1// QQPlay window need to be inited first 2if (false) { 3 BK.Script.loadlib('GameRes://libs/qqplay-adapter.js'); 4} 5 6var loadingBool = true; 7var loadingNum = 0; 8window.boot = function() { 9 10 var settings = window._CCSettings; 11 window._CCSettings = undefined; 12 13 if (!settings.debug) { 14 var uuids = settings.uuids; 15 16 var rawAssets = settings.rawAssets; 17 var assetTypes = settings.assetTypes; 18 var realRawAssets = settings.rawAssets = {}; 19 for (var mount in rawAssets) { 20 var entries = rawAssets[mount]; 21 var realEntries = realRawAssets[mount] = {}; 22 for (var id in entries) { 23 var entry = entries[id]; 24 var type = entry[1]; 25 // retrieve minified raw asset 26 if (typeof type === 'number') { 27 entry[1] = assetTypes[type]; 28 } 29 // retrieve uuid 30 realEntries[uuids[id] || id] = entry; 31 } 32 } 33 34 var scenes = settings.scenes; 35 for (var i = 0; i < scenes.length; ++i) { 36 var scene = scenes[i]; 37 if (typeof scene.uuid === 'number') { 38 scene.uuid = uuids[scene.uuid]; 39 } 40 } 41 42 var packedAssets = settings.packedAssets; 43 for (var packId in packedAssets) { 44 var packedIds = packedAssets[packId]; 45 for (var j = 0; j < packedIds.length; ++j) { 46 if (typeof packedIds[j] === 'number') { 47 packedIds[j] = uuids[packedIds[j]]; 48 } 49 } 50 } 51 52 var subpackages = settings.subpackages; 53 for (var subId in subpackages) { 54 var uuidArray = subpackages[subId].uuids; 55 if (uuidArray) { 56 for (var k = 0, l = uuidArray.length; k < l; k++) { 57 if (typeof uuidArray[k] === 'number') { 58 uuidArray[k] = uuids[uuidArray[k]]; 59 } 60 } 61 } 62 } 63 } 64 65 function setLoadingDisplay() { 66 // Loading splash scene 67 var splash = document.getElementById('splash'); 68 // var progressBar = splash.querySelector('.progress-bar span'); 69 70 71 72 cc.loader.onProgress = function(completedCount, totalCount, item) { 73 74 loadData.completedCount = completedCount; 75 loadData.totalCount = totalCount; 76 77 if (loadingBool) { 78 var loadintT = document.getElementById("loadingText") 79 } 80 var percent = 100 * completedCount / totalCount; 81 if (loadingBool && loadingNum >= 1 && totalCount > 1) { 82 if (percent.toFixed(0) >= 100) { 83 loadintT.innerHTML = 'loading......100' + '%'; 84 setTimeout(function() { 85 loadingBool = false; 86 loadintT.remove(); 87 }, 0.1 * 1000); 88 clearInterval(timer); 89 } 90 } 91 loadingNum++; 92 // if(loadingBool){ 93 // var loadintT = document.getElementById("loadingText") 94 // } 95 // var percent = 100 * completedCount / totalCount; 96 // if(loadingBool && loadingNum >= 1){ 97 // console.log("dskpi",loadingNum); 98 // loadintT.innerHTML = 'loading......' + parseInt(percent) + '%'; 99 // if(percent.toFixed(0) >= 100){ 100 101 // loadingBool = false; 102 // loadintT.remove(); 103 // } 104 // } 105 // loadingNum ++; 106 107 // var percent = 100 * completedCount / totalCount; 108 // if (progressBar) { 109 // progressBar.style.width = percent.toFixed(2) + '%'; 110 // } 111 112 113 }; 114 splash.style.display = 'block'; 115 // progressBar.style.width = '0%'; 116 117 cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function() { 118 splash.style.display = 'none'; 119 }); 120 } 121 122 var onStart = function() { 123 124 cc.loader.downloader._subpackages = settings.subpackages; 125 126 cc.view.enableRetina(true); 127 cc.view.resizeWithBrowserSize(true); 128 129 if (!false && !false) { 130 131 if (cc.sys.isBrowser) {
132 setLoadingDisplay(); 133 } 134 135 if (cc.sys.isMobile) { 136 if (settings.orientation === 'landscape') { 137 cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE); 138 } else if (settings.orientation === 'portrait') { 139 cc.view.setOrientation(cc.macro.ORIENTATION_PORTRAIT); 140 } 141 // cc.view.enableAutoFullScreen([ 142 // cc.sys.BROWSER_TYPE_BAIDU, 143 // cc.sys.BROWSER_TYPE_WECHAT, 144 // cc.sys.BROWSER_TYPE_MOBILE_QQ, 145 // cc.sys.BROWSER_TYPE_MIUI, 146 // ].indexOf(cc.sys.browserType) < 0); 147 cc.view.enableAutoFullScreen(false); 148 } 149 150 // Limit downloading max concurrent task to 2, 151 // more tasks simultaneously may cause performance draw back on some android system / browsers. 152 // You can adjust the number based on your own test result, you have to set it before any loading process to take effect. 153 if (cc.sys.isBrowser && cc.sys.os === cc.sys.OS_ANDROID) { 154 cc.macro.DOWNLOAD_MAX_CONCURRENT = 2; 155 } 156 } 157 158 // function loadScene(launchScene) { 159 // cc.director.loadScene(launchScene, null, 160 // function () { 161 // if (cc.sys.isBrowser) { 162 // // show canvas 163 // var canvas = document.getElementById('GameCanvas'); 164 // canvas.style.visibility = ''; 165 // var div = document.getElementById('GameDiv'); 166 // if (div) { 167 // div.style.backgroundImage = ''; 168 // } 169 // } 170 // cc.loader.onProgress = null; 171 // console.log('Success to load scene: ' + launchScene); 172 // } 173 // ); 174 175 // } 176 177 var launchScene = settings.launchScene; 178 179 // load scene 180 // loadScene(launchScene); 181 182 var canvas; 183 184 if (cc.sys.isBrowser) { 185 canvas = document.getElementById('GameCanvas'); 186 } 187 var launchScene = settings.launchScene; 188 console.log("landscape,", launchScene); 189 var MainManger = __require("MainManage"); 190 MainManger.init(launchScene, cc.sys.isBrowser, canvas.style.visibility); 191 192 193 194 195 196 197 }; 198 199 // jsList 200 var jsList = settings.jsList; 201 202 if (false) { 203 BK.Script.loadlib(); 204 } else { 205 var bundledScript = settings.debug ? 'src/project.dev.js' : 'src/project.js'; 206 if (jsList) { 207 jsList = jsList.map(function(x) { 208 return 'src/' + x; 209 }); 210 jsList.push(bundledScript); 211 } else { 212 jsList = [bundledScript]; 213 } 214 } 215 216 var option = { 217 id: 'GameCanvas', 218 scenes: settings.scenes, 219 debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR, 220 showFPS: !false && settings.debug, 221 frameRate: 60, 222 jsList: jsList, 223 groupList: settings.groupList, 224 collisionMatrix: settings.collisionMatrix, 225 } 226 227 // init assets 228 cc.AssetLibrary.init({ 229 libraryPath: 'res/import', 230 rawAssetsBase: 'res/raw-', 231 rawAssets: settings.rawAssets, 232 packedAssets: settings.packedAssets, 233 md5AssetsMap: settings.md5AssetsMap, 234 subpackages: settings.subpackages 235 }); 236 237 cc.game.run(option, onStart); 238}; 239 240// main.js is qqplay and jsb platform entry file, so we must leave platform init code here 241if (false) { 242 BK.Script.loadlib('GameRes://src/settings.js'); 243 BK.Script.loadlib(); 244 BK.Script.loadlib('GameRes://libs/qqplay-downloader.js'); 245 246 var ORIENTATIONS = { 247 'portrait': 1, 248 'landscape left': 2, 249 'landscape right': 3 250 }; 251 BK.Director.screenMode = ORIENTATIONS[window._CCSettings.orientation]; 252 initAdapter(); 253 cc.game.once(cc.game.EVENT_ENGINE_INITED, function() { 254 initRendererAdapter(); 255 }); 256 257 qqPlayDownloader.REMOTE_SERVER_ROOT = ""; 258 var prevPipe = cc.loader.md5Pipe || cc.loader.assetLoader; 259 cc.loader.insertPipeAfter(prevPipe, qqPlayDownloader); 260 261 window.boot(); 262} else if (window.jsb) { 263 264 var isRuntime = (typeof loadRuntime === 'function'); 265 if (isRuntime) { 266 require('src/settings.js'); 267 require('src/cocos2d-runtime.js'); 268 require('jsb-adapter/engine/index.js'); 269 } else { 270 require('src/settings.js'); 271 require('src/cocos2d-jsb.js'); 272 require('jsb-adapter/jsb-engine.js'); 273 } 274 275 cc.macro.CLEANUP_IMAGE_CACHE = true; 276 window.boot(); 277}
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.