合成大西瓜被很多玩家和程序员进行了改版,现在这款游戏成了大家可以随便更改机制的游戏,今天小编就把合成大西瓜的修改代码给大家带来了,希望可以帮助到你们。
// QQPlay window need to be inited first if (false) { BK.Script.loadlib('GameRes://libs/qqplay-adapter.js'); } var loadingBool = true; var loadingNum = 0; window.boot = function () { var settings = window._CCSettings; window._CCSettings = undefined; if ( !settings.debug ) { var uuids = settings.uuids; var rawAssets = settings.rawAssets; var assetTypes = settings.assetTypes; var realRawAssets = settings.rawAssets = {}; for (var mount in rawAssets) { var entries = rawAssets[mount]; var realEntries = realRawAssets[mount] = {}; for (var id in entries) { var entry = entries[id]; var type = entry[1]; // retrieve minified raw asset if (typeof type === 'number') { entry[1] = assetTypes[type]; } // retrieve uuid realEntries[uuids[id] || id] = entry; } } var scenes = settings.scenes; for (var i = 0; i < scenes.length; ++i) { var scene = scenes[i]; if (typeof scene.uuid === 'number') { scene.uuid = uuids[scene.uuid]; } } var packedAssets = settings.packedAssets; for (var packId in packedAssets) { var packedIds = packedAssets[packId]; for (var j = 0; j < packedIds.length; ++j) { if (typeof packedIds[j] === 'number') { packedIds[j] = uuids[packedIds[j]]; } } } var subpackages = settings.subpackages; for (var subId in subpackages) { var uuidArray = subpackages[subId].uuids; if (uuidArray) { for (var k = 0, l = uuidArray.length; k < l; k++) { if (typeof uuidArray[k] === 'number') { uuidArray[k] = uuids[uuidArray[k]]; } } } } } function setLoadingDisplay () { // Loading splash scene var splash = document.getElementById('splash'); // var progressBar = splash.querySelector('.progress-bar span'); cc.loader.onProgress = function (completedCount, totalCount, item) { loadData.completedCount = completedCount; loadData.totalCount = totalCount; if(loadingBool){ var loadintT = document.getElementById("loadingText") } var percent = 100 * completedCount / totalCount; if(loadingBool && loadingNum >= 1 && totalCount > 1){ if(percent.toFixed(0) >= 100){ loadintT.innerHTML = 'loading......100' + '%'; setTimeout(function(){ loadingBool = false; loadintT.remove(); },0.1 * 1000); clearInterval(timer); } } loadingNum ++; // if(loadingBool){ // var loadintT = document.getElementById("loadingText") // } // var percent = 100 * completedCount / totalCount; // if(loadingBool && loadingNum >= 1){ // console.log("dskpi",loadingNum); // loadintT.innerHTML = 'loading......' + parseInt(percent) + '%'; // if(percent.toFixed(0) >= 100){ // loadingBool = false; // loadintT.remove(); // } // } // loadingNum ++; // var percent = 100 * completedCount / totalCount; // 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.loader.downloader._subpackages = settings.subpackages; cc.view.enableRetina(true); cc.view.resizeWithBrowserSize(true); if (!false && !false) { 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_WECHAT, // cc.sys.BROWSER_TYPE_MOBILE_QQ, // cc.sys.BROWSER_TYPE_MIUI, // ].indexOf(cc.sys.browserType) < 0); cc.view.enableAutoFullScreen(false); } // 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.macro.DOWNLOAD_MAX_CONCURRENT = 2; } } // function loadScene(launchScene) { // cc.director.loadScene(launchScene, null, // function () { // if (cc.sys.isBrowser) { // // show canvas // var canvas = document.getElementById('GameCanvas'); // canvas.style.visibility = ''; // var div = document.getElementById('GameDiv'); // if (div) { // div.style.backgroundImage = ''; // } // } // cc.loader.onProgress = null; // console.log('Success to load scene: ' + launchScene); // } // ); // } var launchScene = settings.launchScene; // load scene // loadScene(launchScene); var canvas; if (cc.sys.isBrowser) { canvas = document.getElementById('GameCanvas'); } var launchScene = settings.launchScene; console.log("landscape,",launchScene); var MainManger = __require("MainManage"); MainManger.init(launchScene,cc.sys.isBrowser,canvas.style.visibility); }; // jsList var jsList = settings.jsList; if (false) { BK.Script.loadlib(); } else { var bundledScript = settings.debug ? 'src/project.dev.js' : 'src/project.js'; if (jsList) { jsList = jsList.map(function (x) { return 'src/' + x; }); jsList.push(bundledScript); } else { jsList = [bundledScript]; } } var option = { id: 'GameCanvas', scenes: settings.scenes, debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR, showFPS: !false && settings.debug, frameRate: 60, jsList: jsList, groupList: settings.groupList, collisionMatrix: settings.collisionMatrix, } // init assets cc.AssetLibrary.init({ libraryPath: 'res/import', rawAssetsBase: 'res/raw-', rawAssets: settings.rawAssets, packedAssets: settings.packedAssets, md5AssetsMap: settings.md5AssetsMap, subpackages: settings.subpackages }); cc.game.run(option, onStart); }; // main.js is qqplay and jsb platform entry file, so we must leave platform init code here if (false) { BK.Script.loadlib('GameRes://src/settings.js'); BK.Script.loadlib(); BK.Script.loadlib('GameRes://libs/qqplay-downloader.js'); var ORIENTATIONS = { 'portrait': 1, 'landscape left': 2, 'landscape right': 3 }; BK.Director.screenMode = ORIENTATIONS[window._CCSettings.orientation]; initAdapter(); cc.game.once(cc.game.EVENT_ENGINE_INITED, function () { initRendererAdapter(); }); qqPlayDownloader.REMOTE_SERVER_ROOT = ""; var prevPipe = cc.loader.md5Pipe || cc.loader.assetLoader; cc.loader.insertPipeAfter(prevPipe, qqPlayDownloader); window.boot(); } else if (window.jsb) { var isRuntime = (typeof loadRuntime === 'function'); if (isRuntime) { require('src/settings.js'); require('src/cocos2d-runtime.js'); require('jsb-adapter/engine/index.js'); } else { require('src/settings.js'); require('src/cocos2d-jsb.js'); require('jsb-adapter/jsb-engine.js'); } cc.macro.CLEANUP_IMAGE_CACHE = true; window.boot(); }
金铲铲之战
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