- 使用脚本
- 脚本组件
- 脚本组件
使用脚本
脚本组件
脚本组件是用来扩展 C++ 节点对象的一种方式,你可以将脚本组件绑定到节点对象上,然后脚本组件就能收到 onEnter,onExit 和 update 事件。
脚本组件支持两种脚本语言 JavaScript 和 Lua,使用的脚本组件应该和绑定脚本的语言类型对应,比如 ComponentJS 用来绑定 JavaScript 脚本,ComponentLua 用来绑定 Lua 脚本。有了脚本组件,你就可以在 Cocos2d-x 的项目中,很方便的使用脚本进行一些控制。需要注意的是,在一个项目中不能混用脚本组件,也就是说一个项目要么只使用 JavaScript 脚本,要么只使用 Lua 脚本。
使用 Lua 脚本:
// create a Sprite and add a LUA componentauto player = Sprite::create("player.png");auto luaComponent = ComponentLua::create("player.lua");player->addComponent(luaComponent);
-- player.lualocal player = {onEnter = function(self)-- do some things in onEnterend,onExit = function(self)-- do some things in onExitend,update = function(self)-- do some things every frameend}-- it is needed to return player to let c++ nodes know itreturn player
使用 JavaScript 脚本:
// create a Sprite and add a LUA componentauto player = Sprite::create("player.png");auto jsComponent = ComponentJS::create("player.js");player->addComponent(jsComponent);
// player.jsPlayer = cc.ComponentJS.extend({generateProjectile: function (x, y) {var projectile = new cc.Sprite("components/Projectile.png", cc.rect(0, 0, 20, 20));var scriptComponent = new cc.ComponentJS("src/ComponentTest/projectile.js");projectile.addComponent(scriptComponent);this.getOwner().getParent().addChild(projectile);// set positionvar winSize = cc.director.getVisibleSize();var visibleOrigin = cc.director.getVisibleOrigin();projectile.setPosition(cc.p(visibleOrigin.x + 20, visibleOrigin.y + winSize.height/2));// run actionvar posX = projectile.getPositionX();var posY = projectile.getPositionY();var offX = x - posX;var offY = y - posY;if (offX <= 0) {return;}var contentSize = projectile.getContentSize();var realX = visibleOrigin.x + winSize.width + contentSize.width/2;var ratio = offY / offX;var realY = (realX * ratio) + posY;var realDest = cc.p(realX, realY);var offRealX = realX - posX;var offRealY = realY - posY;var length = Math.sqrt((offRealX * offRealX) + (offRealY * offRealY));var velocity = 960;var realMoveDuration = length / velocity;projectile.runAction(cc.moveTo(realMoveDuration, realDest));},onEnter: function() {var owner = this.getOwner();owner.playerComponent = this;cc.eventManager.addListener({event: cc.EventListener.TOUCH_ALL_AT_ONCE,onTouchesEnded: function (touches, event) {var target = event.getCurrentTarget();if (target.playerComponent) {var location = touches[0].getLocation();target.playerComponent.generateProjectile(location.x, location.y);jsb.AudioEngine.play2d("pew-pew-lei.wav");}}}, owner);}});
注意,两种组件的使用上,有一个重要的区别。使用 Lua 组件,Lua 脚本最后需要返回 Lua 对象,使用 JavaScript 组件,JavaScript 脚本需要扩展 cc.ComponentJS。
更详细用法,请参考 Cocos2d-x 引擎的测试项目:tests/lua-tests/src/ComponentTest and tests/js-tests/src/ComponentTest。
