 0x7fd36ecafb70

[LUA-print] - "new" = function: 0x7fd36ecaefd0

[LUA-print] - "onCreate" = function: 0x7fd36ecafbd0

[LUA-print] - "run" = function: 0x7fd36ecafb40

[LUA-print] - }

[LUA-print] - }

[LUA-print] - "create" = function: 0x7fd36bd9d380

[LUA-print] - "new" = function: 0x7fd36bd9cc40

[LUA-print] - "super" = *REF*

[LUA-print] - }


ok我们回头在看main.lua的代码就明白了,其实是调用

<span ><strong>AppBase</strong></span>:create():run()

function AppBase:run(initScenename)
initScenename = initScenename or self.configs_.defaultScenename
self:enterScene(initScenename)
end

好了,这下总算弄清了。

然后我发现mvc这个目录,应该不止就这点用处,敢叫mvc必然提供了一种3层编程结构。仔细打量,果然更多的功能是在BaseVIEw.lua里

--继承ccnodelocal VIEwBase = class("VIEwBase",cc.Node)--create时调用function VIEwBase:ctor(app,name)    self:enableNodeEvents()    self.app_ = app    self.name_ = name    -- check CSB resource file     -- cocostudio支持    local res = rawget(self.class,"RESOURCE_filename")    if res then        self:createResoueceNode(res)    end    -- 不详    local binding = rawget(self.class,"RESOURCE_BINDING")    if res and binding then        self:createResoueceBinding(binding)    end    if self.onCreate then self:onCreate() endendfunction VIEwBase:createResoueceNode(resourcefilename)endfunction VIEwBase:createResoueceBinding(binding)endreturn VIEwBase
显而易见,在BaseVIEw.lua中添加了对于cocostudio等编译器的支持。

然后我们在看一下一直被忽略的问题,既然游戏中新建层继承mvc,mvc是何时加载的呐?


翻看cocos.framework.package_supportcc.load发现在这里require mvc目录下的lua文件,然后

require "cocos.init"
追到cocos.init

require "cocos.cocos2d.Cocos2d"require "cocos.cocos2d.Cocos2dConstants"require "cocos.cocos2d.functions"if CC_USE_FRAMEWORK then    require "cocos.framework.init"else    。。。。end

继续追。。。。

找到这句

require("cocos.framework.package_support")

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