cocos2dx中lua实现继承详解
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:
--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
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:
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
有了基类后,玩家的的实现可以如下:
1、玩家的数据单例
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
2、玩家类
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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