main.js 6.3 KB

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  1. (function () {
  2. if (typeof window.jsb === 'object') {
  3. var hotUpdateSearchPaths = localStorage.getItem('HotUpdateSearchPaths');
  4. if (hotUpdateSearchPaths) {
  5. var paths = JSON.parse(hotUpdateSearchPaths);
  6. jsb.fileUtils.setSearchPaths(paths);
  7. var fileList = [];
  8. var storagePath = paths[0] || '';
  9. var tempPath = storagePath + '_temp/';
  10. var baseOffset = tempPath.length;
  11. if (jsb.fileUtils.isDirectoryExist(tempPath) && !jsb.fileUtils.isFileExist(tempPath + 'project.manifest.temp')) {
  12. jsb.fileUtils.listFilesRecursively(tempPath, fileList);
  13. fileList.forEach(srcPath => {
  14. var relativePath = srcPath.substr(baseOffset);
  15. var dstPath = storagePath + relativePath;
  16. if (srcPath[srcPath.length] === '/') {
  17. jsb.fileUtils.createDirectory(dstPath);
  18. } else {
  19. if (jsb.fileUtils.isFileExist(dstPath)) {
  20. jsb.fileUtils.removeFile(dstPath);
  21. }
  22. jsb.fileUtils.renameFile(srcPath, dstPath);
  23. }
  24. });
  25. jsb.fileUtils.removeDirectory(tempPath);
  26. }
  27. }
  28. }
  29. })();window.boot = function () {
  30. var settings = window._CCSettings;
  31. window._CCSettings = undefined;
  32. var onProgress = null;
  33. var RESOURCES = cc.AssetManager.BuiltinBundleName.RESOURCES;
  34. var INTERNAL = cc.AssetManager.BuiltinBundleName.INTERNAL;
  35. var MAIN = cc.AssetManager.BuiltinBundleName.MAIN;
  36. function setLoadingDisplay () {
  37. // Loading splash scene
  38. var splash = document.getElementById('splash');
  39. var progressBar = splash.querySelector('.progress-bar span');
  40. onProgress = function (finish, total) {
  41. var percent = 100 * finish / total;
  42. if (progressBar) {
  43. progressBar.style.width = percent.toFixed(2) + '%';
  44. }
  45. };
  46. splash.style.display = 'block';
  47. progressBar.style.width = '0%';
  48. cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function () {
  49. splash.style.display = 'none';
  50. });
  51. }
  52. var onStart = function () {
  53. cc.view.enableRetina(true);
  54. cc.view.resizeWithBrowserSize(true);
  55. if (cc.sys.isBrowser) {
  56. setLoadingDisplay();
  57. }
  58. if (cc.sys.isMobile) {
  59. if (settings.orientation === 'landscape') {
  60. cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
  61. }
  62. else if (settings.orientation === 'portrait') {
  63. cc.view.setOrientation(cc.macro.ORIENTATION_PORTRAIT);
  64. }
  65. cc.view.enableAutoFullScreen([
  66. cc.sys.BROWSER_TYPE_BAIDU,
  67. cc.sys.BROWSER_TYPE_BAIDU_APP,
  68. cc.sys.BROWSER_TYPE_WECHAT,
  69. cc.sys.BROWSER_TYPE_MOBILE_QQ,
  70. cc.sys.BROWSER_TYPE_MIUI,
  71. cc.sys.BROWSER_TYPE_HUAWEI,
  72. cc.sys.BROWSER_TYPE_UC,
  73. ].indexOf(cc.sys.browserType) < 0);
  74. }
  75. // Limit downloading max concurrent task to 2,
  76. // more tasks simultaneously may cause performance draw back on some android system / browsers.
  77. // You can adjust the number based on your own test result, you have to set it before any loading process to take effect.
  78. if (cc.sys.isBrowser && cc.sys.os === cc.sys.OS_ANDROID) {
  79. cc.assetManager.downloader.maxConcurrency = 2;
  80. cc.assetManager.downloader.maxRequestsPerFrame = 2;
  81. }
  82. var launchScene = settings.launchScene;
  83. var bundle = cc.assetManager.bundles.find(function (b) {
  84. return b.getSceneInfo(launchScene);
  85. });
  86. bundle.loadScene(launchScene, null, onProgress,
  87. function (err, scene) {
  88. if (!err) {
  89. cc.director.runSceneImmediate(scene);
  90. if (cc.sys.isBrowser) {
  91. // show canvas
  92. var canvas = document.getElementById('GameCanvas');
  93. canvas.style.visibility = '';
  94. var div = document.getElementById('GameDiv');
  95. if (div) {
  96. div.style.backgroundImage = '';
  97. }
  98. console.log('Success to load scene: ' + launchScene);
  99. }
  100. }
  101. }
  102. );
  103. };
  104. var option = {
  105. id: 'GameCanvas',
  106. debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR,
  107. showFPS: settings.debug,
  108. frameRate: 60,
  109. groupList: settings.groupList,
  110. collisionMatrix: settings.collisionMatrix,
  111. };
  112. cc.assetManager.init({
  113. bundleVers: settings.bundleVers,
  114. remoteBundles: settings.remoteBundles,
  115. server: settings.server
  116. });
  117. var bundleRoot = [INTERNAL];
  118. settings.hasResourcesBundle && bundleRoot.push(RESOURCES);
  119. var count = 0;
  120. function cb (err) {
  121. if (err) return console.error(err.message, err.stack);
  122. count++;
  123. if (count === bundleRoot.length + 1) {
  124. cc.assetManager.loadBundle(MAIN, function (err) {
  125. if (!err) cc.game.run(option, onStart);
  126. });
  127. }
  128. }
  129. cc.assetManager.loadScript(settings.jsList.map(function (x) { return 'src/' + x;}), cb);
  130. for (var i = 0; i < bundleRoot.length; i++) {
  131. cc.assetManager.loadBundle(bundleRoot[i], cb);
  132. }
  133. };
  134. if (window.jsb) {
  135. var isRuntime = (typeof loadRuntime === 'function');
  136. if (isRuntime) {
  137. require('src/settings.js');
  138. require('src/cocos2d-runtime.js');
  139. if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
  140. require('src/physics.js');
  141. }
  142. require('jsb-adapter/engine/index.js');
  143. }
  144. else {
  145. require('src/settings.js');
  146. require('src/cocos2d-jsb.js');
  147. if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
  148. require('src/physics.js');
  149. }
  150. require('jsb-adapter/jsb-engine.js');
  151. }
  152. cc.macro.CLEANUP_IMAGE_CACHE = true;
  153. window.boot();
  154. }