mirror of https://github.com/axmolengine/axmol.git
87 lines
2.8 KiB
Markdown
87 lines
2.8 KiB
Markdown
# TestJS
|
|
|
|
Simple iOS (and soon Android) example of cocos2d-x game running javascript bindings
|
|
|
|
*NOTE* This is a WIP and the bindings are not yet complete! What's working:
|
|
|
|
CCPoint CCSize CCRect CCDirector CCNode CCSprite CCScene CCSpriteFrameCache
|
|
CCSpriteFrame CCAction CCAnimate CCAnimation CCRepeatForever CCLayer CCTouch
|
|
CCSet CCMoveBy CCMoveTo CCRotateTo CCRotateBy CCRenderTexture CCMenu CCMenuItem
|
|
CCMenuItemLabel CCMenuItemSprite CCMenuItemImage CCLabelTTF CCSequence
|
|
|
|
This is just a proof of concept and there are plans around this in order to make a more js-friendly API, right now
|
|
the bindings were created automatically and the final idea is not to use them as they are but to create a higher
|
|
level wrapper.
|
|
|
|
You can follow the progress of the js-bindings in the current [development fork](https://github.com/funkaster/cocos2d-x/tree/js-bindings).
|
|
|
|
For a sneak peak, you can take a look at what's in the JS directory.
|
|
|
|
## How to Build
|
|
|
|
### Before hitting the "Build" button
|
|
|
|
In debug mode, (when there's a `#define DEBUG` somewhere), the javascript code will be read from somewhere else and not from the JS directory
|
|
in the app bundle. To make sure this works, modify the absolute path in ScriptingCore:
|
|
|
|
```c++
|
|
void ScriptingCore::runScript(const char *path)
|
|
{
|
|
#ifdef DEBUG
|
|
std::string dpath("/Users/rabarca/Desktop/testjs/testjs/");
|
|
dpath += path;
|
|
const char *realPath = dpath.c_str();
|
|
#else
|
|
const char *realPath = CCFileUtils::fullPathFromRelativePath(path);
|
|
#endif
|
|
unsigned char *content = NULL;
|
|
size_t contentSize = CCFileUtils::ccLoadFileIntoMemory(realPath, &content);
|
|
if (content && contentSize) {
|
|
JSBool ok;
|
|
jsval rval;
|
|
ok = JS_EvaluateScript(this->cx, this->global, (char *)content, contentSize, path, 1, &rval);
|
|
if (JSVAL_IS_NULL(rval) || rval == JSVAL_FALSE) {
|
|
CCLog("error evaluating script:\n%s", content);
|
|
}
|
|
free(content);
|
|
}
|
|
}
|
|
```
|
|
|
|
Basically, the dpath string should point to wherever the JS directory is located. This allows for the "reload script"
|
|
button to work on the demo:
|
|
|
|
![screenshot 1](http://dl.dropbox.com/u/29043245/testjs1.png)
|
|
|
|
Here the buttons represent:
|
|
|
|
* top left: will reload the current script
|
|
* left arrow: previous test scene in the script
|
|
* center button: will reload the current scene
|
|
* right arrow: next test scene in the script
|
|
|
|
The current test script can be changed in the AppDelegate (or by modifying the source and then hitting reload script):
|
|
|
|
```c++
|
|
# AppDelegate.cpp
|
|
bool AppDelegate::applicationDidFinishLaunching()
|
|
{
|
|
...
|
|
// run the main script
|
|
ScriptingCore::getInstance().runScript("JS/1to1/test_actions.js");
|
|
// ScriptingCore::getInstance().runScript("JS/1to1/test_layer.js");
|
|
|
|
return true;
|
|
}
|
|
```
|
|
|
|
Change the script name there and relaunch the simulator.
|
|
|
|
### iOS
|
|
|
|
Just open the xcode project and run. It's using the latest spidermonkey and js-bindings for cocos2d-x
|
|
|
|
### Android
|
|
|
|
Instructions to be added here
|