CocosCreator大厅+子游戏(v1.10.2)

基于热更新的基础上,将子游戏构建生成的main.js文件一并移入src目录,在运行子游戏的时候,我们只需要require main.js这个文件即可。

大厅跳到子游戏

首先是大厅封装好的子游戏管理类,包括子游戏下载、更新、进入

export  class SubgameManager  {

    private static serverUrl;
    private static storagePath:[] = [];


    private static assertsMg;
    private static jsbCallback;

    private static subgameUpdateCallback;
    private static progressCallback;
    private static finishCallback;

    public static init(serverUrl:string){
        this.serverUrl = serverUrl;
    }

    public static isSubgameDownload(name:string):boolean{

        let file = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/') + 'ALLGame/' + name + '/project.manifest';
        if (jsb.fileUtils.isFileExist(file)) {
            return true;
        } else {
            return false;
        }
    }

    public static isNeedUpdateSubgame(name:string,subgameUpdateCallback?:Function){
        this.prepareJsb(name);
        this.subgameUpdateCallback = subgameUpdateCallback;
        this.jsbCallback =  new jsb.EventListenerAssetsManager(this.assertsMg, this.needUpdateCallback.bind(this));
        cc.eventManager.addListener(this.jsbCallback, 1);
        this.assertsMg.checkUpdate();
    }

    private static needUpdateCallback(event){
        let self = this;
        switch (event.getEventCode()) {
            case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
                cc.log('子游戏已经是最新的,不需要更新');
                self.subgameUpdateCallback && self.subgameUpdateCallback(false);
                break;

            case jsb.EventAssetsManager.NEW_VERSION_FOUND:
                cc.log('子游戏需要更新');
                self.subgameUpdateCallback && self.subgameUpdateCallback(true);
                break;

            // 检查是否更新出错
            case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
            case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
            case jsb.EventAssetsManager.ERROR_UPDATING:
            case jsb.EventAssetsManager.UPDATE_FAILED:
                //self._downloadCallback();
                break;
        }
    }

    public static downloadSubgame(name:string,progressCallback?:Function,finishCallback?:Function){
        this.prepareJsb(name);
        this.progressCallback = progressCallback;
        this.finishCallback = finishCallback;
        this.jsbCallback =  new jsb.EventListenerAssetsManager(this.assertsMg, this.downloadCallback.bind(this));
        cc.eventManager.addListener(this.jsbCallback, 1);
        this.assertsMg.update();
    }

    private static downloadCallback(event) {
        var failed = false;
        let self = this;
        switch (event.getEventCode()) {
            case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
                /*0 本地没有配置文件*/
                cc.log('updateCb本地没有配置文件');
                failed = true;
                break;

            case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
                /*1下载配置文件错误*/
                cc.log('updateCb下载配置文件错误');
                failed = true;
                break;

            case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
                /*2 解析文件错误*/
                cc.log('updateCb解析文件错误');
                failed = true;
                break;

            case jsb.EventAssetsManager.NEW_VERSION_FOUND:
                /*3发现新的更新*/
                cc.log('updateCb发现新的更新');
              
                break;

            case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
                /*4 已经是最新的*/
                cc.log('updateCb已经是最新的');
                failed = true;
                break;

            case jsb.EventAssetsManager.UPDATE_PROGRESSION:
                /*5 最新进展 */
                cc.log("event.getPercentByFile()"+event.getPercentByFile());
                self.progressCallback && self.progressCallback(event.getPercentByFile());
                break;


            case jsb.EventAssetsManager.ASSET_UPDATED:
                /*6需要更新*/
                break;

            case jsb.EventAssetsManager.ERROR_UPDATING:
                /*7更新错误*/
                cc.log('updateCb更新错误');
                break;

            case jsb.EventAssetsManager.UPDATE_FINISHED:
                /*8更新完成*/
                cc.log("UPDATE_FINISHED");
                self.finishCallback && self.finishCallback(true);
                break;

            case jsb.EventAssetsManager.UPDATE_FAILED:
                /*9更新失败*/
                cc.log('UPDATE_FAILED');
                self.assertsMg.downloadFailedAssets();
                
                break;

            case jsb.EventAssetsManager.ERROR_DECOMPRESS:
                /*10解压失败*/
                cc.log('解压失败');
                break;
        }

        if (failed) {
            cc.eventManager.removeListener(self.jsbCallback);
            self.jsbCallback = null;
            self.finishCallback && self.finishCallback(false);
        }
    }

    public static enterSubgame(name) {
        if (!this.storagePath[name]) {
            this.downloadSubgame(name);
            return;
        }

        window.require(this.storagePath[name] + '/src/main.js');
    }


    private static prepareJsb(name:string){
        this.storagePath[name] = ((jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/') + 'ALLGame/' + name);
      
        var UIRLFILE = this.serverUrl +"/"+ name;
    
        var customManifestStr = JSON.stringify({
            'packageUrl': UIRLFILE,
            'remoteManifestUrl': UIRLFILE + '/project.manifest',
            'remoteVersionUrl': UIRLFILE + '/version.manifest',
            'version': '0.0.1',
            'assets': {},
            'searchPaths': []
        });

        this.assertsMg = new jsb.AssetsManager('', this.storagePath[name], this.versionCompare);

        if (!cc.sys.ENABLE_GC_FOR_NATIVE_OBJECTS) {
            this.assertsMg.retain();
        }

        this.assertsMg.setVerifyCallback(function(path, asset) {
            var compressed = asset.compressed;
            if (compressed) {
                return true;
            } else {
                return true;
            }
        });

        if (cc.sys.os === cc.sys.OS_ANDROID) {
            this.assertsMg.setMaxConcurrentTask(2);
        }

        if (this.assertsMg.getState() === jsb.AssetsManager.State.UNINITED) {
            var manifest = new jsb.Manifest(customManifestStr, this.storagePath[name]);
            this.assertsMg.loadLocalManifest(manifest, this.storagePath[name]);
        }

    }

    private static versionCompare(versionA, versionB):number{

        var vA = versionA.split('.');
            var vB = versionB.split('.');
            for (var i = 0; i < vA.length; ++i) {
                var a = parseInt(vA[i]);
                var b = parseInt(vB[i] || 0);
                if (a === b) {
                    continue;
                } else {
                    return a - b;
                }
            }
            if (vB.length > vA.length) {
                return -1;
            } else {
                return 0;
            }
    }
 
}

接着看使用这个类:

import { SubgameManager } from "./SubgameManager";

const {ccclass, property} = cc._decorator;

@ccclass
export default class Subgame extends cc.Component {

    @property(cc.Label)
    label: cc.Label = null;

    private subgame = "Niuniu"

    onLoad(){

        SubgameManager.init("http://192.168.0.136:8000");

        if(SubgameManager.isSubgameDownload(this.subgame)){

            SubgameManager.isNeedUpdateSubgame(this.subgame,(isSuccess)=>{
                this.label.string = isSuccess ? "子游戏需要更新" : "子游戏不需要更新";
            });

        }else{
            this.label.string = "子游戏未下载";
        }

    }

    click(){
        SubgameManager.downloadSubgame(this.subgame,(progress)=>{
            if (isNaN(progress)) {
                progress = 0;
            }
            this.label.string = "资源下载中   " + ~~(progress * 100) + "%";
        },(success)=>{
            if (success) {
                SubgameManager.enterSubgame(this.subgame);
            } 
        })
    }
}

准备好之后,开始准备小游戏,首先将小游戏构建下,模板是default,如果使用脚本加密,那么大厅与子游戏脚本加密的key一定要相同!!因为主程序是大厅,解密脚本都是用大厅的key。构建成功后,将main.js复制一份到src下,然后打开修改两个地方。无论creator哪个版本,以构建出来的main.js为主,然后同样修改这两地方就好了

 //~~~~~~~~~1、添加这段~~~~~~~~~~~~~~~
     cc.director.startAnimation();  //官方说解决个BUG
     'use strict';
     //后面的路径根据自己的游戏修改
     cc.INGAME = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/')+'ALLGame/Niuniu/';  
 //~~~~~~~~~~~~~~~~~~~~~~~~~~
 //~~~~~~~~~2.修改这段~~~~~~~~~~~~~~~
      require(cc.INGAME + 'src/settings.js');
      require(cc.INGAME  +window._CCSettings ? 'src/project.dev.js' : 'src/project.js');
      // require('src/jsb_polyfill.js');
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

整份main.js如下(v1.10.2):

(function () {

    //~~~~~~~~~1、添加这段~~~~~~~~~~~~~~~
     cc.director.startAnimation();  //官方说解决个BUG
     'use strict';
     cc.INGAME = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/')+'ALLGame/Niuniu/';  
     //~~~~~~~~~~~~~~~~~~~~~~~~~~

    function boot () {

        var settings = window._CCSettings;
        window._CCSettings = undefined;

        if ( !settings.debug ) {
            var uuids = settings.uuids;

            var rawAssets = settings.rawAssets;
            var assetTypes = settings.assetTypes;
            var realRawAssets = settings.rawAssets = {};
            for (var mount in rawAssets) {
                var entries = rawAssets[mount];
                var realEntries = realRawAssets[mount] = {};
                for (var id in entries) {
                    var entry = entries[id];
                    var type = entry[1];
                    // retrieve minified raw asset
                    if (typeof type === 'number') {
                        entry[1] = assetTypes[type];
                    }
                    // retrieve uuid
                    realEntries[uuids[id] || id] = entry;
                }
            }

            var scenes = settings.scenes;
            for (var i = 0; i < scenes.length; ++i) {
                var scene = scenes[i];
                if (typeof scene.uuid === 'number') {
                    scene.uuid = uuids[scene.uuid];
                }
            }

            var packedAssets = settings.packedAssets;
            for (var packId in packedAssets) {
                var packedIds = packedAssets[packId];
                for (var j = 0; j < packedIds.length; ++j) {
                    if (typeof packedIds[j] === 'number') {
                        packedIds[j] = uuids[packedIds[j]];
                    }
                }
            }
        }

        // init engine
        var canvas;

        if (cc.sys.isBrowser) {
            canvas = document.getElementById('GameCanvas');
        }

        if (false) {
            var ORIENTATIONS = {
                'portrait': 1,
                'landscape left': 2,
                'landscape right': 3
            };
            BK.Director.screenMode = ORIENTATIONS[settings.orientation];
            initAdapter();
        }

        function setLoadingDisplay () {
            // Loading splash scene
            var splash = document.getElementById('splash');
            var progressBar = splash.querySelector('.progress-bar span');
            cc.loader.onProgress = function (completedCount, totalCount, item) {
                var percent = 100 * completedCount / totalCount;
                if (progressBar) {
                    progressBar.style.width = percent.toFixed(2) + '%';
                }
            };
            splash.style.display = 'block';
            progressBar.style.width = '0%';

            cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function () {
                splash.style.display = 'none';
            });
        }

        var onStart = function () {
            cc.loader.downloader._subpackages = settings.subpackages;

            if (false) {
                BK.Script.loadlib();
            }

            cc.view.resizeWithBrowserSize(true);

            if (!false && !false) {
                if (cc.sys.isBrowser) {
                    setLoadingDisplay();
                }

                if (cc.sys.isMobile) {
                    if (settings.orientation === 'landscape') {
                        cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
                    }
                    else if (settings.orientation === 'portrait') {
                        cc.view.setOrientation(cc.macro.ORIENTATION_PORTRAIT);
                    }
                    cc.view.enableAutoFullScreen([
                        cc.sys.BROWSER_TYPE_BAIDU,
                        cc.sys.BROWSER_TYPE_WECHAT,
                        cc.sys.BROWSER_TYPE_MOBILE_QQ,
                        cc.sys.BROWSER_TYPE_MIUI,
                    ].indexOf(cc.sys.browserType) < 0);
                }

                // Limit downloading max concurrent task to 2,
                // more tasks simultaneously may cause performance draw back on some android system / browsers.
                // You can adjust the number based on your own test result, you have to set it before any loading process to take effect.
                if (cc.sys.isBrowser && cc.sys.os === cc.sys.OS_ANDROID) {
                    cc.macro.DOWNLOAD_MAX_CONCURRENT = 2;
                }
            }

            // init assets
            cc.AssetLibrary.init({
                libraryPath: 'res/import',
                rawAssetsBase: 'res/raw-',
                rawAssets: settings.rawAssets,
                packedAssets: settings.packedAssets,
                md5AssetsMap: settings.md5AssetsMap
            });

            if (false) {
                cc.Pipeline.Downloader.PackDownloader._doPreload("WECHAT_SUBDOMAIN", settings.WECHAT_SUBDOMAIN_DATA);
            }

            var launchScene = settings.launchScene;

            // load scene
            cc.director.loadScene(launchScene, null,
                function () {
                    if (cc.sys.isBrowser) {
                        // show canvas
                        canvas.style.visibility = '';
                        var div = document.getElementById('GameDiv');
                        if (div) {
                            div.style.backgroundImage = '';
                        }
                    }
                    cc.loader.onProgress = null;
                    console.log('Success to load scene: ' + launchScene);
                }
            );
        };

        // jsList
        var jsList = settings.jsList;

        if (!false) {
            var bundledScript = settings.debug ? 'src/project.dev.js' : 'src/project.js';
            if (jsList) {
                jsList = jsList.map(function (x) {
                    return 'src/' + x;
                });
                jsList.push(bundledScript);
            }
            else {
                jsList = [bundledScript];
            }
        }

        // anysdk scripts
        if (cc.sys.isNative && cc.sys.isMobile) {
//            jsList = jsList.concat(['src/anysdk/jsb_anysdk.js', 'src/anysdk/jsb_anysdk_constants.js']);
        }

        var option = {
            //width: width,
            //height: height,
            id: 'GameCanvas',
            scenes: settings.scenes,
            debugMode: settings.debug ? cc.DebugMode.INFO : cc.DebugMode.ERROR,
            showFPS: (!false && !false) && settings.debug,
            frameRate: 60,
            jsList: jsList,
            groupList: settings.groupList,
            collisionMatrix: settings.collisionMatrix,
            renderMode: 0
        }

        cc.game.run(option, onStart);
    }

    if (false) {
        BK.Script.loadlib('GameRes://libs/qqplay-adapter.js');
        BK.Script.loadlib('GameRes://src/settings.js');
        BK.Script.loadlib();
        BK.Script.loadlib('GameRes://libs/qqplay-downloader.js');
        qqPlayDownloader.REMOTE_SERVER_ROOT = "";
        var prevPipe = cc.loader.md5Pipe || cc.loader.assetLoader;
        cc.loader.insertPipeAfter(prevPipe, qqPlayDownloader);
        // <plugin script code>
        boot();
        return;
    }

    if (false) {
        require(window._CCSettings.debug ? 'cocos2d-js.js' : 'cocos2d-js-min.js');
        require('./libs/weapp-adapter/engine/index.js');
        var prevPipe = cc.loader.md5Pipe || cc.loader.assetLoader;
        cc.loader.insertPipeAfter(prevPipe, wxDownloader);
        boot();
        return;
    }

    if (window.jsb) {

        //~~~~~~~~~2.修改这段~~~~~~~~~~~~~~~
        require(cc.INGAME + 'src/settings.js');
        require(cc.INGAME  +window._CCSettings ? 'src/project.dev.js' : 'src/project.js');
          // require('src/jsb_polyfill.js');
        //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      
        boot();
        return;
    }

    if (window.document) {
        var splash = document.getElementById('splash');
        splash.style.display = 'block';

        var cocos2d = document.createElement('script');
        cocos2d.async = true;
        cocos2d.src = window._CCSettings.debug ? 'cocos2d-js.js' : 'cocos2d-js-min.js';

        var engineLoaded = function () {
            document.body.removeChild(cocos2d);
            cocos2d.removeEventListener('load', engineLoaded, false);
            if (typeof VConsole !== 'undefined') {
                window.vConsole = new VConsole();
            }
            boot();
        };
        cocos2d.addEventListener('load', engineLoaded, false);
        document.body.appendChild(cocos2d);
    }

})();

修改完成后,利用上一篇热更新提到的version_generator.js,生成project. manifest和version. manifest,这里步骤不能变,一定先构建好子游戏,复制main.js到src并修改,再利用version_generator.js生成project. manifest和version. manifest。准备好之后,将src、res、project. manifest、version. manifest放在服务器:

image.png

然后可以测试跳到子游戏了。

子游戏返回大厅

在大厅跳到子游戏时,我们利用了main.js,同理的,返回大厅也是。首先准好返回大厅的代码,注意我目前的版本需要window.require,网上其他文章好像1.5.1以前只需要require

 returnHall(){
      let subgameSearchPath = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/')+'ALLGame/Niuniu/';
      window.require(subgameSearchPath + 'src/hall.js');
  }

然后设置好点击事件构建后,与上面的步骤一样复制main.js到src并修改,然后将修改完的main.js复制一份,改名为hall.js,修改hall.js的 cc.INGAME,这里区分Android与iOS

 if (cc.sys.os === cc.sys.OS_ANDROID) {
      cc.INGAME = 'assets/';
 }else if(cc.sys.os == cc.sys.OS_IOS){
      cc.INGAME = jsb.reflection.callStaticMethod("AppController", "getHallPath")+"/";
 }

iOS还需要在xcode中,AppController类下加入方法getHallPath:

+ (NSString *)getHallPath
{
    return [[NSBundle mainBundle] bundlePath];
}

解决游戏之间cid、classname冲突问题

A Class already exists with the same cid
cid冲突可能是复制原因造成的,解决的方法是把冲突的脚本移出工程,再等creator刷新后,重新导入进来。

A Class already exists with the same classname
classname冲突,如果是公用的脚本,比如一些通用类,在各个游戏一样的话,可以忽略,creator不会重新加载,但那些有区别的类名又相同的,目前的做法是每个游戏都类名都加游戏前缀。

解决内存问题

已知的问题:

假如进去子游戏一次,退出到大厅,发现更新了,更新子游戏了,再进去子游戏没有更新到,因为子游戏的数据还在内存,不会再去重新load。

子游戏退出到大厅,内存数据还在,下次进入子游戏的数据还是最后一次修改的数据,不会重置。

目前没有很好的方案,我们用了一种偏方,返回大厅都用cc.game.restart,黑屏的问题,利用原生交互弹一张loading,因为cc.game.restart不会重启应用,用一张loading图先盖住creator,等大厅onenable是时候隐藏了loading。

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