基本全都在Cocos2dConstants.lua
文件里,感觉比C++版本的使用起来要更方便直观,摘抄一些常用的列出来:
frameworks/cocos2d-x/cocos/scripting/lua-bindings/script/Cocos2dConstants.lua
cc.PLATFORM_OS_WINDOWS = 0
cc.PLATFORM_OS_LINUX = 1
cc.PLATFORM_OS_MAC = 2
cc.PLATFORM_OS_ANDROID = 3
cc.PLATFORM_OS_IPHONE = 4
cc.PLATFORM_OS_IPAD = 5
cc.PLATFORM_OS_BLACKBERRY = 6
cc.PLATFORM_OS_NACL = 7
cc.PLATFORM_OS_EMSCRIPTEN = 8
cc.PLATFORM_OS_TIZEN = 9
cc.LANGUAGE_ENGLISH = 0
cc.LANGUAGE_CHINESE = 1
cc.LANGUAGE_FRENCH = 2
cc.LANGUAGE_ITALIAN = 3
cc.LANGUAGE_GERMAN = 4
cc.LANGUAGE_SPANISH = 5
cc.LANGUAGE_RUSSIAN = 6
cc.LANGUAGE_KOREAN = 7
cc.LANGUAGE_JAPANESE = 8
cc.LANGUAGE_HUNGARIAN = 9
cc.LANGUAGE_PORTUGUESE = 10
cc.LANGUAGE_ARABIC = 11
cc.EVENT_UNKNOWN = 0
cc.EVENT_TOUCH_ONE_BY_ONE = 1
cc.EVENT_TOUCH_ALL_AT_ONCE = 2
cc.EVENT_KEYBOARD = 3
cc.EVENT_MOUSE = 4
cc.EVENT_ACCELERATION = 5
cc.EVENT_CUSTOM = 6
在frameworks/cocos2d-x/cocos/scripting/lua-bindings/script/目录下还有不少其他的.lua文件都定义了不错的API,值得看一遍,做到心中有数,比如在cocos2d.lua
中定义的快速生成点对象的方法cc.p()
等相关方法:
--Point
function cc.p(_x,_y)
if nil == _y then
return { x = _x.x, y = _x.y }
else
return { x = _x, y = _y }
end
end
function cc.pAdd(pt1,pt2)
return {x = pt1.x + pt2.x , y = pt1.y + pt2.y }
end
再比如json.lua
中的encode
和decode
方法、AudioEngine.lua
中定义的可以直接使用的全局变量AudioEngine
,都是使用Lua带来的福利,这些.lua文件都值得看一遍,了解多出来的这些可以方便使用的函数,提高代码效率。
**粗体** _斜体_ [链接](http://example.com) `代码` - 列表 > 引用
。你还可以使用@
来通知其他用户。