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182 lines (165 loc) · 5.15 KB
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(function () {
if (typeof window.jsb === "object") {
var sp = jsb.fileUtils.getSearchPaths();
sp.unshift(
jsb.fileUtils.getWritablePath() + "subpackages",
jsb.fileUtils.getWritablePath() + "HotUpdateSearchPaths",
"@assets/subpackages/"
);
jsb.fileUtils.setSearchPaths(sp);
}
})();
window.boot = function () {
var settings = window._CCSettings;
window._CCSettings = undefined;
var onProgress = null;
var RESOURCES = cc.AssetManager.BuiltinBundleName.RESOURCES;
var INTERNAL = cc.AssetManager.BuiltinBundleName.INTERNAL;
var MAIN = cc.AssetManager.BuiltinBundleName.MAIN;
function setLoadingDisplay() {
// Loading splash scene
var splash = document.getElementById("splash");
var progressBar = splash.querySelector(".progress-bar span");
onProgress = function (finish, total) {
var percent = (100 * finish) / total;
if (progressBar) {
progressBar.style.width = percent.toFixed(2) + "%";
}
};
splash.style.display = "block";
progressBar.style.width = "0%";
cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function () {
splash.style.display = "none";
});
}
var onStart = function () {
cc.view.enableRetina(true);
cc.view.resizeWithBrowserSize(true);
if (cc.sys.isBrowser) {
setLoadingDisplay();
}
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);
}
cc.view.enableAutoFullScreen(
[
cc.sys.BROWSER_TYPE_BAIDU,
cc.sys.BROWSER_TYPE_BAIDU_APP,
cc.sys.BROWSER_TYPE_WECHAT,
cc.sys.BROWSER_TYPE_MOBILE_QQ,
cc.sys.BROWSER_TYPE_MIUI,
cc.sys.BROWSER_TYPE_HUAWEI,
cc.sys.BROWSER_TYPE_UC,
].indexOf(cc.sys.browserType) < 0
);
}
// Limit downloading max concurrent task to 2,
// more tasks simultaneously may cause performance draw back on some android system / browsers.
// 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.assetManager.downloader.maxConcurrency = 2;
cc.assetManager.downloader.maxRequestsPerFrame = 2;
}
var launchScene = settings.launchScene;
var bundle = cc.assetManager.bundles.find(function (b) {
return b.getSceneInfo(launchScene);
});
bundle.loadScene(launchScene, null, onProgress, function (err, scene) {
if (!err) {
cc.director.runSceneImmediate(scene);
if (cc.sys.isBrowser) {
// show canvas
var canvas = document.getElementById("GameCanvas");
canvas.style.visibility = "";
var div = document.getElementById("GameDiv");
if (div) {
div.style.backgroundImage = "";
}
console.log("Success to load scene: " + launchScene);
}
}
});
};
var option = {
id: "GameCanvas",
debugMode: settings.debug
? cc.debug.DebugMode.INFO
: cc.debug.DebugMode.ERROR,
showFPS: settings.debug,
frameRate: 60,
groupList: settings.groupList,
collisionMatrix: settings.collisionMatrix,
};
cc.assetManager.init({
bundleVers: settings.bundleVers,
remoteBundles: settings.remoteBundles,
server: settings.server,
});
var bundleRoot = [INTERNAL];
settings.hasResourcesBundle && bundleRoot.push(RESOURCES);
var count = 0;
function cb(err) {
if (err) return console.error(err.message, err.stack);
count++;
if (count === bundleRoot.length + 1) {
cc.assetManager.loadBundle(MAIN, function (err) {
if (!err) {
cc.game.run(option, onStart);
addContextLossHandler();
}
});
}
}
cc.assetManager.loadScript(
settings.jsList.map(function (x) {
return "src/" + x;
}),
cb
);
for (var i = 0; i < bundleRoot.length; i++) {
cc.assetManager.loadBundle(bundleRoot[i], cb);
}
};
if (window.jsb) {
var isRuntime = typeof loadRuntime === "function";
if (isRuntime) {
require("src/settings.js");
require("src/cocos2d-runtime.js");
if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
require("src/physics.js");
}
require("jsb-adapter/engine/index.js");
} else {
require("src/settings.js");
require("src/cocos2d-jsb.js");
if (CC_PHYSICS_BUILTIN || CC_PHYSICS_CANNON) {
require("src/physics.js");
}
require("jsb-adapter/jsb-engine.js");
}
cc.macro.CLEANUP_IMAGE_CACHE = true;
window.boot();
}
function addContextLossHandler() {
const canvas = document.getElementById("GameCanvas");
if (!canvas) {
console.error("Could not find GameCanvas to attach context loss listener.");
return;
}
canvas.addEventListener(
"webglcontextlost",
(event) => {
console.warn(
"WebGL context lost! Forcing a full application reload as a workaround."
);
event.preventDefault();
setTimeout(() => {
window.location.reload();
}, 500);
},
false
);
}