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- cocos2d-x: v3.14+
- Cocos Creator: v1.4+
Given that Creator uses a component based model to create its objects, and cocos2d-x has its monolithic structure, it is only possible to support a limited subset of Creator features.
Supported nodes:
Scene
Sprite
Canvas
(but only one per scene)ScrollView
Label
EditBox
ParticleSystem
TiledMap
Button
ProgressBar
(experimental support: unfinished)RichText
(experimental support: unfinished)SpineSkeleton
Animations and other nodes are planned.
Supporting JavaScript scripts would be overkill. If you need JavaScript scripting support, just use Creator.
- download and install Cocos Creator
- use Cocos Creator to open creator_project
- click Project -> LuaCPP Support -> Setup Target Project
- fill in Project Path, it is a c++ or lua project created by cocos2d-x(3.14+) console
- click Build
You will find:
- all needed source codes are generated into
NATIVE_PROJECT_ROOT/Classes/reader(it is NATIVE_PROJECT_ROOT/frameworks/runtime-src/Classes/reader for lua project)
- all needed resources are generated into
NATIVE_PROJECT_ROOT/Resources/creator(it is NATIVE_PROJECT_ROOT/frameworks/runtime-src/Resources/creator for lua project)
// mygame.cpp
#include "reader/CreatorReader.h"
void some_function()
{
creator::CreatorReader* reader = creator::CreatorReader::createWithFilename("creator/CreatorSprites.ccreator");
// will create the needed spritesheets + design resolution
reader->setup();
// get the scene graph
Scene* scene = reader->getSceneGraph();
// ...and use it
Director::getInstance()->replaceScene(scene);
}
A working example can be found here:
Just run "cpp-tests" and select "CreatorTest"
Register creator binding codes in c++
#include "reader/CreatorReaderBinding.h"
...
register_all_creator_reader_manual(L);
Use in lua
local creatorReader = cc.CreatorReader:createWithFilename('creator/CreatorSprites.ccreator')
creatorReader:setup()
local scene = creatorReader:getSceneGraph()
cc.Director:getInstance():replaceScene(scene)
Currently, the plugin is not completed enough, so we don't put it into Cocos Creator plugin store. But you can copy creator_project/packages/creator_luacpp_support
into Cocos Creator project/packages
, then you will see the plugin in Project -> LuaCPP Support.