cocos2d 3.2的一个简单lua demo

开发工具:Cocos Code IDE

开发环境:MAC

项目效果:显示一张图片

项目代码:

require "Cocos2d"

-- cclog
local cclog = function(...)
    print(string.format(...))
end

-- for CCLuaEngine traceback
function __G__TRACKBACK__(msg)
    cclog("----------------------------------------")
    cclog("LUA ERROR: " .. tostring(msg) .. "\n")
    cclog(debug.traceback())
    cclog("----------------------------------------")
    return msg
end

local function setLayer(gameScene) 
    local layer = cc.Layer:create()
    layer:setAnchorPoint(0,0)
    gameScene:addChild(layer)
    return layer
end

---------------------------
--@return #Sprite image sprite
local function setImageSprite(layer)
    local sprite = cc.Sprite:create("dog.png")
    sprite:setPosition(200, 200)
    layer:addChild(sprite)
end

local function main()
    collectgarbage("collect")
    -- avoid memory leak
    collectgarbage("setpause", 100)
    collectgarbage("setstepmul", 5000)
    
    cc.FileUtils:getInstance():addSearchPath("src")
    cc.FileUtils:getInstance():addSearchPath("res")
    
    local gameScene = cc.Scene:create()
    
    local layer = setLayer(gameScene)
    
    setImageSprite(layer)
    
    cc.Director:getInstance():getOpenGLView():setDesignResolutionSize(480, 320, 0)
    
    if cc.Director:getInstance():getRunningScene() then
        cc.Director:getInstance():replaceScene(gameScene)
    else
        cc.Director:getInstance():runWithScene(gameScene)
    end
end


local status, msg = xpcall(main, __G__TRACKBACK__)
if not status then
    error(msg)
end



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