main.js 4.9 KB

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  1. window.__zero__ = {
  2. "packageID": "1400",
  3. }
  4. window.boot = function () {
  5. var settings = window._CCSettings;
  6. window._CCSettings = undefined;
  7. var onProgress = null;
  8. var RESOURCES = cc.AssetManager.BuiltinBundleName.RESOURCES;
  9. var INTERNAL = cc.AssetManager.BuiltinBundleName.INTERNAL;
  10. var MAIN = cc.AssetManager.BuiltinBundleName.MAIN;
  11. function setLoadingDisplay () {
  12. // Loading splash scene
  13. var splash = document.getElementById('splash');
  14. var progressBar = splash.querySelector('.progress-bar span');
  15. onProgress = function (finish, total) {
  16. var percent = 100 * finish / total;
  17. if (progressBar) {
  18. progressBar.style.width = percent.toFixed(2) + '%';
  19. }
  20. };
  21. splash.style.display = 'block';
  22. progressBar.style.width = '0%';
  23. cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function () {
  24. splash.style.display = 'none';
  25. });
  26. }
  27. var onStart = function () {
  28. cc.view.enableRetina(true);
  29. cc.view.resizeWithBrowserSize(true);
  30. if (cc.sys.isBrowser) {
  31. setLoadingDisplay();
  32. }
  33. if (cc.sys.isMobile) {
  34. if (settings.orientation === 'landscape') {
  35. cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
  36. }
  37. else if (settings.orientation === 'portrait') {
  38. cc.view.setOrientation(cc.macro.ORIENTATION_PORTRAIT);
  39. }
  40. cc.view.enableAutoFullScreen([
  41. cc.sys.BROWSER_TYPE_BAIDU,
  42. cc.sys.BROWSER_TYPE_BAIDU_APP,
  43. cc.sys.BROWSER_TYPE_WECHAT,
  44. cc.sys.BROWSER_TYPE_MOBILE_QQ,
  45. cc.sys.BROWSER_TYPE_MIUI,
  46. cc.sys.BROWSER_TYPE_HUAWEI,
  47. cc.sys.BROWSER_TYPE_UC,
  48. ].indexOf(cc.sys.browserType) < 0);
  49. }
  50. // Limit downloading max concurrent task to 2,
  51. // more tasks simultaneously may cause performance draw back on some android system / browsers.
  52. // You can adjust the number based on your own test result, you have to set it before any loading process to take effect.
  53. if (cc.sys.isBrowser && cc.sys.os === cc.sys.OS_ANDROID) {
  54. cc.assetManager.downloader.maxConcurrency = 2;
  55. cc.assetManager.downloader.maxRequestsPerFrame = 2;
  56. }
  57. var launchScene = settings.launchScene;
  58. var bundle = cc.assetManager.bundles.find(function (b) {
  59. return b.getSceneInfo(launchScene);
  60. });
  61. bundle.loadScene(launchScene, null, onProgress,
  62. function (err, scene) {
  63. if (!err) {
  64. cc.director.runSceneImmediate(scene);
  65. if (cc.sys.isBrowser) {
  66. // show canvas
  67. var canvas = document.getElementById('GameCanvas');
  68. canvas.style.visibility = '';
  69. var div = document.getElementById('GameDiv');
  70. if (div) {
  71. div.style.backgroundImage = '';
  72. }
  73. console.log('Success to load scene: ' + launchScene);
  74. }
  75. }
  76. }
  77. );
  78. };
  79. var option = {
  80. id: 'GameCanvas',
  81. debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR,
  82. showFPS: settings.debug,
  83. frameRate: 60,
  84. groupList: settings.groupList,
  85. collisionMatrix: settings.collisionMatrix,
  86. };
  87. cc.assetManager.init({
  88. bundleVers: settings.bundleVers,
  89. remoteBundles: settings.remoteBundles,
  90. server: settings.server
  91. });
  92. var bundleRoot = [INTERNAL];
  93. settings.hasResourcesBundle && bundleRoot.push(RESOURCES);
  94. var count = 0;
  95. function cb (err) {
  96. if (err) return console.error(err.message, err.stack);
  97. count++;
  98. if (count === bundleRoot.length + 1) {
  99. cc.assetManager.loadBundle(MAIN, function (err) {
  100. if (!err) cc.game.run(option, onStart);
  101. });
  102. }
  103. }
  104. cc.assetManager.loadScript(settings.jsList.map(function (x) { return 'src/' + x;}), cb);
  105. for (var i = 0; i < bundleRoot.length; i++) {
  106. cc.assetManager.loadBundle(bundleRoot[i], cb);
  107. }
  108. };
  109. if (window.jsb) {
  110. var isRuntime = (typeof loadRuntime === 'function');
  111. if (isRuntime) {
  112. require('src/settings.js');
  113. require('src/cocos2d-runtime.js');
  114. if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
  115. require('src/physics.js');
  116. }
  117. require('jsb-adapter/engine/index.js');
  118. }
  119. else {
  120. require('src/settings.js');
  121. require('src/cocos2d-jsb.js');
  122. if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
  123. require('src/physics.js');
  124. }
  125. require('jsb-adapter/jsb-engine.js');
  126. }
  127. cc.macro.CLEANUP_IMAGE_CACHE = true;
  128. window.boot();
  129. }