egret接vivo小游戏

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环境搭建

1.在vivo开发者平台创建公司账号。进入“管理中心”,选择“vivo小游戏”,“创建vivo小游戏”,设置小游戏基本属性,注意包名必须按对方的要求填写。
2.进入vivo小游戏开发文档,按照说明安装环境,这里简要介绍下流程:
a.进入官网安装Node.js6.0以上版本。
b.进入CMD命令窗口:win+r,输入cmd;
安装qgame-toolkit,输入:

npm install -g qgame-toolkit

查看qgame-toolkit版本信息,输入:

qgame -V

新建项目,使用qgame init ,例如项目名称为test输入:

qgame init test

此时文件目录如下:
在这里插入图片描述
切换test项目的根路径,输入:

cd test

安装依赖node_modules,输入:

npm install

注意:上面命令必须在根目录下执行
此时文件目录如下:
在这里插入图片描述

接入项目

方法一:egert项目直接接vivo小游戏

1.在test项目的根目录下创建两个新文件夹,分别命名为:engine和config。
2.在engine中创建新文件夹,命名为:src
3.将egret项目打包为h5包,版本号为1.0.0(可根据实际情况填),复制bin-release\web\1.0.0路径下的js,resource两个文件到engine目录下。
4.复制附件中的qgame-adapter.js到engine\src目录下。
5.复制egert项目中libs\modules\egret目录下的egret.web.js和egret.js到engine\js目录下,并修改egret.web.js里对应的下面方法:

 //搜索对应方法,覆盖此方法
 (1)
 WebHttpRequest.prototype.getXHR = function () {
                if(qg) {
                    return {};
                }else {
                    if (window["XMLHttpRequest"]) {
                        return new window["XMLHttpRequest"]();
                    }
                    else {
                        return new ActiveXObject("MSXML2.XMLHTTP");
                    }
                }                
            };
 (2)
WebHttpRequest.prototype.open = function (url, method) {
    if (method === void 0) { method = "GET"; }
    this._url = url;
    this._method = method;
    if (this._xhr) {
        this._xhr.abort();
        this._xhr = null;
    }
    this._xhr = this.getXHR(); //new XMLHttpRequest();
    if (!qg) {
        this._xhr.onreadystatechange = this.onReadyStateChange.bind(this);
        this._xhr.onprogress = this.updateProgress.bind(this);
        this._xhr.open(this._method, this._url, true);
    }
};
(3)
WebHttpRequest.prototype.send = function (data) {
    if (this._responseType != null) {
        this._xhr.responseType = this._responseType;
    }
    if (this._withCredentials != null) {
        this._xhr.withCredentials = this._withCredentials;
    }
    if (this.headerObj) {
        for (var key in this.headerObj) {
            this._xhr.setRequestHeader(key, this.headerObj[key]);
        }
    }
    if (qg) {
        this.onReadyStateChange();
    }
    else {
        this._xhr.send(data);
    }
};
(4)
WebHttpRequest.prototype.onReadyStateChange = function () {
    var xhr = this._xhr;
    if (qg) {
        var self = this;
        if (this.responseType === 'arraybuffer') {
            qg.readFile({
                uri: this._url,
                encoding: 'binary',
                success: function (data) {
                    xhr.response = data.text;
                    self.dispatchEventWith(egret.Event.COMPLETE);
                },
                fail: function (data, code) {
                    console.log(`handling fail, code = ${code}`)
                }
            })
        }
        else if (this.responseType === 'blob') {
            qg.readFile({
                uri: this._url,
                encoding: 'binary',
                success: function (data) {
                    xhr.response = new Blob([data.text]);
                    self.dispatchEventWith(egret.Event.COMPLETE);
                },
                fail: function (data, code) {
                    console.log(`handling fail, code = ${code}`)
                }
            })
        }
        else {
            qg.readFile({
                uri: this._url,
                encoding: 'utf8',
                success: function (data) {
                    xhr.responseText = data.text;
                    self.dispatchEventWith(egret.Event.COMPLETE);
                },
                fail: function (data, code) {
                    console.log(`handling fail, code = ${code}`)
                }
            })
        }
    }
    else {
        if (xhr.readyState == 4) {
            var ioError_1 = (xhr.status >= 400 || xhr.status == 0);
            var url_1 = this._url;
            var self_1 = this;
            window.setTimeout(function () {
                if (ioError_1) {
                    if (true && !self_1.hasEventListener(egret.IOErrorEvent.IO_ERROR)) {
                        egret.$error(1011, url_1);
                    }
                    self_1.dispatchEventWith(egret.IOErrorEvent.IO_ERROR);
                }
                else {
                    self_1.dispatchEventWith(egret.Event.COMPLETE);
                }
            }, 0);
        }
    }
};
(5)
WebPlayer.prototype.init = function (container, options) {
    var option;
    //修改代码开始(注意:scaleMode,contentWidth,contentHeight根据需求修改)
    if (qg) {
        option = JSON.parse(
            `{"entryClassName": "Main", 
                    "scaleMode": "fixedWidth", 
                    "frameRate": 60, 
                    "contentWidth": 480, 
                    "contentHeight": 720, 
                    "orientation": "auto", 
                    "maxTouches": 2, 
                    "textureScaleFactor": 1, 
                    "showPaintRect": false, 
                    "showFPS": true, 
                    "fpsStyles": {
                        "x": "0", 
                        "y": "0", 
                        "size": "12", 
                        "textColor": "0xffffff", 
                        "bgAlpha": "0.9"
                    }, 
                    "showLog": false, 
                    "logFilter": null
                    }`);
    } else {
        option = this.readOption(container, options);
    }
    var stage = new egret.Stage();
    stage.$screen = this;
    stage.$scaleMode = option.scaleMode;
    stage.$orientation = option.orientation;
    stage.$maxTouches = option.maxTouches;
    stage.frameRate = option.frameRate;
    stage.textureScaleFactor = option.textureScaleFactor;
    var buffer = new egret.sys.RenderBuffer(undefined, undefined, true);
    var canvas = buffer.surface;
    this.attachCanvas(container, canvas);
    var webTouch = new web.WebTouchHandler(stage, canvas);
    var player = new egret.sys.Player(buffer, stage, option.entryClassName);
    egret.lifecycle.stage = stage;
    egret.lifecycle.addLifecycleListener(web.WebLifeCycleHandler);
    var webInput = new web.HTMLInput();
    if (option.showFPS || option.showLog) {
        if (!egret.nativeRender) {
            player.displayFPS(option.showFPS, option.showLog, option.logFilter, option.fpsStyles);
        }
    }
    this.playerOption = option;
    this.container = container;
    this.canvas = canvas;
    this.stage = stage;
    this.player = player;
    this.webTouchHandler = webTouch;
    this.webInput = webInput;
    egret.web.$cacheTextAdapter(webInput, stage, container, canvas);
    this.updateScreenSize();
    this.updateMaxTouches();
    player.start();
};
(6)
/**
 * 获取指定区域的像素
 */
 CanvasRenderBuffer.prototype.getPixels = function (x, y, width, height) {
    if (width === void 0) { 
        width = 1; 
    }
    
    if (height === void 0) {
         height = 1; 
    }
    //适配处理(只修改了这里)
    if (qg) {     
        return this.context.getImageData(x, y, width, height);     
    } else {
         return this.context.getImageData(x, y, width, height).data;
    }
};

修改egret.js里对应的如下方法方法:

 //搜索对应方法,覆盖此方法
 (1)
Graphics.prototype.$hitTest = function (stageX, stageY) {
    var target = this.$targetDisplay;
    var m = target.$getInvertedConcatenatedMatrix();
    var localX = m.a * stageX + m.c * stageY + m.tx;
    var localY = m.b * stageX + m.d * stageY + m.ty;
    var buffer = egret.sys.canvasHitTestBuffer;
    buffer.resize(3, 3);
    var node = this.$renderNode;
    var matrix = egret.Matrix.create();
    matrix.identity();
    matrix.translate(1 - localX, 1 - localY);
    egret.sys.canvasRenderer.drawNodeToBuffer(node, buffer, matrix, true);
    egret.Matrix.release(matrix);
    try {
        var data = buffer.getPixels(1, 1);
        if (qg) {
            //适配处理,data做判断空值,避免报错,(只修改了这里)
            if (!data || data[3] === 0) {
                return null;
            }
        } else {
            if (data[3] === 0) {
                return null;
            }
        }

    }
    catch (e) {
        throw new Error(egret.sys.tr(1039));
    }

    return target;
};

6.打开test\src下的game.js,配置js模块如下(根据egret项目中manifest.json配置):

require("src/qgame-adapter.js");

require("js/egret.js");
require("js/egret.web.js");
require("js/game.min_45aa06f6.js");
require("js/tween.min_6c5a88f9.js");
require("js/assetsmanager.min_74d9c0de.js");
require("js/promise.min_83a6a5d.js");

require("js/main.min_4316d7e6.js");

随后复制index.html中的下列代码到上术代码下:

//index.html
egret.runEgret({ renderMode: "webgl", audioType: 0, calculateCanvasScaleFactor:function(context) {
 	var backingStore = context.backingStorePixelRatio ||
         context.webkitBackingStorePixelRatio ||
         context.mozBackingStorePixelRatio ||
         context.msBackingStorePixelRatio ||
         context.oBackingStorePixelRatio ||
         context.backingStorePixelRatio || 1;
         return (window.devicePixelRatio || 1) / backingStore;
}});

7.复制附件中的webpack.config.js到test\config目录下,并参照下面代码修改:

module.exports = {
  postHook: function(webpackConf, options){
    // 设置externals
    webpackConf.externals = Object.assign(webpackConf.externals || {}, {
      "js/egret.js":"commonjs js/egret.js",
      "js/egret.web.js":"commonjs js/egret.web.js",
      "js/game.min_45aa06f6.js":"commonjs js/game.min_45aa06f6.js",
      "js/tween.min_6c5a88f9.js":"commonjs js/tween.min_6c5a88f9.js",
      "js/assetsmanager.min_74d9c0de.js":"commonjs js/assetsmanager.min_74d9c0de.js",
      "js/promise.min_83a6a5d.js":"commonjs js/promise.min_83a6a5d.js",
      "js/main.min_4316d7e6.js":"commonjs js/main.min_4316d7e6.js",
      "src/qgame-adapter.js":"commonjs src/qgame-adapter.js"})

    // copy engine文件
    mkdirsSync(outputPath)
    copyEngineFile()
  }
}

方法二:打包成微信小游戏接入

1.将egert项目打包成微信小游戏。
2.在test项目的根目录下创建两个新文件夹,分别命名为:engine和config。
3.将微信项目中的js,resource,manifest.js,platform.js,weapp-adapter.js复制到engine目录下。
4.使用微信小游戏下的game.js替换test\src\game.js,并参照下面代码修改:

window.wx = qg;
require('qgame-adapter.js');
if(window.mainCanvas){
    window['canvas']=window.mainCanvas;
}
window["shareCanvas"] = {};
require('manifest.js');
require('egret.wxgame.js');

// 启动微信小游戏本地缓存,如果开发者不需要此功能,只需注释即可
// 只有使用 assetsmanager 的项目可以使用
// if(window.RES && RES.processor) {
//     require('library/image.js');
//     require('library/text.js');
//     require('library/sound.js');
//     require('library/binary.js');
// }

5.复制附件中的webpack.config.js到test\config目录下,并参照下面代码修改:

module.exports = {
  postHook: function(webpackConf, options){
    // 设置externals
    webpackConf.externals = Object.assign(webpackConf.externals || {}, {
      "manifest.js":"commonjs manifest.js",
      "egret.wxgame.js":"commonjs egret.wxgame.js",
      "qgame-adapter.js":"commonjs qgame-adapter.js"})

    // copy engine文件
    mkdirsSync(outputPath)
    copyEngineFile()
  }
}

6.复制附件中的egret.wxgame.js到test\engine目录下。
7.复制附件中的egret.js到test\engine\js下,并修改test\engine\js\egret.js中Graphics.prototype.$hitTest方法如下:

Graphics.prototype.$hitTest = function (stageX, stageY) {
    var target = this.$targetDisplay;
    var m = target.$getInvertedConcatenatedMatrix();
    var localX = m.a * stageX + m.c * stageY + m.tx;
    var localY = m.b * stageX + m.d * stageY + m.ty;
    var buffer = egret.sys.canvasHitTestBuffer;
    buffer.resize(3, 3);
    var node = this.$renderNode;
    var matrix = egret.Matrix.create();
    matrix.identity();
    matrix.translate(1 - localX, 1 - localY);
    egret.sys.canvasRenderer.drawNodeToBuffer(node, buffer, matrix, true);
    egret.Matrix.release(matrix);
    try {
        var data = buffer.getPixels(1, 1);
        if (qg) {
            //适配处理,data做判断空值,避免报错,(只修改了这里)
            if (!data || data[3] === 0) {
                return null;
            }
        } else {
            if (data[3] === 0) {
                return null;
            }
        }

    }
    catch (e) {
        throw new Error(egret.sys.tr(1039));
    }

    return target;
};

8.复制附件中的qgame-adapter.js到test\engine目录下。

编译调试

手动编译项目:win+r,输入cmd
切换到工程根目录:

cd text

编译项目,输入:

npm run build

启动HTTP服务器,输入:

npm run server

在手机上安装调试器vivo小游戏引擎即可扫码调试。

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转载自blog.csdn.net/shirln/article/details/84838902
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