mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-10-09 22:45:24 +00:00
[adapters] 增加小游戏适配部分源码
This commit is contained in:
11
adapters/platforms/alipay/res/ccRequire.js
Normal file
11
adapters/platforms/alipay/res/ccRequire.js
Normal file
@@ -0,0 +1,11 @@
|
||||
let moduleMap = {
|
||||
// tail
|
||||
};
|
||||
|
||||
window.__cocos_require__ = function (moduleName) {
|
||||
let func = moduleMap[moduleName];
|
||||
if (!func) {
|
||||
throw new Error(`cannot find module ${moduleName}`);
|
||||
}
|
||||
return func();
|
||||
};
|
18
adapters/platforms/alipay/res/game.js
Normal file
18
adapters/platforms/alipay/res/game.js
Normal file
@@ -0,0 +1,18 @@
|
||||
require('adapter-js-path');
|
||||
__globalAdapter.init();
|
||||
require('cocos2d-js-path');
|
||||
require('physics-js-path');
|
||||
__globalAdapter.adaptEngine();
|
||||
require('./ccRequire');
|
||||
|
||||
require('./src/settings');
|
||||
// Introduce Cocos Service here
|
||||
require('./main'); // TODO: move to common
|
||||
|
||||
// Adjust devicePixelRatio
|
||||
cc.view._maxPixelRatio = 4;
|
||||
|
||||
// Release Image objects after uploaded gl texture
|
||||
cc.macro.CLEANUP_IMAGE_CACHE = true;
|
||||
|
||||
window.boot();
|
10
adapters/platforms/alipay/res/game.json
Normal file
10
adapters/platforms/alipay/res/game.json
Normal file
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"screenOrientation": "landscape",
|
||||
"networkTimeout": {
|
||||
"request": 5000,
|
||||
"connectSocket": 5000,
|
||||
"upload": 5000,
|
||||
"download": 5000
|
||||
},
|
||||
"showStatusBar": false
|
||||
}
|
64
adapters/platforms/alipay/res/main.js
Normal file
64
adapters/platforms/alipay/res/main.js
Normal file
@@ -0,0 +1,64 @@
|
||||
window.boot = function () {
|
||||
var settings = window._CCSettings;
|
||||
window._CCSettings = undefined;
|
||||
|
||||
var onStart = function () {
|
||||
|
||||
cc.view.enableRetina(true);
|
||||
cc.view.resizeWithBrowserSize(true);
|
||||
|
||||
var launchScene = settings.launchScene;
|
||||
|
||||
// load scene
|
||||
cc.director.loadScene(launchScene, null,
|
||||
function () {
|
||||
console.log('Success to load scene: ' + launchScene);
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
var option = {
|
||||
id: 'GameCanvas',
|
||||
debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR,
|
||||
showFPS: settings.debug,
|
||||
frameRate: 60,
|
||||
groupList: settings.groupList,
|
||||
collisionMatrix: settings.collisionMatrix,
|
||||
}
|
||||
|
||||
cc.assetManager.init({
|
||||
bundleVers: settings.bundleVers,
|
||||
subpackages: settings.subpackages,
|
||||
remoteBundles: settings.remoteBundles,
|
||||
server: settings.server
|
||||
});
|
||||
|
||||
var RESOURCES = cc.AssetManager.BuiltinBundleName.RESOURCES;
|
||||
var INTERNAL = cc.AssetManager.BuiltinBundleName.INTERNAL;
|
||||
var MAIN = cc.AssetManager.BuiltinBundleName.MAIN;
|
||||
var START_SCENE = cc.AssetManager.BuiltinBundleName.START_SCENE;
|
||||
var bundleRoot = [INTERNAL];
|
||||
settings.hasResourcesBundle && bundleRoot.push(RESOURCES);
|
||||
settings.hasStartSceneBundle && bundleRoot.push(MAIN);
|
||||
|
||||
var count = 0;
|
||||
function cb (err) {
|
||||
if (err) return console.error(err.message, err.stack);
|
||||
count++;
|
||||
if (count === bundleRoot.length + 1) {
|
||||
// if there is start-scene bundle. should load start-scene bundle in the last stage.
|
||||
// Otherwise the main bundle should be the last
|
||||
cc.assetManager.loadBundle(settings.hasStartSceneBundle ? START_SCENE : MAIN, function (err) {
|
||||
if (!err) cc.game.run(option, onStart);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// load plugins
|
||||
cc.assetManager.loadScript(settings.jsList.map(function (x) { return 'src/' + x;}), cb);
|
||||
|
||||
// load bundles
|
||||
for (var i = 0; i < bundleRoot.length; i++) {
|
||||
cc.assetManager.loadBundle(bundleRoot[i], cb);
|
||||
}
|
||||
};
|
Reference in New Issue
Block a user