cocos creator開發微信小遊戲(五)
阿新 • • 發佈:2018-11-16
目錄
小遊戲介紹
貪吃蛇小遊戲:貪吃蛇試玩(首次載入比較慢),類似貪吃蛇大作戰的小遊戲。當玩家的蛇頭碰到另一條蛇蛇身時死亡,遊戲結束。
小遊戲cocos creator場景圖
小遊戲的cocos creator節點結構如下圖,Canvas上面的節點是單例(DataManager SoundManager Global WeiXinPlatform)
小遊戲部分JS程式碼
小遊戲操控搖桿的JS程式碼參考github上的, https://github.com/dreeye/Joystick
一個全域性變數節點Global.js,儲存了其它單例的指標,遊戲中通過GameGlobal呼叫其它單例的介面
cc.Class({ extends: cc.Component, properties: { //資料管理器 DataManager: { default: null, type: cc.Component, }, //聲音管理器 SoundManager: { default: null, type: cc.Component, }, //UI管理器 UIManager: { default: null, type: cc.Component, }, //Game Game: { default: null, type: cc.Component, }, // Net: { default: null, type: cc.Component, }, // WeiXinPlatform: { default: null, type: cc.Component, }, NameList:[], //單機測試版 IsSingleMode: true, //統一為微信QQ的localStorage localStorage: null, //版本號: GameVersion: '1.0.0' }, // LIFE-CYCLE CALLBACKS: onLoad () { this.DataManager = cc.find('DataManager').getComponent('DataManager'); this.SoundManager = cc.find('SoundManager').getComponent('SoundManager'); this.UIManager = cc.find('Canvas/UIManager').getComponent('UIManager'); this.Game = cc.find('Game').getComponent('Game'); this.Net = cc.find('Net').getComponent('Net'); this.WeiXinPlatform = cc.find('WeiXinPlatform').getComponent('WeiXinPlatform'); this.localStorage = { getItem(itemKey) { if(cc.sys.platform == cc.sys.WECHAT_GAME) { } else if(cc.sys.platform == cc.sys.QQ_PLAY) { //return BK.localStorage.getItem(itemKey); }else { return cc.sys.localStorage.getItem(itemKey); } } , setItem(itemKey, item) { if(cc.sys.platform == cc.sys.WECHAT_GAME) { } else if(cc.sys.platform == cc.sys.QQ_PLAY) { //return BK.localStorage.setItem(itemKey, item); }else { return cc.sys.localStorage.setItem(itemKey, item); } } }; window.GameGlobal = this; }, start () { }, // update (dt) {}, });
UIManager.JS UI的管理類
//UI管理類(處理開啟與關閉, TODO: 管理UI層級, UI的開啟方式) var UIType = require("UIType"); cc.Class({ extends: cc.Component, properties: { // UIList: { default: [], type: [cc.Node], }, //通用遮罩 BgMaskSprite: { default: null, type: cc.Sprite, }, }, // LIFE-CYCLE CALLBACKS: // onLoad () {}, onEnable() { this.BgMaskSprite.node.active = false; }, start () { }, //獲取UI對應的指令碼 getUIScriptName(uiType) { var scriptList = ['UIHall', 'UIGame', 'UIGameOver', 'UILoading', 'UIGameEnd', 'UIShare', 'UIMessageTip', 'UIKeFu', 'UIInviteFriend', 'UIQianDao', 'UISkin', 'UISetting', 'UIZSAd']; return scriptList[uiType]; }, //是否二級彈窗UI isPopUI(uiType) { if(uiType == UIType.UIType_HallInvite || uiType == UIType.UIType_KeFu || uiType == UIType.UIType_InviteFriend || uiType == UIType.UIType_QianDao || uiType == UIType.UIType_Setting || uiType == UIType.UIType_RankQQ || uiType == UIType.UIType_GameOver || uiType == UIType.UIType_GameEnd ) { return true; } return false; }, // showMask(isShow) { this.BgMaskSprite.node.active = isShow; }, //開啟UI openUI(uiType) { if(uiType >= this.UIList.length) { cc.log("openUI invalid uiType, please check UIList"); return; } if(this.UIList[uiType] == null || this.UIList[uiType] == undefined) { cc.log("openUI invalid uiType, object null"); return; } this.UIList[uiType].active = true; //二級彈窗UI,顯示遮罩 if(this.isPopUI(uiType)) { this.BgMaskSprite.node.active = true; var actNode = this.UIList[uiType]; actNode.scale = 0; actNode.runAction(cc.scaleTo(0.1, 1).easing(cc.easeSineIn())) } if(this.isPopUI(uiType) || uiType == UIType.UIType_Skin) { //關閉大廳廣告的處理 var uihall = this.getUI(UIType.UIType_Hall); if(uihall != null && uihall.node.active) { uihall.pauseAdShow(); } } }, //關閉UI closeUI(uiType) { if(uiType >= this.UIList.length) { cc.log("closeUI invalid uiType, please check UIList"); return; } //二級彈窗UI,關閉遮罩 if(this.isPopUI(uiType)) { this.BgMaskSprite.node.active = false; this.UIList[uiType].active = false; //var actNode = this.UIList[uiType]; //actNode.scale = 1; // var callbackClose = cc.callFunc(this.onCloseUI, this, uiType); // var seq = cc.sequence(cc.scaleTo(0.2, 0).easing(cc.easeBounceOut(3) ), callbackClose) // actNode.runAction(seq) }else { this.UIList[uiType].active = false; } if(this.isPopUI(uiType) || uiType == UIType.UIType_Skin) { //QQ廣告恢復展示 var uihall = this.getUI(UIType.UIType_Hall); if(uihall != null && uihall.node.active) { uihall.resumeAdShow(); } } }, //關閉UI onCloseUI(node, uiType) { this.UIList[uiType].active = false; }, //獲取某個UI getUI(uiType) { if(uiType >= this.UIList.length) { cc.log("closeUI invalid uiType, please check UIList"); return; } return this.UIList[uiType].getComponent(this.getUIScriptName(uiType)); }, //顯示某個訊息 showMessage(msg) { var uiMessageTip = this.getUI(UIType.UIType_ShowMessage); if(uiMessageTip) { uiMessageTip.showMessage(msg); } }, //重新整理貨幣 RefreshCoin() { var hallUI = this.getUI(UIType.UIType_Hall) hallUI.updateGoldNum() hallUI.updateDiamondNum() }, // update (dt) {}, });
Snake.js 遊戲中的蛇 小部分程式碼
var SnakeBody = require('SnakeBody');
var SnakeHead = require('SnakeHead');
cc.Class({
//蛇頭
properties:
{
_SnakeIndex: 0,
_HeadType: -1,
_BodyTypeList: [],
_SnakeHead: cc.Node,
_HeadBodyList: [cc.Node],
_Game: null,
_LastMoveVec: cc.v2(1, 0),
_MoveVec: cc.v2(1, 0),
_MoveSpeed: 0,
_BodyWidth: 0,
//增加的重量
_GrowingWeight: 0,
_Camera: null,
_PlayerSelf: false,
_PlayerName: "",
_MapWidth: 0,
_MapHeight: 0,
_BodyTypeList:[],
//擊殺
_KillCount: 0,
//更新時間
_PosUpdateTime: 0,
_HeadPrePositon: cc.v2(1, 0),
//AI 型別
_CurAIType: 1,
_CurAITimer: 2,
_CurAIMoveCount: 0,
_CurTargetDestDir: cc.v2(1, 0),
_CurTargetChangeDir: cc.v2(0, 0),
_CurAITurnSpeed: 3.14,
_State: 0,
_StateTimer: 3,
_AttachLabel: null,
//大廳展示用
_CurShowMoveDistance: 0,
_CurShowMoveStartPos: cc.v2(0, 0),
_ShowMovePosList:[],
_CurMoveIndex: 0,
//躲避概率
//蛇移動路徑列表
_MovePath: [],
_BodySpace: 30,
//保護罩
_GodSprite: null,
},
init(headType, bodyTypeList, parent, bornPos, camera, isSelf, mapWidth, mapHeight, index)
{
this._SnakeIndex = index;
this._State = 0;
this._KillCount = 0;
this._Game = GameGlobal.Game;
this._Camera = camera;
this._PlayerSelf = isSelf;
this._MapWidth = mapWidth;
this._MapHeight = mapHeight;
this._HeadType = headType;
this._BodyTypeList = bodyTypeList;
//蛇頭
this._SnakeHead = this._Game.GetFreeHead();
this._SnakeHead.parent = parent;
this._SnakeHead.position = bornPos;
this._SnakeHead.setLocalZOrder(1);
var snakeHead = this._SnakeHead.getComponent(SnakeHead);
snakeHead.setSnake(this);
snakeHead.setType(headType);
if(camera)
{
camera.addTarget(this._SnakeHead)
}
this._CurTargetChangeDir = cc.v2(0.996, 0.0871);
//蛇身
for(var i = 0; i < 5; ++i)
{
var body = this._Game.GetFreeBody();
if(body)
{
this._HeadBodyList.push(body);
body.parent = parent;
var snakeBody = body.getComponent(SnakeBody);
snakeBody.setSnake(this);
snakeBody.setBodyIndex(i);
body.setLocalZOrder(-i);
if(camera)
{
camera.addTarget(body);
}
var typeIndex = (Math.floor(i / 3)) % 2;
snakeBody.setType(bodyTypeList[typeIndex]);
this._BodyWidth = body.width;
}
}
if(index < 10)
{
this._GodSprite = GameGlobal.Game.GetFreeGodSprite();
this._GodSprite.parent = parent;
this._GodSprite.active = false;
camera.addTarget(this._GodSprite)
}
},
setName(name, parentNode)
{
this._PlayerName = name;
this._AttachLabel = this._Game.GetFreeNameLabel();
this._AttachLabel.getComponent(cc.Label).string = name;
this._AttachLabel.parent = parentNode;
this._AttachLabel.position = this._SnakeHead.position;
if(this._Camera)
{
this._Camera.addTarget(this._AttachLabel);
}
},
addKillCount()
{
this._KillCount += 1;
},
//0:普通狀態 1:無敵狀態 (死亡剛復活時,給予2秒的無敵,不參與碰撞檢測)
setState(state)
{
this._State = state;
if(state == 1)
{
this._StateTimer = 3;
// this._GodSprite.active = true;
this.updateGodSpritePos();
//console.log("first ", this._GodSprite.width, this._SnakeIndex);
}else
{
this._GodSprite.active = false;
}
},
//死亡重置
deadReset()
{
//將頭與身體返回到物件池中,並重置資料
this._Game.DelUseHead(this._SnakeHead);
this._Game.DelGodSprite(this._GodSprite);
//TODO:待優化
var len = this._HeadBodyList.length;
for(var i = 0; i < len; ++i)
{
this._Game.DelUseBody(this._HeadBodyList[i]);
}
this._HeadBodyList.splice(0, len);
this._SnakeHead = null;
this._Game.DelUseNameLabel(this._AttachLabel);
},
//
resetPos(bornPos)
{
this._SnakeHead.position = bornPos;
},
initMoveDir(moveDir)
{
moveDir.normalizeSelf();
var len = this._HeadBodyList.length;
var body;
var snakeBody;
for(var i = 0; i < len; ++i)
{
body = this._HeadBodyList[i];
var bodyWidth = body.getContentSize().width;
//cc.log('bodyWidth ', bodyWidth);
snakeBody = body.getComponent(SnakeBody);
snakeBody.setInitMoveDir(moveDir);
if(i == 0)
{
var interval = bodyWidth / 3; //this._SnakeHead.width / 2 + body.width / 2;
// body.position = cc.pAdd(this._SnakeHead.position, cc.pMult(moveDir, interval)); //this._SnakeHead.position;
}
else
{
var interval = - bodyWidth;
//body.position = cc.pAdd(this._HeadBodyList[i - 1].position, cc.pMult(moveDir, interval));
}
}
this._LastMoveVec = moveDir;
this._MoveVec = moveDir;
//頭的方向
var curAngle = Math.atan2(moveDir.y, moveDir.x) * (180/Math.PI);
this._SnakeHead.rotation = -curAngle - 90;
var startPos = this._SnakeHead.position;
//初始化path
this._MovePath = [];
for(let i = 0; i < len * this._BodySpace; ++i)
{
this._MovePath.push(cc.pAdd(startPos, cc.pMult(moveDir, -(i + 1) + 15)));
}
},
//主角的 移動方向 angle:角度 由操作驅動
setMoveDir(offX, offY, delta, angle)
{
if(offX == 0 && offY == 0)
{
return;
}
this._MoveVec.x = offX;
this._MoveVec.y = offY;
this._SnakeHead.rotation = -angle - 90;
//cc.log("setMoveDirangle", angle);
},
//其它玩家的
setOtherMoveDir(x, y)
{
if(x == 0 && y == 0)
{
x = 1;
}
this._MoveVec.x = x;
this._MoveVec.y = y;
this._MoveVec.normalizeSelf();
//頭的方向
var curAngle = Math.atan2(y, x) * (180/Math.PI);
this._SnakeHead.rotation = -curAngle - 90;
//cc.log("setOtherMoveDir ", this._MoveVec.x, this._MoveVec.y, this._SnakeHead.rotation);
},
FixDir(dir)
{
if(dir.x == 0 && dir.y == 0)
{
dir.x = 0.001;
}
return dir;
},
//幀更新
update1(delta)
{
if(delta == 0)
{
delta = 0.017;
}
if(this._SnakeHead == null)
{
return false;
}
//狀態重置
this._StateTimer -= delta;
if(this._State == 1)
{
if(this._StateTimer < 0)
{
this._StateTimer = 0;
this._State = 0;
}
}
//邊界位置判定
if(this._PlayerSelf)
{
if(Math.abs(this._SnakeHead.x) > this._MapWidth / 2 || Math.abs(this._SnakeHead.y) > this._MapHeight / 2)
{
var eventObj = new cc.Event.EventCustom('meBound', true);
this._SnakeHead.dispatchEvent(eventObj);
return false;
}
}
else
{
//其它玩家
if(Math.abs(this._SnakeHead.x) > this._MapWidth / 2 - 200)
{
if(Math.abs(this._SnakeHead.y) > this._MapHeight / 2 - 200)
{
this.changeAI(10, cc.v2(-this._MoveVec.x, -this._MoveVec.y));
}else
{
this.changeAI(10, cc.v2(-this._MoveVec.x, this._MoveVec.y));
}
} else if(Math.abs(this._SnakeHead.y) > this._MapHeight / 2 - 200)
{
this.changeAI(10, cc.v2(this._MoveVec.x, -this._MoveVec.y));
}
this.aiUpdate(delta);
}
this._PosUpdateTime -= delta;
var needUpdateBody = false;
if(this._PosUpdateTime <= 0)
{
// this._PosUpdateTime = 0.1;
//記錄上次位置
this._LastMoveVec = this._MoveVec;
this._HeadPrePositon = this._SnakeHead.position;
needUpdateBody = true;
}
//更新頭位置
var moveVec = cc.pMult(this._MoveVec, this._MoveSpeed * delta);
this._SnakeHead.position = this._SnakeHead.position.addSelf(moveVec); // cc.pAdd(this._SnakeHead.position, moveVec);
this._AttachLabel.x = this._SnakeHead.x /* * (moveVec.x >= 0 ? -1 : 1)*/;
this._AttachLabel.y = this._SnakeHead.y + 80 /** (moveVec.y >= 0 ? -1 : 1) */;
//更新身體位置
var bodyLen = this._HeadBodyList.length;
for(var i = 0; i < bodyLen; ++i)
{
var snakeBody = this._HeadBodyList[i].getComponent(SnakeBody);
snakeBody.updateBody(delta, this._SnakeHead, this._HeadBodyList, this._LastMoveVec, this._SnakeHead.position /*this._HeadPrePositon*/, needUpdateBody);
}
return true;
},
//新的更新
update(delta)
{
if(delta == 0)
{
delta = 0.017;
}
if(this._SnakeHead == null)
{
return false;
}
//邊界位置判定
if(this._PlayerSelf)
{
if(Math.abs(this._SnakeHead.x) > this._MapWidth / 2 || Math.abs(this._SnakeHead.y) > this._MapHeight / 2)
{
var eventObj = new cc.Event.EventCustom('meBound', true);
this._SnakeHead.dispatchEvent(eventObj);
return false;
}
}
else
{
if(Math.abs(this._SnakeHead.x) > this._MapWidth / 2 - 200 || Math.abs(this._SnakeHead.y) > this._MapHeight / 2 - 200)
{
if( this._SnakeHead.x > this._MapWidth / 2 - 200 )
{
this._SnakeHead.x = this._MapWidth / 2 - 200 - 10;
}else if( this._SnakeHead.x < -(this._MapWidth / 2 - 200) )
{
this._SnakeHead.x = -(this._MapWidth / 2 - 200) + 10;
}
if(this._SnakeHead.y > this._MapHeight / 2 - 200)
{
this._SnakeHead.y = this._MapHeight / 2 - 200 - 10;
}else if(this._SnakeHead.y < -( this._MapHeight / 2 - 200) )
{
this._SnakeHead.y = -(this._MapHeight / 2 - 200) + 10;
}
this.changeAI(10, cc.v2(-this._MoveVec.x, -this._MoveVec.y));
}
this.aiUpdate(delta);
}
this._PosUpdateTime -= delta;
//更新頭位置
var moveDis = this._MoveSpeed * delta;
var oldPos = this._SnakeHead.position;
var moveVec = cc.pMult(this._MoveVec, moveDis);
this._SnakeHead.position = this._SnakeHead.position.addSelf(moveVec); // cc.pAdd(this._SnakeHead.position, moveVec);
this._AttachLabel.x = this._SnakeHead.x /* * (moveVec.x >= 0 ? -1 : 1)*/;
this._AttachLabel.y = this._SnakeHead.y + 80 /** (moveVec.y >= 0 ? -1 : 1) */;
var newPos ;
//更新身體位置
for(let i = 0; i < moveDis; ++i)
{
newPos = cc.pAdd(oldPos, cc.pMult(this._MoveVec, i));
this._MovePath.unshift(newPos);
}
var bodyLen = this._HeadBodyList.length;
for(var i = 0; i < bodyLen; ++i)
{
var snakeBody = this._HeadBodyList[i].getComponent(SnakeBody);
if((i + 1) * this._BodySpace < this._MovePath.length)
{
snakeBody.node.position = this._MovePath[(i + 1) * this._BodySpace];
}
if(this._MovePath.length > bodyLen * (1 + this._BodySpace))
{
this._MovePath.pop();
}
// snakeBody.updateBody(delta, this._SnakeHead, this._HeadBodyList, this._MoveVec, this._SnakeHead.position /*this._HeadPrePositon*/, needUpdateBody);
}
//狀態重置
this._StateTimer -= delta;
if(this._State == 1)
{
//更新保護罩位置
this.updateGodSpritePos();
if(this._GodSprite.active == false)
{
this._GodSprite.active = true;
//console.log("second ", this._GodSprite.width, this._SnakeIndex);
}
if(this._StateTimer < 0 )
{
this._StateTimer = 0;
this.setState(0);
}
}
return true;
},
})
開發中碰到的問題
遊戲工程加子域工程後,包體超過了4M,導致沒法提交到微信後臺。解決辦法:裁剪引擎程式碼與壓縮圖片(tiny png)。裁剪程式碼通過 cocos creator 專案--->專案設定中去掉不用的功能模組,如下圖所示,特別是子域的工程
微信小遊戲子域工程效率問題。如果可以的話,儘量讓排行榜作為二級彈窗UI。作為主UI的話,可以降低主工程中的重新整理頻率。最徹底的解決辦法就是不使用cocos creator提供的子域方案(主工程從自己伺服器取排行榜資料或者子域使用微信原生開發)。
微信子域資料只能在子域獲取,無法傳遞給主工程 。 主工程可以傳遞訊息與資料給子域。 子域中有些函式也無法使用,比如本地儲存等
cocos creator中的碰撞檢測(collider)效率問題。當遊戲中的collider數量比較多時,會出現幀率降低明顯,在PC瀏覽器不太明顯,但釋出到微信後,特別是在低端安卓機上特別明顯。後期可以考慮使用四叉樹優化一下碰撞檢測。