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Creator support for Cocos2d-x

Requirements

  • cocos2d-x: v3.14+
  • Cocos Creator: v1.4+

Limitations

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
  • RichText:
    • Need cocos2d-x 3.16+ to support img tag, refer to this issue for detail information.
    • Doesn't support line heightbecause cocos2d-x's RichText doesn't support this features.
    • Doesn't support horizontal alignmentbecause cocos2d-x's RichText doesn't support this features. Though cocos2d-x v3.16+ supports this feature, but it is hard for plugin to danymicly supporting it according cocos2d-x's version.
  • SpineSkeleton
  • Widget: only supports AlignOnce
  • Animations
  • VideoPlayer: iOS should add MediaPlayer.framework to the project
  • WebView
  • Slider
  • Toggle
  • ToggleGroup
  • PageView
  • Mask
  • Collider
  • Prefab
  • DragonBones
  • MotionStreak

Supporting JavaScript scripts would be overkill. If you need JavaScript scripting support, just use Creator.

Sample project

Can fetch this branch and run cpp-empty-test or lua-empty-test. The branch based on v3.15, don't forget to update external libraries.

Currently support on Mac, iOS, Android and Windows.

How to generate the needed files

  • 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

Options

  • Export Resource Only, only resources include Creator scene files will be exported, the reader source code won't. It will be usefull when you don't want to cover the reader code in Cocos2d-x project.
  • Export Resource Dynamically Loaded, export the resources that might be used in runtime, those resources located at assets/resources.
  • Auto Build After Scene Saved, as the name said, auto build and export resources after Creator scene saved.

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)

Header search path

For cpp projects, just add reader into header search path.

For lua projects, add the following header paths:

  • reader
  • reader/collider
  • reader/animation
  • reader/dragonbones/cocos2dx
  • reader/dragonbones/armature
  • reader/dragonbones/animation
  • reader/dragonbones/events
  • reader/dragonbones/factories
  • reader/dragonbones/core
  • reader/dragonbones/geom

If developing for Android, can just use existing Android.mk, for example, use the Android.mk into your game's Android.mk like this:

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := MyGame_shared

LOCAL_MODULE_FILENAME := libMyGame

LOCAL_SRC_FILES := hellocpp/main.cpp \
                   ../../Classes/AppDelegate.cpp \
                   ../../Classes/HelloWorldScene.cpp

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes

# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END


LOCAL_STATIC_LIBRARIES := cocos2dx_static
# LOCAL_STATIC_LIBRARIES += creator_reader_lua  # for lua project 
LOCAL_STATIC_LIBRARIES += creator_reader   # add dependence

# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END

include $(BUILD_SHARED_LIBRARY)

$(call import-module,.)
$(call import-module, ./../../Classes/reader)  # import module path

If developing with Lua, then need to add CreatorReaderBinding.cpp into plugin's Android.mk.

Using it from C++

// mygame.cpp

#include "reader/CreatorReader.h"

void some_function()
{
    creator::CreatorReader* reader = creator::CreatorReader::createWithFilename("creator/scenes/sprites/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);
}

Using it from lua

Register creator binding codes in c++

#include "reader/lua-bindings/creator_reader_bindings.hpp"

...

register_creator_reader_manual(L);

Use in lua

local creatorReader = creator.CreatorReader:createWithFilename('creator/CreatorSprites.ccreator')
creatorReader:setup()
local scene = creatorReader:getSceneGraph()
cc.Director:getInstance():replaceScene(scene)

How to use ColliderManager

ColliderManager is used to manage collisions. Every scene has an instance of ColliderManager . You can use it like this to listen collision events:

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();

auto colliderManager = scene->getColliderManager();
colliderManager->registerCollitionCallback([=](creator::Contract::CollisionType type,
                                                             creator::Collider* collider1,
                                                             creator::Collider* collider2) {
        if (type == creator::Contract::CollisionType::ENTER)
            colliderManager->enableDebugDraw(true);
        
        if (type == creator::Contract::CollisionType::EXIT)
            colliderManager->enableDebugDraw(false);
        
}, "");

More features of colliderManager can refer to the header file.

Use the plugin in your Cocos Creator project

You can install the released version from Creator, or you can copy creator_project/packages/creator_luacpp_support into Cocos Creator project/packages, then you will see the plugin in Project -> LuaCPP Support.

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Creator plugin to support C++& Lua in cocos2d-x

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