lua腳本在游戲中的應用


  • 為什么要在游戲中使用腳本語言?

  要解釋這個問題首先我們先來了解一下腳本語言的特性:

  1. 學習門檻低,快速上手
  2. 開發成本低,可維護性強
  3. 動態語言,靈活性高

  相對於C/C++這類高復雜性、高風險的編譯型語言來說,Lua腳本做為一種輕量級的動態語言,簡單的語言特性,精簡的核心和基礎庫,使得語言的學習門檻大大的降低,即使是沒有任何游戲經驗的人都能快速上手,開發游戲功能。實際上游戲設計是一種十分繁雜的工作,C/C++雖然給我們帶來極大的高效性,但同時也不能忽視其復雜性,極易產生BUG,而且對於開發人員的要求非常高。從語言的的抽象層面來說C/C++的抽象低更加適合於底層邏輯的支持,而Lua腳本抽象層次高,更加適合游戲邏輯的實現。腳本語言運行在虛擬機之上,而虛擬機運行在游戲邏輯之上,作為一種解釋型語言,我們可以隨時修改並及時體現在游戲之中,快速完成開發。C/C++卻做不到,對一個巨大的游戲工程,每次修改都需要重新編譯,成本很高。設想一下,如果所有的功能都是使用C/C++實現的話,那么對開發人員來說簡直是一場災難。

  • 如何在游戲中使用Lua腳本?

這里就不理論一大堆了,直接手把手教。

  1. 進入Lua官方網站下載Source源代碼
  2. 在Visual Studio在新建一個解決方案名為Lua2Game
  3. 在Lua2Game解決方案下新建一個空項目,命名為LuaDll,將從Lua官網下載的源代碼src中除luac.c文件之外的源代碼拷貝到LuaDll工程,配置項目屬性,常規->配置類型為靜態庫(lib)然后編譯LuaDll項目。(luac.c是編譯器,lua.c是解釋器也就是lua虛擬機)
  4. 在Lua2Game解決方案下新建一個空項目,命名為Game,配置項目屬性,常規->配置類型為應用程序(.exe), 這就是游戲demo。在項目屬性中,鏈接器-> 輸入->附加依賴項中加入../Debug/LuaDll.lib
  5. 在項目Game中實現腳本引擎CLuaScript(實現C/C++與Lua腳本的互相訪問)

LuaScript.h

 1 #ifndef __LUA_SCRIPT_H__
 2 #define __LUA_SCRIPT_H__
 3 
 4 #include "GameDef.h"
 5 
 6 class CLuaScript
 7 {
 8 public:
 9     CLuaScript();
10     ~CLuaScript();
11 
12 public:
13         //實現C/C++對Lua腳本的調用
14     bool    LoadScript(const char* szFileName); //實現lua腳本加載和編譯
15     //調用Lua函數
16     bool    CallFunction(char* cFuncName, int nResults, char* cFormat, va_list vlist);
17     bool    CallFunction(const char* cFuncName, int nResults, char* cFormat, ...);
18 
19 private:
20     void    RegisterLuaLib(); //注冊lua各種基礎庫
21     bool    RegisterFunctions(TLua_Funcs Funcs[], int n);//將游戲接口注冊到lua腳本
22     
23 private:
24     lua_State*    m_LuaState; //state 腳本和C\C++搞基就靠它了
25     bool        m_IsLoadScript;
26 };
27 
28 
29 #endif

LuaScript.cpp

  1 #include <iostream>
  2 #include "LuaScript.h"
  3 
  4 CLuaScript::CLuaScript()
  5 {
  6     m_LuaState = luaL_newstate();
  7     if (!m_LuaState)
  8     {
  9         std::cout << "m_LuaState new state failed!" << std::endl;
 10         return;
 11     }
 12     RegisterLuaLib();//注冊lua標准庫
 13     RegisterFunctions(g_GameFunc, g_GetGameFuncSize());//注冊c\c++腳本接口
 14     m_IsLoadScript = false;
 15 }
 16 
 17 CLuaScript::~CLuaScript()
 18 {
 19     if (m_LuaState)
 20     {
 21         lua_close(m_LuaState);
 22         m_LuaState = NULL;
 23     }
 24     m_IsLoadScript = false;
 25 }
 26 
 27 void CLuaScript::RegisterLuaLib()
 28 {
 29     if (!m_LuaState)
 30     {
 31         return;
 32     }
 33     luaL_openlibs(m_LuaState);
 34 }
 35 
 36 bool CLuaScript::RegisterFunctions(TLua_Funcs Funcs[], int n)
 37 {
 38     if (!m_LuaState)
 39     {
 40         return false;
 41     }
 42     for (int i = 0; i < n; i++)
 43         lua_register(m_LuaState, Funcs[i].name, Funcs[i].func);
 44     return true;
 45 }
 46 
 47 bool CLuaScript::LoadScript(const char* szFileName)
 48 {
 49     if (!szFileName || szFileName[0] == '\0')
 50     {
 51         std::cout << "Lua script file illegal!" << std::endl;
 52         return false;
 53     }
 54     if (!m_LuaState)
 55         return false;
 56 
 57     m_IsLoadScript = (luaL_dofile(m_LuaState, szFileName) == LUA_OK);
 58     if (!m_IsLoadScript)
 59     {
 60         std::cout << "<LUA_LOAD_ERROR>"<< lua_tostring(m_LuaState, -1) << std::endl;
 61         lua_pop(m_LuaState, 1);
 62     }
 63     return m_IsLoadScript;
 64 }
 65 
 66 bool CLuaScript::CallFunction(char* cFuncName, int nResults, char* cFormat, va_list vlist)
 67 {
 68     if (!m_LuaState || !m_IsLoadScript)
 69         return false;
 70 
 71     double    nNumber    = 0;
 72     int nInteger    = 0;
 73     char*    cString    = NULL;
 74     void*    pPoint    = NULL;
 75     int i        = 0;
 76     int nArgnum    = 0;
 77     lua_CFunction CFunc = NULL;
 78 
 79     lua_getglobal(m_LuaState, cFuncName); //在堆棧中加入需要調用的函數名
 80 
 81     while (cFormat[i] != '\0')
 82     {
 83         switch (cFormat[i])
 84         {
 85         case 'n'://輸入的數據是double形 NUMBER,Lua來說是Double型
 86         {
 87             nNumber = va_arg(vlist, double);
 88             lua_pushnumber(m_LuaState, nNumber);
 89             nArgnum++;
 90         }
 91         break;
 92 
 93         case 'd'://輸入的數據為整形
 94         {
 95             nInteger = va_arg(vlist, int);
 96             lua_pushinteger(m_LuaState, nInteger);
 97             nArgnum++;
 98         }
 99         break;
100 
101         case 's'://字符串型
102         {
103             cString = va_arg(vlist, char *);
104             lua_pushstring(m_LuaState, cString);
105             nArgnum++;
106         }
107         break;
108 
109         case 'N'://NULL
110         {
111             lua_pushnil(m_LuaState);
112             nArgnum++;
113         }
114         break;
115 
116         case 'f'://輸入的是CFun形,即內部函數形
117         {
118             CFunc = va_arg(vlist, lua_CFunction);
119             lua_pushcfunction(m_LuaState, CFunc);
120             nArgnum++;
121         }
122         break;
123 
124         case 'v'://輸入的是堆棧中Index為nIndex的數據類型
125         {
126             nNumber = va_arg(vlist, int);
127             int nIndex1 = (int)nNumber;
128             lua_pushvalue(m_LuaState, nIndex1);
129             nArgnum++;
130         }
131         break;
132         
133         }
134 
135         i++;
136     }
137 
138     int nRetcode = lua_pcall(m_LuaState, nArgnum, nResults, 0);
139 
140     if (nRetcode != 0)
141     {
142         std::cout << "<LUA_CALL_FUNC_ERROR>" << lua_tostring(m_LuaState, -1) << std::endl;
143         lua_pop(m_LuaState, 1);
144         return false;
145     }
146 
147     return    true;
148 }
149 
150 
151 bool CLuaScript::CallFunction(const char* cFuncName, int nResults, char* cFormat, ...)
152 {
153     bool bResult = false;
154     va_list vlist;
155     va_start(vlist, cFormat);
156     bResult = CallFunction((char*)cFuncName, nResults, cFormat, vlist);
157     va_end(vlist);
158     return bResult;
159 }

6,定義用於實現定義給lua腳本的游戲接口

GameDef.h

 1 #ifndef __GAME_DEF_H__
 2 #define __GAME_DEF_H__
 3 
 4 extern "C"{
 5 #include "../../LuaDll/src/lua.h"
 6 #include "../../LuaDll/src/lauxlib.h"
 7 #include "../../LuaDll/src/lualib.h"
 8 }
 9 
10 
11 struct TLua_Funcs
12 {
13     const char *name;
14     lua_CFunction func;
15 };
16 
17 extern TLua_Funcs g_GameFunc[];
18 extern int g_GetGameFuncSize();
19 
20 #endif

GameDef.cpp

 1 #include "GameDef.h"
 2 #include <direct.h>
 3 #include <iostream>
 4 #include "Core.h"
 5 using namespace std;
 6 
 7 
 8 int LuaSayHello(lua_State* L)
 9 {
10     cout << "Lua call c/c++:SayHello()" << endl;
11     cout << "Hello Everyone!" << endl;
12     if (lua_gettop(L) < 3)
13         return 0;
14     const char* szName = lua_tostring(L, 1);
15     int nParam1 = lua_tonumber(L, 2);
16     int nParam2 = lua_tonumber(L, 3);
17     cout << "My name is " << szName << endl;
18     lua_pushnumber(L, nParam1 / nParam2);
19     return 1;
20 }
21 
22 int LuaStopGame(lua_State* L)
23 {
24     cout << "Lua call c/c++:StopGame()" << endl;
25     cout << "Game is over!" << endl;
26     g_Core.SetRunState(false);
27     return 0;
28 }
29 
30 //腳本接口
31 TLua_Funcs g_GameFunc[] = {
32     { "SayHello", LuaSayHello },
33     { "StopGame", LuaStopGame },
34 };
35 
36 int g_GetGameFuncSize()
37 {
38     return sizeof(g_GameFunc) / sizeof(TLua_Funcs);
39 }

7,模擬游戲主邏輯

Core.h

 1 #ifndef __CORE_H__
 2 #define __CORE_H__
 3 
 4 #include "GameDef.h"
 5 #include "LuaScript.h"
 6 
 7 class CCore
 8 {
 9 public:
10     CCore();
11     ~CCore();
12 
13 public:
14     bool    Initialize();
15     void    Uninitialize();
16     bool    Breathe();
17     void    SetRunState(bool bRunning);
18 
19 private:
20     CLuaScript* m_Script;
21     bool        m_bIsRuning;
22 };
23 
24 extern CCore g_Core;
25 
26 #endif

Core.cpp

 1 #include "Core.h"
 2 #include <time.h>
 3 #include <iostream>
 4 using namespace std;
 5 
 6 CCore g_Core;
 7 
 8 CCore::CCore()
 9 {
10     m_Script = NULL;
11     m_bIsRuning = true;
12 }
13 
14 CCore::~CCore()
15 {
16     if (m_Script)
17     {
18         delete m_Script;
19         m_Script = NULL;
20     }
21 }
22 
23 bool CCore::Initialize()
24 {
25     //do something
26     return true;
27 }
28 
29 void CCore::Uninitialize()
30 {
31     //do something
32 }
33 
34 void CCore::SetRunState(bool bRunning)
35 {
36     m_bIsRuning = bRunning;
37 }
38 
39 bool CCore::Breathe()
40 {
41     if (!m_bIsRuning)
42         return false;
43     static size_t c = 0;
44     size_t now = time(NULL);
45     if (now - c > 3)
46     {
47         c = now;
48         if (!m_Script)
49         {
50             m_Script = new CLuaScript;
51         }        
52         if (m_Script)
53         {
54                 //游戲調用lua腳本
55             m_Script->LoadScript("./../test.lua"); 
56             //調用腳本函數,請參看下面第9點test.lua腳本
57             m_Script->CallFunction("main", 1, "sdd", "luaer", c, c / 18);
58         }
59         else
60         {
61             std::cout << "new CLuaScript failed!" << std::endl;
62             m_bIsRuning = false;
63         }
64     }
65     return true;
66 }

8,最后是實現mian函數(也就是游戲的服務器)

 1 #include <iostream>
 2 #include "Core.h"
 3 using namespace std;
 4 
 5 int main(int argc, char* argv[])
 6 {
 7     if (!g_Core.Initialize())
 8     {
 9         g_Core.Uninitialize();
10         return 0;
11     }
12     std::cout << "-----------------Start game!!!-----------------" << std::endl;
13     while (1)
14     {
15         if (!g_Core.Breathe())
16             break;
17     }
18     std::cout << "-----------------Game over!!!-----------------" << std::endl;
19     g_Core.Uninitialize();
20 
21     system("PAUSE");
22     return 1;
23 }

9,在工程目錄下創建test.lua腳本給游戲調用

 1 function main(szName, num1, num2)
 2     print("main()", szName, num1, num2); --調用lua基礎庫函數
 3     local nRet = SayHello(szName, num1, num2); --調用游戲接口並返回結果
 4     print("nRet =", nRet);
 5     local nRand = math.random(100);
 6     print("nRand =", nRand)
 7     if nRand > 80 then
 8         StopGame(); --停止游戲
 9     end
10     return 1;
11 end

運行結果:

 1 -----------------Start game!!!-----------------
 2 main()  luaer   1410876602      78382033
 3 Lua call c/c++:SayHello()
 4 Hello Everyone!
 5 My name is luaer
 6 nRet =  18
 7 nRand = 1
 8 main()  luaer   1410876606      78382033
 9 Lua call c/c++:SayHello()
10 Hello Everyone!
11 My name is luaer
12 nRet =  18
13 nRand = 57
14 main()  luaer   1410876610      78382033
15 Lua call c/c++:SayHello()
16 Hello Everyone!
17 My name is luaer
18 nRet =  18
19 nRand = 20
20 main()  luaer   1410876614      78382034
21 Lua call c/c++:SayHello()
22 Hello Everyone!
23 My name is luaer
24 nRet =  18
25 nRand = 81
26 Lua call c/c++:StopGame()
27 Game is over!
28 -----------------Game over!!!-----------------
29 Press any key to continue . . .

Demo工程的完整版本可以通過github上獲得。

 


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