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cocos2dx中lua实现继承详解

Jun 07, 2016 pm 03:37 PM
lua accomplish environment inherit Detailed explanation

环境: cocos2dx版本为2.1.4 目标: 游戏中一般有玩家和怪物,他们都有相同的动作状态,如:idle、walk、attack、defense等,我们需要抽象出玩家和怪物的代码实现中中相同的部分 方法: cocos2dx中其实已经提供了类继承的一下工具函数,在sdk中的samples/Lua

环境:

cocos2dx版本为2.1.4


目标:

游戏中一般有玩家和怪物,他们都有相同的动作状态,如:idle、walk、attack、defense等,我们需要抽象出玩家和怪物的代码实现中中相同的部分


方法:

cocos2dx中其实已经提供了类继承的一下工具函数,在sdk中的samples/Lua/TestLua/Resources/luaScript目录下有一个名为“extern.lua”,其中有段代码如下:

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--Create an class.

function class(classname, super)

    local superType = type(super)

    local cls

  

    if superType ~= "function" and superType ~= "table" then

        superType = nil

        super = nil

    end

  

    if superType == "function" or (super and super.__ctype == 1) then

        -- inherited from native C++ Object

        cls = {}

  

        if superType == "table" then

            -- copy fields from super

            for k,v in pairs(super) do cls[k] = v end

            cls.__create = super.__create

            cls.super    = super

        else

            cls.__create = super

        end

  

        cls.ctor    = function() end

        cls.__cname = classname

        cls.__ctype = 1

  

        function cls.new(...)

            local instance = cls.__create(...)

            -- copy fields from class to native object

            for k,v in pairs(cls) do instance[k] = v end

            instance.class = cls

            instance:ctor(...)

            return instance

        end

  

    else

        -- inherited from Lua Object

        if super then

            cls = clone(super)

            cls.super = super

        else

            cls = {ctor = function() end}

        end

  

        cls.__cname = classname

        cls.__ctype = 2 -- lua

        cls.__index = cls

  

        function cls.new(...)

            local instance = setmetatable({}, cls)

            instance.class = cls

            instance:ctor(...)

            return instance

        end

    end

  

    return cls

end

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函数class的第一个参数就是我们要实现的类的名称,可以不传第二个参数或者给第二参数传一个function或者table。


我们从cocos2dx中的CCSprite继承,根据不同的状态播放不同的动画


实现:

玩家和怪物的基类可如下实现:

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require "extern"

 

Actor = class("Actor", function()

    return CCSprite:create()

end)

 

Actor.__index = Actor

 

-- 常量

kActorStateUnkown = 0

kActorStateIdle = 1

kActorStateAttack = 2

kActorStateDefense = 3

kActorStateWalk = 4

 

-- 属性

Actor._state = kActorStateUnkown

Actor._idle_action = nil

Actor._attack_action = nil

Actor._defense_action = nil

Actor._walk_action = nil

 

-- 方法

function Actor:idle()

  if self._state ~= kActorStateIdle then

    self:stopAllActions()

    pcall(self:runAction(self._idle_action))

    self._state = kActorStateIdle

  end

end

 

function Actor:attack()

  if self._state ~= kActorStateAttack then

    self:stopAllActions()

    pcall(self:runAction(self._attack_action))

    self._state = kActorStateAttack

  end

end

 

function Actor:defense()

  if self._state ~= kActorStateDefense then

    self:stopAllActions()

    pcall(self:runAction(self._defense_action))

    self._state = kActorStateDefense

  end

end

 

function Actor:walk()

  if self._state ~= kActorStateWalk then

    self:stopAllActions()

    pcall(self:runAction(self._walk_action))

    self._state = kActorStateWalk

  end

end

 

function Actor:create()

  local actor = Actor.new()

  return actor

end

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有了基类后,玩家的的实现可以如下:


1、玩家的数据单例

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require "extern"

 

PlayerData = class("PlayerData")

 

PlayerData.__index = PlayerData

 

PlayerData._inited = 0

PlayerData._idle_action = nil

PlayerData._attack_action = nil

PlayerData._defense_action = nil

PlayerData._walk_action = nil

 

function PlayerData:lazyInit()

  if (self._inited ~= 0) then

    return

  end

 

  local cache = CCSpriteFrameCache:sharedSpriteFrameCache()

  cache:addSpriteFramesWithFile("pd_sprites.plist")

 

  local frames = nil

  local frame = nil

  local anim = nil

 

  -- idle

  frames = CCArray:createWithCapacity(6)

  for i = 0, 5 do

    frame = cache:spriteFrameByName(

        string.format("hero_idle_%02d.png", i))

    frames:addObject(frame)

  end

  anim = CCAnimation:createWithSpriteFrames(frames, 1.0 / 12.0)

  self._idle_action = CCRepeatForever:create(CCAnimate:create(anim))

 

  -- attack

  frames = CCArray:createWithCapacity(3)

  for i = 0, 2 do

    frame = cache:spriteFrameByName(

        string.format("hero_attack_00_%02d.png", i))

    frames:addObject(frame)

  end

  anim = CCAnimation:createWithSpriteFrames(frames, 1.0 / 12.0)

  self._attack_action = CCRepeatForever:create(CCAnimate:create(anim))

 

  -- defense

  self._defense_action = self._idle_action

 

  -- walk

  frames = CCArray:createWithCapacity(8)

  for i = 0, 7 do

    frame = cache:spriteFrameByName(

        string.format("hero_walk_%02d.png", i))

    frames:addObject(frame)

  end

  anim = CCAnimation:createWithSpriteFrames(frames, 1.0 / 12.0)

  self._walk_action = CCRepeatForever:create(CCAnimate:create(anim))

 

  self._inited = 1

end

 

function PlayerData:getAllAction()

  self:lazyInit()

  return self._idle_action, self._attack_action, self._defense_action,

    self._walk_action

end

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 2、玩家类

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require "actor"

require "playerdata"

 

Player = class("Player", function()

    return Actor:create()

end)

 

Player.__index = Player

 

function Player:init()

  self._idle_action, self._attack_action, self._defense_action,

    self._walk_action = PlayerData:getAllAction()

end

 

function Player:create()

  local player = Player.new()

  player:init()

  return player

end

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