mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Preparation for native app build.
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BIN
charts/VisualStudioSetup.png
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charts/VisualStudioSetup.png
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After Width: | Height: | Size: 191 KiB |
@ -198,3 +198,6 @@ window.getOrCreateAnimationClipForGid = function(gid, tiledMapInfo, tilesElListU
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animationClip: animClip,
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};
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};
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// Node.js, this is a workaround to avoid accessing the non-existent "TextDecoder class" from "jsexport.js".
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window.fs = function() {};
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@ -362,7 +362,7 @@
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"array": [
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0,
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0,
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216.6734179122529,
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216.50635094610968,
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0,
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0,
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0,
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@ -547,7 +547,7 @@
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"array": [
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0,
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0,
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210.16474188040044,
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216.50635094610968,
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0,
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0,
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0,
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@ -75,10 +75,10 @@ cc.Class({
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onLoad() {
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BaseCharacter.prototype.onLoad.call(this);
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this.effAnimNode = this.animNode.getChildByName(this.speciesName);
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this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
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if (!this.animComp) {
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//this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
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//if (!this.animComp) {
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this.animComp = this.effAnimNode.getComponent(cc.Animation);
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}
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//}
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this.effAnimNode.active = true;
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},
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@ -107,13 +107,13 @@ cc.Class({
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let playingAnimName = null;
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let underlyingAnimationCtrl = null;
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if (this.animComp instanceof dragonBones.ArmatureDisplay) {
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underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
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playingAnimName = underlyingAnimationCtrl.lastAnimationName;
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} else {
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//if (this.animComp instanceof dragonBones.ArmatureDisplay) {
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// underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
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// playingAnimName = underlyingAnimationCtrl.lastAnimationName;
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//} else {
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underlyingAnimationCtrl = this.animComp.currentClip;
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playingAnimName = (!underlyingAnimationCtrl ? null : underlyingAnimationCtrl.name);
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}
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//}
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// It turns out that "prevRdfPlayer.CharacterState" is not useful in this function :)
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if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
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@ -122,11 +122,11 @@ cc.Class({
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return;
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}
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if (this.animComp instanceof dragonBones.ArmatureDisplay) {
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this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig);
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} else {
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//if (this.animComp instanceof dragonBones.ArmatureDisplay) {
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// this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig);
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//} else {
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this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig);
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}
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//}
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},
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_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig) {
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@ -81,8 +81,11 @@ NetworkDoctor.prototype.logSkippedRenderFrameCnt = function() {
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NetworkDoctor.prototype.isTooFast = function() {
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const [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
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if (sendingFps >= this.inputRateThreshold && srvDownsyncFps >= this.inputRateThreshold) {
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// At least my network is OK for both TX & RX directions.
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if (sendingFps >= this.inputRateThreshold + 2) {
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// Don't send too fast
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return true;
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} else if (sendingFps >= this.inputRateThreshold && srvDownsyncFps >= this.inputRateThreshold) {
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// At least my network is OK for both TX & RX directions -- PING value might help as a supplement information here to confirm that the "selfPlayer" is not lagged in RX which results in the "rollbackFrames", but not necessary -- a significant lag within the "inputFrameDownsyncQ" will reduce "srvDownsyncFps".
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if (rollbackFrames >= this.rollbackFramesThreshold) {
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// I got many frames rolled back while none of my peers effectively helped my preciction. Deliberately not using "peerUpsyncThreshold" here because when using UDP p2p upsync broadcasting, we expect to receive effective p2p upsyncs from every other player.
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return true;
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@ -1,7 +1,7 @@
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{
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"ver": "1.0.5",
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"uuid": "40edd08e-316c-44b8-a50f-bd173554c554",
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"isPlugin": true,
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"isPlugin": false,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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"loadPluginInEditor": false,
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@ -15,16 +15,16 @@
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"orientation": "portrait",
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"subContext": ""
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},
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"encryptJs": true,
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"encryptJs": false,
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"excludeScenes": [
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"8491a86c-bec9-4813-968a-128ca01639e0"
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],
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"fb-instant-games": {},
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"includeSDKBox": false,
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"inlineSpriteFrames": true,
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"inlineSpriteFrames_native": true,
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"inlineSpriteFrames_native": false,
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"md5Cache": false,
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"mergeStartScene": true,
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"mergeStartScene": false,
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"optimizeHotUpdate": false,
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"orientation": {
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"landscapeLeft": true,
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@ -39,7 +39,7 @@
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},
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"startScene": "2ff474d9-0c9e-4fe3-87ec-fbff7cae85b4",
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"title": "DelayNoMore",
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"webOrientation": "portrait",
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"webOrientation": "landscape",
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"wechatgame": {
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"REMOTE_SERVER_ROOT": "https://bgmoba.lokcol.com/static/",
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"appid": "wxf497c910a2a25edc",
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@ -56,5 +56,6 @@
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"mac": {
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"packageName": "org.cocos2d.helloworld"
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},
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"win32": {}
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"win32": {},
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"includeAnySDK": null
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}
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@ -33,10 +33,15 @@
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"design-resolution-height": 640,
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"design-resolution-width": 960,
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"excluded-modules": [
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"Audio",
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"AudioSource",
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"Collider",
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"DragonBones",
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"Geom Utils",
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"Intersection",
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"Mesh",
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"MotionStreak",
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"NodePool",
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"Physics",
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"PageView",
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"PageViewIndicator",
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@ -4,24 +4,25 @@ all: help
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## Available proxies for downloading go modules are listed in "https://github.com/golang/go/wiki/Modules#how-do-i-use-vendoring-with-modules-is-vendoring-going-away".
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#GOPROXY=https://mirrors.aliyun.com/goproxy
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GOPROXY=https://goproxy.io
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DST=../frontend/assets/scripts/modules
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serve:
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gopherjs serve $(PROJECTNAME)
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clean:
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gopherjs clean
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rm -f ../frontend/assets/plugin_scripts/jsexport.js
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#rm -f ../frontend/assets/plugin_scripts/jsexport.js.map
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rm -f $(DST)/jsexport.js
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#rm -f $(DST)/jsexport.js.map
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build: clean
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gopherjs build $(PROJECTNAME)
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mv ./jsexport.js ../frontend/assets/plugin_scripts/
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#mv ./jsexport.js.map ../frontend/assets/plugin_scripts/
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mv ./jsexport.js $(DST)/
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#mv ./jsexport.js.map $(DST)/
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build-min: clean
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gopherjs build -m $(PROJECTNAME)
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mv ./jsexport.js ../frontend/assets/plugin_scripts/
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#mv ./jsexport.js.map ../frontend/assets/plugin_scripts/
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mv ./jsexport.js $(DST)/
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#mv ./jsexport.js.map $(DST)/
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.PHONY: help
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