cocos2d-js 热更新模块 使用AssetsManager

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原帖子地址:http://cn.cocos2d-x.org/tutorial/show?id=1186

在这个文章中原作者已经说的很清楚,我在这个其他改动一些适用我项目中需求


1.满足Web和Native一套工程:为了维护方便

2.检测更新每天只执行一次:每次打开会等待,一天打开多次会卡多次。这个改动只适合自己的


AssetsManager 类:


var __failCount = 0;


toFix = function(num,length) {
    return ('' + num).length < length ? ((new Array(length + 1)).join('0') + num).slice(-length) : '' + num;
};


var AssetsManagerLoaderScene = cc.Scene.extend({
    _am:null,_progress:null,_percent:0,_percentByFile:0,_progressText : "",run:function(){
        if (!cc.sys.isNative){
            this.loadGame();
            return;
        }
        else{
            var myDate = new Date();
            var year = myDate.getFullYear();
            var month = toFix(myDate.getMonth() + 1,2);
            var day = toFix(myDate.getDate(),2);
            var nowDate = year + "" + month + "" + day;
            var lastDate = cc.sys.localStorage.getItem("kAssetsDate");


            //一天只检测一次
            if(parseInt(nowDate) > parseInt(lastDate)
                || lastDate == null
                || lastDate == undefined
                || lastDate == ""){
                cc.sys.localStorage.setItem("kAssetsDate",nowDate);
            }
            else{
                this.loadGame();
                return;
            }
        }


        var layer = new cc.Layer();
        this.addChild(layer);
        this._progressText = "升级中 ";
        if(cc.sys.language == cc.sys.LANGUAGE_ENGLISH){
            this._progressText = "UPDATING ";
        }


        this._progress = new cc.LabelTTF(this._progressText +"0.00%","Arial",40);
        this._progress.x = cc.winSize.width / 2;
        this._progress.y = cc.winSize.height / 2 + 50;
        layer.addChild(this._progress);


        // android: /data/data/com.huanle.magic/files/
        var storagePath = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : "/");
        cc.log("AssetsManagerLoaderScene storagePath="+storagePath);
        this._am = new jsb.AssetsManager("res/project.manifest",storagePath);
        this._am.retain();


        if (!this._am.getLocalManifest().isLoaded())
        {
            cc.log("Fail to update assets,step skipped.");
            this.loadGame();
        }
        else
        {
//            cc.log("packageUrl = "+);


            var that = this;
            var listener = new jsb.EventListenerAssetsManager(this._am,function(event) {
                cc.log("listener................");
                switch (event.getEventCode()){
                    case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
                        cc.log("No local manifest file found,skip assets update.");
                        that.loadGame();
                        break;
                    case jsb.EventAssetsManager.UPDATE_PROGRESSION:
                        that._percent = event.getPercent();
                        that._percentByFile = event.getPercentByFile();
                        cc.log(that._percent + "%");


                        var msg = event.getMessage();
                        if (msg) {
                            cc.log(msg);
                        }
                        break;
                    case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
                    case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
                        cc.log("Fail to download manifest file,update skipped.");
                        that.loadGame();
                        break;
                    case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
                    case jsb.EventAssetsManager.UPDATE_FINISHED:
                        cc.log("Update finished.");
                        that.loadGame();
                        break;
                    case jsb.EventAssetsManager.UPDATE_Failed:
                        cc.log("Update Failed. " + event.getMessage());


                        __failCount ++;
                        if (__failCount < 5)
                        {
                            that._am.downloadFailedAssets();
                        }
                        else
                        {
                            cc.log("Reach maximum fail count,exit update process");
                            __failCount = 0;
                            that.loadGame();
                        }
                        break;
                    case jsb.EventAssetsManager.ERROR_UPDATING:
                        cc.log("Asset update error: " + event.getAssetId() + "," + event.getMessage());
//                        that.loadGame();
                        break;
                    case jsb.EventAssetsManager.ERROR_DECOMPRESS:
                        cc.log(event.getMessage());
                        that.loadGame();
                        break;
                    default:
                        break;
                }
            });


            cc.eventManager.addListener(listener,1);
            this._am.update();
            cc.director.runScene(this);
        }


        this.schedule(this.updateProgress,0.5);
    },loadGame:function(){
        cc.log("loadGame");
        if (cc.sys.isNative){
            cc.loader.loadJs(["src/files.js"],function(err){
                cc.loader.loadJs(jsFiles,function(err){
                    cc.LoaderScene.preload(g_resources,function () {
                        cc.director.runScene(new MainScene());
                    },this);
                });
            });
        }
        else{
            cc.LoaderScene.preload(g_resources,function () {
                cc.director.runScene(new MainScene());
            },this);
        }
    },updateProgress:function(dt){
        this._progress.string = this._progressText + this._percent.toFixed(2)+"%";//"" + this._percent;
    },onExit:function(){
        cc.log("AssetsManager::onExit");


        this._am.release();
        this._super();
    }
});


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