﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-Code Knight-随笔分类-脚本</title><link>http://www.cppblog.com/winmain/category/13124.html</link><description>Programming is so cool</description><language>zh-cn</language><lastBuildDate>Tue, 30 Mar 2010 06:33:03 GMT</lastBuildDate><pubDate>Tue, 30 Mar 2010 06:33:03 GMT</pubDate><ttl>60</ttl><item><title>LUA小记</title><link>http://www.cppblog.com/winmain/archive/2010/03/29/110919.html</link><dc:creator>Code Knight</dc:creator><author>Code Knight</author><pubDate>Mon, 29 Mar 2010 13:58:00 GMT</pubDate><guid>http://www.cppblog.com/winmain/archive/2010/03/29/110919.html</guid><wfw:comment>http://www.cppblog.com/winmain/comments/110919.html</wfw:comment><comments>http://www.cppblog.com/winmain/archive/2010/03/29/110919.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/winmain/comments/commentRss/110919.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/winmain/services/trackbacks/110919.html</trackback:ping><description><![CDATA[1，从luastate中取出LUA开放给C++调用的函数，arg[1]得到的总是LUA函数所带的参数个数，而arg[2]才是该LUA函数的第一个参数。<br>2，dostring可以直接用"a(1, 2)&#8220;的字符串来调用LUA开放给C++调用的诸如function a(x, y)的函数。
<img src ="http://www.cppblog.com/winmain/aggbug/110919.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/winmain/" target="_blank">Code Knight</a> 2010-03-29 21:58 <a href="http://www.cppblog.com/winmain/archive/2010/03/29/110919.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>基于LUA的AI模块</title><link>http://www.cppblog.com/winmain/archive/2009/04/21/80650.html</link><dc:creator>Code Knight</dc:creator><author>Code Knight</author><pubDate>Tue, 21 Apr 2009 14:56:00 GMT</pubDate><guid>http://www.cppblog.com/winmain/archive/2009/04/21/80650.html</guid><wfw:comment>http://www.cppblog.com/winmain/comments/80650.html</wfw:comment><comments>http://www.cppblog.com/winmain/archive/2009/04/21/80650.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/winmain/comments/commentRss/80650.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/winmain/services/trackbacks/80650.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 前些天做了一个怪物AI模块，起初的设计是基于C++的驱动模式，只在必要的时候调用LUA脚本，诸如以下：<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 在AI模块的Update(float dt)中根据AI的几种可能性进行相应的更新，比如<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<div style="BORDER-BOTTOM: #cccccc 1px solid; BORDER-LEFT: #cccccc 1px solid; PADDING-BOTTOM: 4px; BACKGROUND-COLOR: #eeeeee; PADDING-LEFT: 4px; WIDTH: 98%; PADDING-RIGHT: 5px; FONT-SIZE: 13px; BORDER-TOP: #cccccc 1px solid; BORDER-RIGHT: #cccccc 1px solid; PADDING-TOP: 4px"><!--<br><br>Code highlighting produced by Actipro CodeHighlighter (freeware)<br>http://www.CodeHighlighter.com/<br><br>--><span style="COLOR: #008080">1</span>&nbsp;<span style="COLOR: #0000ff">void</span><span style="COLOR: #000000">&nbsp;CAI::Update（</span><span style="COLOR: #0000ff">float</span><span style="COLOR: #000000">&nbsp;dt）<br></span><span style="COLOR: #008080">2</span>&nbsp;<span style="COLOR: #000000">{<br></span><span style="COLOR: #008080">3</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #008000">//</span><span style="COLOR: #008000">&nbsp;更新攻击目标，没有目标寻找</span><span style="COLOR: #008000"><br></span><span style="COLOR: #008080">4</span>&nbsp;<span style="COLOR: #008000"></span><span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;UpdateTarget()；<br></span><span style="COLOR: #008080">5</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #008000">//</span><span style="COLOR: #008000">&nbsp;更新战斗</span><span style="COLOR: #008000"><br></span><span style="COLOR: #008080">6</span>&nbsp;<span style="COLOR: #008000"></span><span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;UpdateCombat()；<br></span><span style="COLOR: #008080">7</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #008000">//</span><span style="COLOR: #008000">&nbsp;更新移动</span><span style="COLOR: #008000"><br></span><span style="COLOR: #008080">8</span>&nbsp;<span style="COLOR: #008000"></span><span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;UpdateMove();<br></span><span style="COLOR: #008080">9</span>&nbsp;<span style="COLOR: #000000">}</span></div>
<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 在相应的Update中去检测有没有状况发生，比如在UpdateTarget（）中，这个怪物发现一个玩家进入了自己的地盘，要殴之，则发送一个事件给一个处理事件的函数ProcessEvent(int nEvent),这个事件可能会进入一个状态机然后在更改到一个进入战斗的状态，调用相应的脚本函数，在这个脚本函数里就去做自己想做的事。<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 但是这样的Update并不好，思考了一下觉得还是要以AI状态为基准来Update比较适合和脚本交互。<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<div style="BORDER-BOTTOM: #cccccc 1px solid; BORDER-LEFT: #cccccc 1px solid; PADDING-BOTTOM: 4px; BACKGROUND-COLOR: #eeeeee; PADDING-LEFT: 4px; WIDTH: 98%; PADDING-RIGHT: 5px; FONT-SIZE: 13px; BORDER-TOP: #cccccc 1px solid; BORDER-RIGHT: #cccccc 1px solid; PADDING-TOP: 4px"><!--<br><br>Code highlighting produced by Actipro CodeHighlighter (freeware)<br>http://www.CodeHighlighter.com/<br><br>--><span style="COLOR: #008080">&nbsp;1</span>&nbsp;<span style="COLOR: #0000ff">void</span><span style="COLOR: #000000"> CAI::Update(</span><span style="COLOR: #0000ff">float</span><span style="COLOR: #000000"> dt)<br></span><span style="COLOR: #008080">&nbsp;2</span>&nbsp;<span style="COLOR: #000000">{<br></span><span style="COLOR: #008080">&nbsp;3</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;</span><span style="COLOR: #0000ff">switch</span><span style="COLOR: #000000">(m_nState)<br></span><span style="COLOR: #008080">&nbsp;4</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;{<br></span><span style="COLOR: #008080">&nbsp;5</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #0000ff">case</span><span style="COLOR: #000000">&nbsp;IDLE:<br></span><span style="COLOR: #008080">&nbsp;6</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br></span><span style="COLOR: #008080">&nbsp;7</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #008000">//</span><span style="COLOR: #008000">&nbsp;调用脚本，可能会调用寻找目标的接口</span><span style="COLOR: #008000"><br></span><span style="COLOR: #008080">&nbsp;8</span>&nbsp;<span style="COLOR: #008000"></span><span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br></span><span style="COLOR: #008080">&nbsp;9</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #0000ff">break</span><span style="COLOR: #000000">;<br></span><span style="COLOR: #008080">10</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #0000ff">case</span><span style="COLOR: #000000">&nbsp;COMBAT:<br></span><span style="COLOR: #008080">11</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br></span><span style="COLOR: #008080">12</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #008000">//</span><span style="COLOR: #008000">&nbsp;调用脚本，调用战斗接口</span><span style="COLOR: #008000"><br></span><span style="COLOR: #008080">13</span>&nbsp;<span style="COLOR: #008000"></span><span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br></span><span style="COLOR: #008080">14</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="COLOR: #0000ff">break</span><span style="COLOR: #000000">;<br></span><span style="COLOR: #008080">15</span>&nbsp;<span style="COLOR: #000000">&nbsp;&nbsp;}<br></span><span style="COLOR: #008080">16</span>&nbsp;<span style="COLOR: #000000">}</span></div>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 这样就比较灵活了。脚本只是程序员用来解放劳动力的一种方式，做好功能接口让更多非专业程序员也能定制游戏内容，这是自己对于脚本的理解。但是没有脚本交互经验，至于暴露给策划的接口该有哪些，怎样策划用着舒服，自己还没想好，如果在C++中，这些基本函数可以自己来做,直接把逻辑写进IDLE的case都可以，但用脚本方式进入IDLE状态后，脚本里肯定应该有FindTarget()这样的接口，那么这一句FindTarget()交给策划去填上？我觉得还不如直接在C++代码中补上一句来得实在，策划肯定不会直接去在脚本接口里去if else,脚本的提供还真是伤脑筋，例如进入战斗状态了，调用脚本里的战斗接口，这个接口里又怎样调用C++提供的接口，所有的战斗过程都封装成一个接口给策划？那这个接口封装的功能可能会很多很多，无疑是增加了工作量，并且策划的使用也会有局限性。还是其中的逻辑仍然由程序员来编写？该如何组织呢。另外每一帧的更新都回去调用脚本，这其中得消耗多少？<br><br>
<img src ="http://www.cppblog.com/winmain/aggbug/80650.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/winmain/" target="_blank">Code Knight</a> 2009-04-21 22:56 <a href="http://www.cppblog.com/winmain/archive/2009/04/21/80650.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>LUA要点笔记&lt;一&gt;</title><link>http://www.cppblog.com/winmain/archive/2009/02/26/74986.html</link><dc:creator>Code Knight</dc:creator><author>Code Knight</author><pubDate>Thu, 26 Feb 2009 08:15:00 GMT</pubDate><guid>http://www.cppblog.com/winmain/archive/2009/02/26/74986.html</guid><wfw:comment>http://www.cppblog.com/winmain/comments/74986.html</wfw:comment><comments>http://www.cppblog.com/winmain/archive/2009/02/26/74986.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/winmain/comments/commentRss/74986.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/winmain/services/trackbacks/74986.html</trackback:ping><description><![CDATA[摘自《Programming in LUA》，着重选一些特点。PS:谁能提供一本实例教程？<br>全局变量不需要声明，给一个变量赋值后即创建了这个全局变量，访问一个没有初<br>始化的全局变量也不会出错，只不过得到的结果是：nil. <br><br>-e：直接将命令传入Lua <br>prompt&gt; lua -e "print(math.sin(12))"&nbsp; --&gt; -0.53657291800043 <br>-l：加载一个文件. <br>-i：进入交互模式.<br><br>第2 章&nbsp; 类型和值<br>Lua 是动态类型语言，变量不要类型定义。Lua 中有8 个基本类型分别为：nil、boolean、<br>number、string、userdata、function、thread 和table。函数type 可以测试给定变量或者值<br>的类型。<br><br>两个取值false 和true。但要注意Lua 中所有的值都可以作为条件。在控制结构的条<br>件中除了false 和nil 为假，其他值都为真。所以Lua 认为0 和空串都是真。 <br><br>第3 章&nbsp; 表达式 <br><br>a and b&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- 如果a为false，则返回a，否则返回b <br>a or&nbsp; b&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- 如果a为true，则返回a，否则返回b <br><br>一个很实用的技巧：如果x 为false 或者nil 则给x 赋初始值v <br>x = x or v <br>等价于 <br>if not x then <br>&nbsp;&nbsp; x = v <br>end <br>and 的优先级比or 高。<br><br>not 的结果一直返回false 或者true <br>print(not nil)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; true <br><br><br>逻辑运算符认为false 和nil 是假（false），其他为真，0 也是true. <br>and 和or 的运算结果不是true 和false，而是和它的两个操作数相关。 <br>a and b&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- 如果a为false，则返回a，否则返回b <br>a or&nbsp; b&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- 如果a为true，则返回a，否则返回b <br>例如： <br>print(4 and 5)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 5 <br>print(nil and 13)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; nil <br>print(false and 13)&nbsp;&nbsp;&nbsp;&nbsp; --&gt; false <br>print(4 or 5)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 4 <br>print(false or 5)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 5 <br>一个很实用的技巧：如果x 为false 或者nil 则给x 赋初始值v <br>x = x or v <br>等价于 <br>if not x then <br>&nbsp;&nbsp; x = v <br>end <br>and 的优先级比or 高。 <br>&nbsp;<br>C 语言中的三元运算符 <br>a ? b : c <br>在Lua 中可以这样实现： <br>(a and b) or c <br>&nbsp;<br>not 的结果一直返回false 或者true <br>print(not nil)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; true <br>print(not false)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; true <br>print(not 0)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; false <br>print(not not nil)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; false <br><br>连连接接运运算算符符&nbsp; <br>..&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --两个点 <br>字符串连接，如果操作数为数字，Lua 将数字转成字符串。 <br>print("Hello " .. "World")&nbsp;&nbsp;&nbsp;&nbsp; --&gt; Hello World <br>print(0 .. 1)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 01 <br><br>w = {x=0, y=0, label="console"} <br>x = {sin(0), sin(1), sin(2)} <br>w[1] = "another field" <br>x.f = w <br>print(w["x"])&nbsp;&nbsp;&nbsp; --&gt; 0 <br>print(w[1])&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; another field <br>print(x.f[1])&nbsp;&nbsp;&nbsp; --&gt; another field <br>w.x = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- remove field "x" <br><br><br>在构造函数中域分隔符逗号（","）可以用分号（";"）替代，通常我们使用分号用来<br>分割不同类型的表元素。 <br>{x=10, y=45; "one", "two", "three"} <br>print(not false)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; true <br>print(not 0)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; false <br>print(not not nil)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; false <br><br>第4 章&nbsp; 基本语法<br>Lua&nbsp; 可以对多个变量同时赋值，变量列表和值列表的各个元素用逗号分开，赋值语<br>句右边的值会依次赋给左边的变量。 <br>a, b = 10, 2*x&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &lt;--&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a=10; b=2*x <br><br>遇到赋值语句Lua 会先计算右边所有的值然后再执行赋值操作，所以我们可以这样<br>进行交换变量的值： <br>x, y = y, x&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- swap 'x' for 'y' <br>a[i], a[j] = a[j], a[i]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- swap 'a[i]' for 'a[i]' <br><br>当变量个数和值的个数不一致时，Lua 会一直以变量个数为基础采取以下策略： <br>a. 变量个数&gt;值的个数&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 按变量个数补足nil <br>b. 变量个数&lt;值的个数&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 多余的值会被忽略 <br>例如： <br>a, b, c = 0, 1&nbsp; <br>print(a,b,c)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 0&nbsp;&nbsp; 1&nbsp;&nbsp; nil <br>&nbsp;<br>a, b = a+1, b+1, b+2&nbsp;&nbsp;&nbsp; -- value of b+2 is ignored <br>print(a,b)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 1&nbsp;&nbsp; 2 <br>&nbsp;<br>a, b, c = 0 <br>print(a,b,c)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 0&nbsp;&nbsp; nil&nbsp;&nbsp; nil <br><br>多值赋值经常用来交换变量，或将函数调用返回给变量： <br>a, b = f() <br>f()返回两个值，第一个赋给a，第二个赋给b。<br><br>我们给block 划定一个明确的界限：do..end 内的部分。<br><br>控制结构的条件表达式结果可以是任何值，Lua 认为false 和nil 为假，其他值为真。 <br><br>repeat-until 语句：<br>repeat <br>&nbsp;&nbsp; statements; <br>until conditions;<br><br>有时候为了调试或者其他目的需要在block 的中间使用return 或者break，可以显式<br>的使用do..end 来实现： <br>function foo () <br>&nbsp;&nbsp; return&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&lt;&lt; SYNTAX ERROR <br>&nbsp;&nbsp; -- 'return' is the last statement in the next block <br>&nbsp;&nbsp; do return end&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- OK <br>&nbsp;&nbsp; ...&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- statements not reached <br>end <br><br>调用函数的时候，如果参数列表为空，必须使用()表明是函数调用。 <br>print(8*9, 9/8) <br>a = math.sin(3) + math.cos(10) <br>print(os.date()) <br>上述规则有一个例外，当函数只有一个参数并且这个参数是字符串或者表构造的时<br>候，()是可选的： <br>print "Hello World"&nbsp;&nbsp;&nbsp;&nbsp; &lt;--&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print("Hello World") <br>dofile 'a.lua'&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &lt;--&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; dofile ('a.lua') <br>print [[a multi-line&nbsp;&nbsp;&nbsp; &lt;--&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print([[a multi-line <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; message]]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; message]]) <br>f{x=10, y=20}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &lt;--&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; f({x=10, y=20}) <br>type{}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &lt;--&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; type({}) <br><br>Lua 函数实参和形参的匹配与赋值语句类似，多余部分被忽略，缺少部分用nil 补足。 <br>function f(a, b) return a or b end <br>&nbsp;<br>CALL&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; PARAMETERS <br>&nbsp;<br>f(3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a=3, b=nil <br>f(3, 4)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a=3, b=4 <br>f(3, 4, 5)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a=3, b=4&nbsp; (5 is discarded) <br><br>Lua 函数中，在return 后列出要返回的值得列表即可返回多值，如： <br>function maximum (a) <br>&nbsp;&nbsp; local mi = 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- maximum index <br>&nbsp;&nbsp; local m = a[mi]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- maximum value <br>&nbsp;&nbsp; for i,val in ipairs(a) do <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if val &gt; m then <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mi = i <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; m = val <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end <br>&nbsp;&nbsp; end <br>&nbsp;&nbsp; return m, mi <br>end <br>&nbsp;<br>print(maximum({8,10,23,12,5}))&nbsp;&nbsp;&nbsp;&nbsp; --&gt; 23&nbsp;&nbsp; 3 <br>Lua&nbsp; 总是调整函数返回值的个数去适用调用环境，当作为一个语句调用函数时，所<br>有返回值被忽略。假设有如下三个函数： <br>function foo0 () end&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- returns no results <br>function foo1 () return 'a' end&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- returns 1 result <br>function foo2 () return 'a','b' end&nbsp;&nbsp; -- returns 2 results <br>第一，当作为表达式调用函数时，有以下几种情况： <br>1.&nbsp; 当调用作为表达式最后一个参数或者仅有一个参数时，根据变量个数函数尽可能<br>多地返回多个值，不足补nil，超出舍去。 <br>2.&nbsp; 其他情况下，函数调用仅返回第一个值（如果没有返回值为nil） <br>x,y = foo2()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- x='a', y='b' <br>x = foo2()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- x='a', 'b' is discarded <br>x,y,z = 10,foo2()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- x=10, y='a', z='b' <br>&nbsp;<br>x,y = foo0()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- x=nil, y=nil <br>x,y = foo1()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- x='a', y=nil <br>x,y,z = foo2()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- x='a', y='b', z=nil <br>x,y = foo2(), 20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- x='a', y=20 <br>x,y = foo0(), 20, 30&nbsp;&nbsp;&nbsp; -- x='nil', y=20, 30 is discarded <br>第二，函数调用作为函数参数被调用时，和多值赋值是相同。 <br>print(foo0())&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; <br>print(foo1())&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; a <br>print(foo2())&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; a&nbsp;&nbsp; b <br>print(foo2(), 1)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; a&nbsp;&nbsp; 1 <br>print(foo2() .. "x")&nbsp;&nbsp;&nbsp; --&gt; ax <br>第三，函数调用在表构造函数中初始化时，和多值赋值时相同。 <br>a = {foo0()}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- a = {}&nbsp;&nbsp;&nbsp; (an empty table) <br>a = {foo1()}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- a = {'a'} <br>a = {foo2()}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- a = {'a', 'b'} <br>&nbsp;<br>a = {foo0(), foo2(), 4}&nbsp; -- a[1] = nil, a[2] = 'a', a[3] = 4 <br>另外，return f()这种类型的返回f()返回的所有值 <br>function foo (i) <br>&nbsp;&nbsp; if i == 0 then return foo0() <br>&nbsp;&nbsp; elseif i == 1 then return foo1() <br>&nbsp;&nbsp; elseif i == 2 then return foo2() <br>&nbsp;&nbsp; end <br>end <br>&nbsp;<br>print(foo(1))&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; a <br>print(foo(2))&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; --&gt; a&nbsp; b <br>print(foo(0))&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- (no results) <br>print(foo(3))&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -- (no results) <br>可以使用圆括号强制使调用返回一个值。 <br>print((foo0()))&nbsp;&nbsp;&nbsp;&nbsp; --&gt; nil <br>print((foo1()))&nbsp;&nbsp;&nbsp;&nbsp; --&gt; a <br>print((foo2()))&nbsp;&nbsp;&nbsp;&nbsp; --&gt; a <br><br>
<img src ="http://www.cppblog.com/winmain/aggbug/74986.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/winmain/" target="_blank">Code Knight</a> 2009-02-26 16:15 <a href="http://www.cppblog.com/winmain/archive/2009/02/26/74986.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>