Cocos Creator 取经之路—加载优化二
修改main.js
默认的main.js 获取加载进度比较费劲需要改一下 以Facebook Instant Game 为例
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(function () { 'use strict'; 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]]; } } } var subpackages = settings.subpackages; for (var subId in subpackages) { var uuidArray = subpackages[subId].uuids; if (uuidArray) { for (var k = 0, l = uuidArray.length; k < l; k++) { if (typeof uuidArray[k] === 'number') { uuidArray[k] = uuids[uuidArray[k]]; } } } } } // init engine var canvas; if (cc.sys.isBrowser) { canvas = document.getElementById('GameCanvas'); } function setLoadingDisplay () { // Loading splash scene cc.loader.onProgress = function (completedCount, totalCount, item) { var progress = 100 * completedCount / totalCount; FBInstant.setLoadingProgress(progress); }; } var onStart = function () { cc.view.resizeWithBrowserSize(true); cc.view.enableRetina(true); 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); } // qq, wechat, baidu cc.view.enableAutoFullScreen( cc.sys.browserType !== cc.sys.BROWSER_TYPE_BAIDU && cc.sys.browserType !== cc.sys.BROWSER_TYPE_WECHAT && cc.sys.browserType !== cc.sys.BROWSER_TYPE_MOBILE_QQ ); } // Limit downloading max concurrent task to 2, // more tasks simultaneously may cause performance draw back on some android system / brwosers. // 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, subpackages: settings.subpackages }); var launchScene = settings.launchScene; preloadGame(launchScene); }; // jsList var jsList = settings.jsList; 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.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR, showFPS: false, frameRate: 30, jsList: jsList, groupList: settings.groupList, collisionMatrix: settings.collisionMatrix, }; // init assets cc.AssetLibrary.init({ libraryPath: 'res/import', rawAssetsBase: 'res/raw-', rawAssets: settings.rawAssets, packedAssets: settings.packedAssets, md5AssetsMap: settings.md5AssetsMap }); cc.game.run(option, onStart); } function preloadGame(gameScene) { var info = cc.director._getSceneUuid(gameScene); if (info) { cc.director.emit(cc.Director.EVENT_BEFORE_SCENE_LOADING, gameScene); cc.loader.load({ uuid: info.uuid, type: 'uuid' }, function(completedCount, totalCount, item) { var progress = 100 * completedCount / totalCount * 0.9; FBInstant.setLoadingProgress(10 + progress); // console.log("progress:" + progress); } , function (error, asset) { if (error) { } loadGame(gameScene); }); } else { onLoaded(new Error()); } } function loadGame(gameScene) { FBInstant.startGameAsync() .then(function () { // Retrieving context and player information can only be done // once startGameAsync() resolves cc.director.loadScene(gameScene, function () { console.log('Success to load scene: ' + gameScene); } ); }) .catch(function (e) { cc.error(e); }); } if (window.document) { var cocos2d = document.createElement('script'); cocos2d.async = true; cocos2d.src = window._CCSettings.debug ? 'cocos2d-js.js' : 'cocos2d-js-min.js'; var engineLoaded = function () { FBInstant.initializeAsync() .then(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); } })(); |