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

MySQL is an open source relational database management system, mainly used to store and retrieve data quickly and reliably. Its working principle includes client requests, query resolution, execution of queries and return results. Examples of usage include creating tables, inserting and querying data, and advanced features such as JOIN operations. Common errors involve SQL syntax, data types, and permissions, and optimization suggestions include the use of indexes, optimized queries, and partitioning of tables.

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MySQL and SQL are essential skills for developers. 1.MySQL is an open source relational database management system, and SQL is the standard language used to manage and operate databases. 2.MySQL supports multiple storage engines through efficient data storage and retrieval functions, and SQL completes complex data operations through simple statements. 3. Examples of usage include basic queries and advanced queries, such as filtering and sorting by condition. 4. Common errors include syntax errors and performance issues, which can be optimized by checking SQL statements and using EXPLAIN commands. 5. Performance optimization techniques include using indexes, avoiding full table scanning, optimizing JOIN operations and improving code readability.


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