最近研究cocos2dx + lua 实现游戏的热更新。基本原理:比如我有一个GameScene,显示"hello world",现在热更新,更新之后显示"hello SB".如果是用c++来开发,那么只用把它作成lib库,更新时替换lib库。用lua的话,更简单,替换相关的lua就可以了。
GameScene.lua
- require"Cocos2d"
- require"Cocos2dConstants"
-
- localGameScene=class("GameScene",function()
- returncc.Scene:create()
- end)
- functionGameScene.create()
- localscene=GameScene.new()
- scene:addChild(scene:createTitle())
- returnscene
- end
-
- functionGameScene:ctor()
- self.visibleSize=cc.Director:getInstance():getVisibleSize()
- self.origin=cc.Director:getInstance():getVisibleOrigin()
- self.schedulerID=nil
- end
- functionGameScene:createTitle()
- localtitle=cc.Label:createWithTTF("HelloWorld","fonts/arial.ttf",24)
- title:setPosition(self.visibleSize.width/2,self.visibleSize.height/2)
- returntitle
- end
更新的
GameScene.lua
localtitle=cc.Label:createWithTTF("HelloSB",248)"> end
最关键的更新模块,MenuScene.lua
localMenuScene=class("MenuScene",248)"> localtitle
- functionMenuScene.create()
- localscene=MenuScene. scene:addChild(scene:createLayer())
- --scene:addChild(scene:createLayerFarm())
- --scene:addChild(scene:createLayerMenu())
- functionMenuScene:ctor()
- self.visibleSize=cc.Director:getInstance():getVisibleSize()
- self.origin=cc.Director:getInstance():getVisibleOrigin()
- self.schedulerID=nil
- functionMenuScene:createLayer()
- functionmenuCallback1(tag)
- localscene=require("GameScene")
- localgameScene=scene.create()
- cc.Director:getInstance():replaceScene(gameScene)
- functionmenuCallback2(tag)
- MenuScene:update()
- localmenuLayer=cc.Layer:create()
- title=cc.Label:createWithTTF("ChooseScene",24)
- title:setPosition(self.visibleSize.width/2,self.visibleSize.height/4*3)
- menuLayer:addChild(title)
- localmenuLabel1=cc.Label:createWithTTF("GotoScene",248)"> localmenuItem1=cc.MenuItemLabel:create(menuLabel1)
- menuItem1:registerScriptTapHandler(menuCallback1)
- menuItem1:setPosition(self.visibleSize.width/2,self.visibleSize.height/4*2)
- localmenuLabel2=cc.Label:createWithTTF("Update",248)"> localmenuItem2=cc.MenuItemLabel:create(menuLabel2)
- menuItem2:registerScriptTapHandler(menuCallback2)
- menuItem2:setPosition(self.visibleSize.width/2,self.visibleSize.height/4*1)
- localMainMenu=cc.Menu:create()
- MainMenu:setPosition(0,0)
- MainMenu:addChild(menuItem1)
- MainMenu:addChild(menuItem2)
- menuLayer:addChild(MainMenu)
- returnmenuLayer
- functionMenuScene:getAssetsManager()
- localfunctiononError(errorCode)
- if
errorCode==cc.ASSETSMANAGER_NO_NEW_VERSIONthen
- title:setString("nonewversion")
- elseiferrorCode==cc.ASSETSMANAGER_NETWORKthen
- title:setString("networkerror")
- localfunctiononProgress(percent)
- localprogress=string.format("downloading%d%%",percent)
- title:setString(progress)
- localfunctiononSuccess()
- title:setString("downloadingok")
- localpathToSave=""
- pathToSave=createDownloadDir()
- localassetsManager=cc.AssetsManager:new("http://qd.baidupcs.com/file/1a531cc6565d95827e0ec3f9fd4af795?fid=138463011-250528-222085911919595&time=1406097600&sign=FDTAXER-DCb740ccc5511e5e8fedcff06b081203-mLvWIkhwaVZCjN%2BpTYZJZ%2BagPR4%3D&to=qb&fm=N,B,T,t&newver=1&expires=1406098200&rt=sh&r=164813188&mlogid=124796854&sh=1&vuk=138463011&vbdid=2986594979&fn=GameScene.zip",
- "https://raw.github.com/samuele3hu/AssetsManagerTest/master/version",
- pathToSave)
- assetsManager:retain()
- assetsManager:setDelegate(onError,cc.ASSETSMANAGER_PROTOCOL_ERROR)
- assetsManager:setDelegate(onProgress,cc.ASSETSMANAGER_PROTOCOL_PROGRESS)
- assetsManager:setDelegate(onSuccess,cc.ASSETSMANAGER_PROTOCOL_SUCCESS)
- assetsManager:setConnectionTimeout(3)
- returnassetsManager
- functionMenuScene:update()
- MenuScene:getAssetsManager():update()
- returnMenuScene
关键看cc.AssertsMananger。cpp在extensionsassets-manager。
AssetsManager传三个参数,resource.zip路径,version路径,写文件的路径。
然后调用AssetsManager.update,进行下载更新。
注意的是,android时,它是写到Context.getCacheDir()里。所以每次进入游戏时,都会重新更新。需要修改
createDownloadDir()里创建的路径,把它写到sd卡上。
(编辑:李大同)
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