cocos2d-x 3.17版本没有LuaEngine?

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#include “cocos2d.h”
#include “AppDelegate.h”
#include “HelloWorldScene.h”
#include “CdataCache.h”
#include “SpineLoader.h”
#include “GB2ShapeCache-x.h”
extern “C” {
#include <lua.h>
#include<lualib.h>
#include<lauxlib.h>
}
#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
#error “Don’t use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!”
#endif

#if USE_AUDIO_ENGINE
#include “audio/include/AudioEngine.h”
using namespace cocos2d::experimental;
#elif USE_SIMPLE_AUDIO_ENGINE
#include “audio/include/SimpleAudioEngine.h”
using namespace CocosDenshion;
#endif
USING_NS_CC;
static auto sz =Size(1024,680);//手机实际宽高
////设计分辨率,理想分辨率,美工给出的背景大小,这里以plus6为标准
//static float height = 1334.0f;
//static float width = 750.0f;
static float height = 1334.0f;
static float width = 750.0f;
AppDelegate::AppDelegate()
{

}

AppDelegate::~AppDelegate()
{
#if USE_AUDIO_ENGINE
AudioEngine::end();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::end();
#endif

}

// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};

GLView::setGLContextAttrs(glContextAttrs);

}

// if you want to use the package manager to install more packages,
// don’t modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}

bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect(“myapp”, cocos2d::Rect(0, 0, sz.width, sz.height));
//glview->setFrameSize(sz.width, sz.height);
#else
glview = GLViewImpl::create(“myapp”);
#endif
director->setOpenGLView(glview);
}
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don’t call this
director->setAnimationInterval(1.0f / 60);
// Set the design resolution
auto frameSize = glview->getFrameSize();
float ratio = sz.width / sz.height;
float maxratio = width / height;
float minratio = width / 720.0f;//720最小
if (ratio > maxratio)
{
height = width / ratio;
}
else if (ratio < minratio)
{
width = height * ratio;
}
glview->setDesignResolutionSize(width, height,ResolutionPolicy::SHOW_ALL);
LuaEngine *engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
auto scene = HelloWorld::createScene();
director->runWithScene(scene); //run
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();

#if USE_AUDIO_ENGINE
AudioEngine::pauseAll();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
#endif
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();

#if USE_AUDIO_ENGINE
AudioEngine::resumeAll();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
#endif
}

各位前辈,这是什么问题啊?查看了3.17有这个类

实验了下我这边是正常的,你是不是建立项目的时候参数没对。

非 lua 项目貌似没有添加进去