发布于 2016-01-05 10:47:34 | 435 次阅读 | 评论: 0 | 来源: PHPERZ
Cocos Studio 游戏开发工具集
CocoStudio是一套专业的永久免费的游戏开发工具集,帮助开发者快速创建游戏资源,将大部分繁琐的游戏开发工作使用编辑器来快速制 作,CocoStudio包含了游戏开发中核心的几个游戏编辑器,UI编辑器、动画编辑器、场景编辑器、数据编辑器,用于处理游戏中的动画资源、UI界 面、游戏场景、游戏数据,针对于开发团队中不同的职业进行深度设计,规范了整个开发流程,让开发团队中每个人各执其职,发挥自己最大的作用。从而达到高效 率,高质量,低风险,低成本的效果。
起因
因为工作需要,所以需要使用CocosStudio来制作界面动画什么的。做完了发现需要找里边对象的时候会有很长一串代码,感觉不是很爽。之前写OC代码的时候可以吧程序中的对象指针跟编辑器中的对象相对容易的结合起来。所以想要做一个类似的工具出来,解放自己的双手,更多的关注到业务逻辑里边。
先上图
(自动生成的h文件)
(自动生成的cpp文件)
(命令行中输出局部关键代码)
实现模式的选择
- 批量生成:某一个目录下得所有csd文件都需要生成对应的类
- 单一生成:针对某一个csd文件生成对应的类
- 局部代码:在开发过程中,每一个csd文件都有可能修改,修改就代表需要变更我们的代码
实现思路
- csd文件实际上时一个Xml文件。解析一下就好。非常简单。。。没有啥实现过程
再来讲讲咋用
安装Python
- Mac 自己带着
- Window 我也不用,咱就不管了
- 我设置这个只是告诉你要装,具体咋弄自己百度去
- 我的版本号是2.7
这是一个命令行程序
参数说明
- 解析目标(默认为当前目录)
- 输出目录(默认为当前目录下的out_put目录,如果目录不存在将新建目录)
- -t 确认输出模式为输出到文件
- -t 后的第一个参数 如果不是“-”开头,则会将此参数设置为输出目录
- 不是跟在以“-”开头参数后的第一个参数则会被认为是解析目标
使用场景常用命令
第一次拿到美术资源时
将目标目录中的文件全部解析到项目中(会覆盖项目文件,操作需谨慎)
ython CsdAnalysis.py cocosstudio -d 项目中需要保存的位置
项目中已经存在其他资源时
将目标目录中的文件全部解析到当前目录
ython CsdAnalysis.py cocosstudio -d
文件已经建立需要局部更新
将目标文件解析并且将关键代码输出到控制台
ython CsdAnalysis.py cocosstudio/begin.csd
相关的程序
# -*- coding:utf-8 -*-
from xml.dom import minidom
import sys
import os
import time
def get_attr_value(node, attrname):
return node.getAttribute(attrname) if node else ''
def get_csd_name(root_node):
property_groups = root_node.getElementsByTagName("PropertyGroup") if root_node else ''
csd_names = []
for item in property_groups:
csd_names.append(get_attr_value(item, "Name"))
if csd_names.__len__() == 1:
return csd_names[0]
else:
return ""
def get_csd_animtion_list(node):
animtion_name_list = []
anim_list = node.getElementsByTagName("AnimationInfo")
for item in anim_list:
item_name = get_attr_value(item, "Name")
animtion_name_list.append(item_name)
return animtion_name_list
def get_csd_root_objects(node):
root_objects = []
nodes = node.getElementsByTagName("AbstractNodeData")
for item in nodes:
item_name = get_attr_value(item, "Name")
item_type = get_attr_value(item, "ctype")
anim = {}
anim["name"] = item_name
anim["type"] = item_type
root_objects.append(anim)
return root_objects
def get_csd_all_objects(node):
all_objects = []
object_items = node.getElementsByTagName("AbstractNodeData")
for item in object_items:
print get_csd_type_2_cpp(get_attr_value(item, "ctype")) + " " + get_attr_value(item, "Name")
return all_objects
def get_csd_type_2_cpp(type):
type2cpp = {"GameNodeObjectData":"cocos2d::Node *",
"TextObjectData":"cocos2d::ui::Text *",
"ButtonObjectData":"cocos2d::ui::Button *",
"CheckBoxObjectData":"cocos2d::ui::CheckBox *",
"PanelObjectData":"cocos2d::ui::Layout *",
"TextFieldObjectData":"cocos2d::ui::TextField *",
"ListViewObjectData":"cocos2d::ui::ListView *",
"SpriteObjectData":"cocos2d::Sprite *"}
if type2cpp.has_key(type):
return type2cpp[type]
else:
return type
def analysis_file_h(file_name):
datas = []
if file_name.endswith(".csd") and os.path.exists(file_name):
doc = minidom.parse(file_name)
root = doc.documentElement
csd_name = get_csd_name(root)
csd_anims = get_csd_animtion_list(root)
all_items = get_csd_root_objects(root)
datas.append("/**************** CsdAnalysis Start ****************/")
datas.append("cocos2d::ui::Layout * _root_layout;")
datas.append("cocostudio::timeline::ActionTimeline * _root_action;")
datas.append("")
for item in all_items:
datas.append(get_csd_type_2_cpp(item["type"]) + " " + item["name"] + ";")
datas.append("/**************** CsdAnalysis End ****************/")
else:
print file_name + " not find or not end with .csd"
return datas
def analysis_file_cpp(file_name):
datas = []
if file_name.endswith(".csd") and os.path.exists(file_name):
doc = minidom.parse(file_name)
root = doc.documentElement
csd_name = get_csd_name(root)
csd_anims = get_csd_animtion_list(root)
all_items = get_csd_root_objects(root)
o_f = os.path.splitext(os.path.split(file_name)[1])[0]
datas.append("/**************** CsdAnalysis Start ****************/")
datas.append("cocos2d::Data data = cocos2d::FileUtils::getInstance()->getDataFromFile(\"csb/" + o_f + ".csb\");")
datas.append("auto node = cocos2d::CSLoader::createNode(data);")
datas.append("addChild(node);")
datas.append("")
datas.append("_root_action = cocos2d::CSLoader::createTimeline(\"csb/" + o_f + ".csb\");")
datas.append("runAction(_root_action);")
datas.append("_root_layout = static_cast<cocos2d::ui::Layout *>(node->getChildByName(\"panel_main\"));")
datas.append("")
for item in all_items:
datas.append(item["name"] + " = static_cast<" + get_csd_type_2_cpp(item["type"]) + ">(seekNodeByName(_root_layout, \"" + item["name"] + "\"));")
datas.append("")
for item in all_items:
if item["type"] == "ButtonObjectData":
datas.append(item["name"] + "->addClickEventListener(CC_CALLBACK_1(" + o_f + "::onButtonClick, this));")
datas.append("/**************** CsdAnalysis End ****************/")
datas.append("")
datas.append("/**************** CsdAnalysis Action Start ****************/")
for item in csd_anims:
datas.append("//_root_action->play(\"" + item + "\", false);")
datas.append("/**************** CsdAnalysis Action End ****************/")
else:
print file_name + " not find or not end with .csd"
return datas
def analysis_file_to_file(file_name, out_put_path):
print "analysis " + file_name + " to " + out_put_path
if os.path.exists(out_put_path) == False:
dep_path = ""
for path in os.path.split(out_put_path):
if(dep_path == ""):
dep_path = path
else:
dep_path += "/" + path
if dep_path != "" and os.path.exists(dep_path) == False:
os.mkdir(dep_path)
o_f = os.path.splitext(os.path.split(file_name)[1])[0]
h_f = os.path.join(out_put_path, o_f + ".hpp")
c_f = os.path.join(out_put_path, o_f + ".cpp")
if file_name.endswith(".csd") == False or os.path.exists(file_name) == False:
return
ISOTIMEFORMAT='%Y/%m/%d'
doc = minidom.parse(file_name)
root = doc.documentElement
csd_name = get_csd_name(root)
csd_anims = get_csd_animtion_list(root)
all_items = get_csd_root_objects(root)
file_obj = open(c_f, "w")
file_obj.write("//\n")
file_obj.write("// " + o_f + ".cpp\n")
file_obj.write("// CsdAnalysls\n")
file_obj.write("//\n")
file_obj.write("// Created by CsdAnalysls on " + time.strftime(ISOTIMEFORMAT, time.localtime() ) + ".\n")
file_obj.write("//\n")
file_obj.write("//\n")
file_obj.write("\n")
file_obj.write("#include \"" + o_f + ".hpp\"\n")
file_obj.write("#include \"SceneRegister.hpp\"\n")
file_obj.write("#include \"InlineFunc.h\"\n")
file_obj.write("\n")
file_obj.write("namespace\n")
file_obj.write("{\n")
file_obj.write(" SceneRegister<" + o_f + "> reg(#SceneIds id#);\n")
file_obj.write("}\n")
file_obj.write("\n")
file_obj.write("" + o_f + "::" + o_f + "()\n")
file_obj.write("{\n")
file_obj.write(" \n")
file_obj.write("}\n")
file_obj.write("\n")
file_obj.write("" + o_f + "::~" + o_f + "()\n")
file_obj.write("{\n")
file_obj.write(" \n")
file_obj.write("}\n")
file_obj.write("\n")
file_obj.write("bool " + o_f + "::init()\n")
file_obj.write("{\n")
file_obj.write(" bool success = false;\n")
file_obj.write(" \n")
file_obj.write(" do {\n")
file_obj.write(" if(!Scene::init())\n")
file_obj.write(" {\n")
file_obj.write(" break;\n")
file_obj.write(" }\n")
file_obj.write(" \n")
datas = analysis_file_cpp(file_name)
for data in datas:
file_obj.write(" " + data + "\n")
file_obj.write(" \n")
file_obj.write(" success = true;\n")
file_obj.write(" } while (0);\n")
file_obj.write(" \n")
file_obj.write(" return success;\n")
file_obj.write("}\n")
file_obj.write("\n")
file_obj.write("void " + o_f + "::onButtonClick(cocos2d::Ref * sender)\n")
file_obj.write("{\n")
file_obj.write("}\n")
file_obj.write("\n")
file_obj.write("\n")
file_obj.close()
file_obj = open(h_f, "w")
file_obj.write("//\n")
file_obj.write("// " + o_f + ".hpp\n")
file_obj.write("// CsdAnalysls\n")
file_obj.write("//\n")
file_obj.write("// Created by CsdAnalysls on " + time.strftime(ISOTIMEFORMAT, time.localtime() ) + ".\n")
file_obj.write("//\n")
file_obj.write("//\n")
file_obj.write("\n")
file_obj.write("#ifndef " + o_f + "_hpp\n")
file_obj.write("#define " + o_f + "_hpp\n")
file_obj.write("\n")
file_obj.write("#include <stdio.h>\n")
file_obj.write("#include \"BaseScene.hpp\"\n")
file_obj.write("#include \"ui/CocosGUI.h\"\n")
file_obj.write("#include \"editor-support/cocostudio/CocoStudio.h\"\n")
file_obj.write("#include \"cocostudio/WidgetCallBackHandlerProtocol.h\"\n")
file_obj.write("\n")
file_obj.write("class " + o_f + " : public BaseScene\n")
file_obj.write("{ \n")
file_obj.write("public:\n")
file_obj.write(" " + o_f + "();\n")
file_obj.write(" virtual ~" + o_f + "();\n")
file_obj.write(" \n")
file_obj.write(" CREATE_FUNC(" + o_f + ");\n")
file_obj.write(" \n")
file_obj.write(" virtual bool init();\n")
file_obj.write(" virtual void onButtonClick(cocos2d::Ref * sender);\n")
file_obj.write("protected:\n")
datas = analysis_file_h(file_name)
for data in datas:
file_obj.write(" " + data + "\n")
file_obj.write("};\n")
file_obj.write("\n")
file_obj.write("#endif /* " + o_f + "_hpp */\n")
file_obj.write("\n")
file_obj.close()
def analysis_file_to_control(file_name):
if file_name.endswith(".csd") and os.path.exists(file_name):
doc = minidom.parse(file_name)
root = doc.documentElement
csd_name = get_csd_name(root)
csd_anims = get_csd_animtion_list(root)
all_items = get_csd_root_objects(root)
print "\n\ncode in " + csd_name + ".h\n"
datas = analysis_file_h(file_name)
for data in datas:
print data
print "\n\ncode in " + csd_name + ".cpp\n"
datas = analysis_file_cpp(file_name)
for data in datas:
print data
else:
print file_name + " not find or not end with .csd"
def analysis_path_to_control(path_name):
files = os.listdir(path_name)
for item in files:
file = os.path.join(path_name, item)
if (os.path.isfile(file) and file.endswith(".csd")):
analysis_file_to_control(file)
def output_to_file(file_name, out_put_path):
if file_name == "":
print "not find file_name"
elif os.path.isfile(file_name):
analysis_file_to_file(file_name, out_put_path)
elif os.path.isdir(file_name):
for item in os.listdir(file_name):
file = os.path.join(file_name, item)
if (os.path.isfile(file) and file.endswith(".csd")):
analysis_file_to_file(file, out_put_path)
else:
print "not find " + file_name
def output_to_control(file_name):
if file_name == "":
print "not find file_name"
elif os.path.isfile(file_name):
analysis_file_to_control(file_name)
elif os.path.isdir(file_name):
analysis_path_to_control(file_name)
else:
print "not find " + file_name
if __name__ == "__main__":
file_name = ""
is_to_file = False
to_file_path = "out_put"
i = 1
while i < len(sys.argv):
if(sys.argv[i] == "-d"):
is_to_file = True
if i + 1 < len(sys.argv):
file_p = sys.argv[i + 1]
if file_p.startswith("-") == False:
to_file_path = file_p
i += 1
elif file_name == "" and sys.argv[i].startswith("-") == False:
file_name = sys.argv[i]
i += 1
if file_name == "":
file_name = sys.path[0]
# print "is_to_file = " + str(is_to_file)
# print "file_name = " + file_name
# print "to_file_path = " + to_file_path
if(is_to_file):
output_to_file(os.path.abspath(file_name),os.path.abspath(to_file_path))
else:
output_to_control(file_name)
好了,没了