本文整理汇总了C++中CCLuaEngine::executeScriptFile方法的典型用法代码示例。如果您正苦于以下问题:C++ CCLuaEngine::executeScriptFile方法的具体用法?C++ CCLuaEngine::executeScriptFile怎么用?C++ CCLuaEngine::executeScriptFile使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCLuaEngine
的用法示例。
在下文中一共展示了CCLuaEngine::executeScriptFile方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: applicationDidFinishLaunching
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);
std::vector<std::string> searchPaths;
searchPaths.push_back("cocosbuilderRes");
#if CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY
searchPaths.push_back("TestCppResources");
#endif
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
pEngine->executeScriptFile("luaScript/controller.lua");
return true;
}
示例2: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// Set the design resolution
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionShowAll);
#else
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionNoBorder);
#endif
// 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);
std::string path = CCUtils::getExternalOrFullPath("main.lua");
pEngine->executeScriptFile(path.c_str());
return true;
}
示例3: applicationDidFinishLaunching
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
#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)
CCFileUtils::sharedFileUtils()->addSearchPath("script");
#endif
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("Welcome.lua");
pEngine->executeScriptFile(path.c_str());
return true;
}
示例4: applicationDidFinishLaunching
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);
pDirector->runWithScene( TestScene::create() );
#if 0
// register lua engine
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
CCString* pstrFileContent = CCString::createWithContentsOfFile("hello.lua");
if (pstrFileContent)
{
pEngine->executeString(pstrFileContent->getCString());
}
#else
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str());
pEngine->executeScriptFile(path.c_str());
#endif
#endif
return true;
}
示例5: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// 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);
std::string dirPath = "luaScript";
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
CCString* pstrFileContent = CCString::createWithContentsOfFile((dirPath + "/controller.lua").c_str());
if (pstrFileContent)
{
pEngine->executeString(pstrFileContent->getCString());
}
#else
std::string path = CCFileUtils::sharedFileUtils()->fullPathFromRelativePath((dirPath + "/controller.lua").c_str());
pEngine->addSearchPath(path.substr(0, path.find_last_of("/") - dirPath.length()).c_str());
pEngine->executeScriptFile(path.c_str());
#endif
return true;
}
示例6: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// Create lua engine
CCLuaEngine* engine = CCLuaEngine::defaultEngine();
assert(engine);
if (!engine)
return false;
engine->executeScriptFile("actorData.lua");
CCScriptEngineManager::sharedManager()->setScriptEngine(engine);
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// CCEGLView::sharedOpenGLView()->setDesignResolutionSize(1136, 640,kResolutionExactFit);
// 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);
// create a scene. it's an autorelease object
CCScene *pScene = CCScene::create();
pScene->addChild(GameRoot::shareGameRoot()->getSceneLoading());
// run
pDirector->runWithScene(pScene);
return true;
}
示例7: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
CCSize frameSize = pEGLView->getFrameSize();
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit);
if (frameSize.height > mediumResource.size.height)
{
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.height > smallResource.size.height)
{
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// 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
#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)
CCFileUtils::sharedFileUtils()->addSearchPath("script");
#endif
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
pEngine->addSearchPath(path.substr(0, path.find_last_of('/')).c_str());
pEngine->executeScriptFile(path.c_str());
return true;
}
示例8: API_LoadLuaFile
// 加载LUA脚本
void API_LoadLuaFile( char *szLUAFileName)
{
CCLOG("API_LoadLuaFile = %s",szLUAFileName);
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(szLUAFileName);
pEngine->executeScriptFile(path.c_str());
}
示例9: executeLua
int LuaEngineUtils::executeLua(const char *luaFileName)
{
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
if(!sm_bInited){
sm_bInited = true;
// register lua engine
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
}
return pEngine->executeScriptFile(luaFileName);
}
示例10: applicationDidFinishLaunching
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;
}
示例11: executeScriptFile
void LuaUtil::executeScriptFile(const std::string &filePath)
{
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
CCString* pstrFileContent = CCString::createWithContentsOfFile(filePath.c_str());
if (pstrFileContent)
{
pEngine->executeString(pstrFileContent->getCString());
}
#else
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(filePath.c_str());
pEngine->executeScriptFile(path.c_str());
#endif
}
示例12: gameEnter
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());
}
示例13: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionNoBorder);
// 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 / GAME_FPS);
StringVector kSearchPaths;
StringVector kOrders;
if (!initSearchPaths(kSearchPaths))
{
CCLOG("Initialise searching path failed!");
return false;
}
if (false == autoSizeMachineResolutions(kOrders))
{
return false;
}
CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(kOrders);
pDirector->setContentScaleFactor(
m_kResourceSize.width / m_kDesignSize.width);
// register lua engine
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
CCLuaStack *pStack = pEngine->getLuaStack();
lua_State *tolua_s = pStack->getLuaState();
tolua_extensions_ccb_open(tolua_s);
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
CCFileUtils::sharedFileUtils()->setSearchPaths(kSearchPaths);
std::string strLuaPath = CCFileUtils::sharedFileUtils()->fullPathForFilename(
ENTRY_LUA_FUNC);
CCLOG("Will exceute %s\n",strLuaPath.c_str());
pEngine->executeScriptFile(strLuaPath.c_str());
return true;
}
示例14: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// turn on display FPS
pDirector->setDisplayFPS(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
[! if CC_USE_LUA]
// init lua engine
CCLuaEngine* pEngine = CCLuaEngine::sharedEngine();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
unsigned long size;
char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size);
if (pFileContent)
{
// copy the file contents and add '\0' at the end, or the lua parser can not parse it
char *pCodes = new char[size + 1];
pCodes[size] = '\0';
memcpy(pCodes, pFileContent, size);
delete[] pFileContent;
pEngine->executeString(pCodes);
delete []pCodes;
}
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
pEngine->executeScriptFile(path.c_str());
#endif
[! else]
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
[! endif]
return true;
}
示例15: applicationDidFinishLaunching
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::vector<std::string> searchPaths;
searchPaths.push_back("cocosbuilderRes");
searchPaths.insert(searchPaths.begin(), "scenetest/ArmatureComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/AttributeComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/BackgroundComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/EffectComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/LoadSceneEdtiorFileTest");
searchPaths.insert(searchPaths.begin(), "scenetest/ParticleComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/SpriteComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/TmxMapComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/UIComponentTest");
searchPaths.insert(searchPaths.begin(), "scenetest/TriggerTest");
#if CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY
searchPaths.push_back("TestCppResources");
searchPaths.push_back("script");
#endif
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
pEngine->executeScriptFile("luaScript/controller.lua");
return true;
}