kbengine_js_plugins 在Cocos Creator中适配
kbengine_js_plugins
改动(2017/7/6)
由于Cocos Creator使用严格模式的js,而原本的kbengine_js_plugins是非严格模式的,因此为了兼容和方
便Cocos Creator开发的同学,本人对此脚本做了相应的修改,并共享出来。
1:修改了继承的实现方式(旧版本使用callee,严格模式下不能用callee)
2:变量名的定义(严格模式下,全局变量需要显式声明,并且为了防止全局命名污染,因此在变量名前加入了var声明为局部变量)
3:导出KBEngine对象
4:集成GameObject在该插件中
在Cocos Creator使用此脚本的步骤(2017/7/6)
1:复制此脚本到Creator新建的工程的脚本目录下(不要使用插件模式),请参考cocos官方文档:
http://www.cocos.com/docs/creator/scripting/plugin-scripts.html
http://www.cocos.com/docs/creator/scripting/third-party-module.html
2:然后可以定义自己的实体类文件例如,Account.js
var KBEngine = require("kbengine");//使用require引入KBEngine
/*-----------------------------------------------------------------------------------------
entity
-----------------------------------------------------------------------------------------*/
KBEngine.Account = KBEngine.GameObject.extend(
{
__init__ : function()
{
this._super();
KBEngine.Event.fire("onLoginSuccessfully", KBEngine.app.entity_uuid, this.id, this);
},
}
3:或者在cocos creator的组件类里面使用,例如:ClientApp.js
var KBEngine = require("kbengine");//使用require引入KBEngine
cc.Class({
extends: cc.Component,
properties: {
ip : "127.0.0.1",
port:"20013",
},
// use this for initialization
onLoad: function () {
var args = new KBEngine.KBEngineArgs();
args.ip = this.ip;
args.port = this.port;
KBEngine.create(args);
},
});
Usage
1: Create KBEngine
// Initialization
var args = new KBEngine.KBEngineArgs();
args.ip = "127.0.0.1";
args.port = 20013;
KBEngine.create(args);
2: Implment the KBE defined entity (including the client part)
See: kbengine\kbengine_demos_assets\scripts\entities.xml,hasClient="true" need to implment
<Account hasClient="true"></Account>
<Monster hasClient="true"></Monster>
<Gate hasClient="true"></Gate>
<Space/>
KBEngine.Account = KBEngine.Entity.extend(
{
// entity initialization
__init__ : function()
{
this._super();
}
}
Call entity server method
entity.baseCall("base_func", 1, "arg2", "argN")
entity.cellCall("cell_func", 1, "arg2", "argN")
3: Monitor KBE-plugins event
For example:
var StartSceneLayer = Class.extend({
{
installEvents : function()
{
KBEngine.Event.register("onConnectionState", this, "onConnectionState");
}
onConnectionState : function(success)
{
// KBE-plugins event fired
}
}
4: Fire events to the KBE-plugins
For example:
KBEngine.Event.fire("login", this.usernamebox.getString(), this.passwordbox.getString(), "kbengine_cocos2d_js_demo");
KBE-Plugin fire-out events(KBE => Unity):
Entity events:
onEnterWorld
Description:
Entity enter the client-world.
Event-datas:
Enity
onLeaveWorld
Description:
Entity leave the client-world.
Event-datas:
Enity
onEnterSpace
Description:
Player enter the new space.
Event-datas:
Enity
onLeaveSpace
Description:
Player enter the space.
Event-datas:
Enity
onCreateAccountResult
Description:
Create account feedback results.
Event-datas:
uint16: retcode
http://kbengine.org/docs/configuration/server_errors.html
bytes: datas
If you use third-party account system, the system may fill some of the third-party additional datas.
onControlled
Description:
Triggered when the entity is controlled or out of control.
Event-datas:
Enity
bool: isControlled
onLoseControlledEntity
Description:
Lose controlled entity.
Event-datas:
Enity
set_position
Description:
Sets the current position of the entity.
Event-datas:
Enity
set_direction
Description:
Sets the current direction of the entity.
Event-datas:
Enity
updatePosition
Description:
The entity position is updated, you can smooth the moving entity to new location.
Event-datas:
Enity
Protocol events:
onVersionNotMatch
Description:
Engine version mismatch.
Event-datas:
string: clientVersion
string: serverVersion
onScriptVersionNotMatch
Description:
script version mismatch.
Event-datas:
string: clientScriptVersion
string: serverScriptVersion
Loginapp_importClientMessages
Description:
Importing the message protocol for loginapp and client.
Event-datas:
No datas.
Baseapp_importClientMessages
Description:
Importing the message protocol for baseapp and client.
Event-datas:
No datas.
Baseapp_importClientEntityDef
Description:
Protocol description for importing entities.
Event-datas:
No datas.
Login and Logout status:
onLoginBaseapp
Description:
Login to baseapp.
Event-datas:
No datas.
onReloginBaseapp
Description:
Relogin to baseapp.
Event-datas:
No datas.
onKicked
Description:
Kicked of the current server.
Event-datas:
uint16: retcode
http://kbengine.org/docs/configuration/server_errors.html
onLoginFailed
Description:
Login failed.
Event-datas:
uint16: retcode
http://kbengine.org/docs/configuration/server_errors.html
onLoginBaseappFailed
Description:
Login baseapp failed.
Event-datas:
uint16: retcode
http://kbengine.org/docs/configuration/server_errors.html
onReloginBaseappFailed
Description:
Relogin baseapp failed.
Event-datas:
uint16: retcode
http://kbengine.org/docs/configuration/server_errors.html
onReloginBaseappSuccessfully
Description:
Relogin baseapp success.
Event-datas:
No datas.
Space events:
addSpaceGeometryMapping
Description:
The current space is specified by the geometry mapping.
Popular said is to load the specified Map Resources.
Event-datas:
string: resPath
onSetSpaceData
Description:
Server spaceData set data.
Event-datas:
int32: spaceID
string: key
string value
onDelSpaceData
Description:
Server spaceData delete data.
Event-datas:
int32: spaceID
string: key
Network events:
onConnectionState
Description:
Status of connection server.
Event-datas:
bool: success or fail
onDisconnected
Description:
Status of connection server.
Event-datas:
No datas.
KBE-Plugin fire-in events(Unity => KBE):
createAccount开源地址:
Description:
Create new account. Event-datas:
string: accountName
string: password
bytes: datas
Datas by user defined.
Data will be recorded into the KBE account database, you can access the datas through the script layer.
If you use third-party account system, datas will be submitted to the third-party system. login
Description:
Login to server. Event-datas:
string: accountName
string: password
bytes: datas
Datas by user defined.
Data will be recorded into the KBE account database, you can access the datas through the script layer.
If you use third-party account system, datas will be submitted to the third-party system. reloginBaseapp
Description:
Relogin to baseapp. Event-datas:
No datas. resetPassword
Description:
Reset password. Event-datas:
string: accountName newPassword
Description:
Request to set up a new password for the account.
Note: account must be online Event-datas:
string: old_password
string: new_password bindAccountEmail
Description:
Request server binding account Email.
Note: account must be online Event-datas:
string: emailAddress
https://github.com/scanor/kbengine_js_plugins
kbengine_js_plugins 在Cocos Creator中适配的更多相关文章
- Cocos Creator 中 _worldMatrix 到底是什么(上)
Cocos Creator 中 _worldMatrix 到底是什么(上) 1. (矩阵)Matrix是什么,有什么用 (矩阵)Matrix一个神奇的存在?在开发过程中对里边各项值的含义是不是抓耳挠腮 ...
- 在 Cocos Creator 中使用 Protobufjs(一)
一. 环境准备 我一直在探索Cocos H5正确的开发姿势,目前做javascript项目已经离不开 nodejs.npm或grunt等脚手架工具了. 1.初始化package.json文件 npm ...
- Cocos Creator 中 _worldMatrix 到底是什么(中)
Cocos Creator 中 _worldMatrix 到底是什么(中) 1. 中篇摘要 在上篇中主要做了三件事 简单表述了矩阵的基本知识,以及需要涉及到的三角函数知识 推导了图形变换中 位移 .旋 ...
- Cocos Creator中按钮组件数组的使用
Cocos Creator游戏开发中经常使用到按钮,特别是大量按钮的情况,此时使用数组来管理这些按钮就显得更具通用性.我大致走了一下官方的示例,好像没有发现有这个小内容(或者有,但我却是没有找到),于 ...
- cocos creator屏幕适配的一些知识点
一. cocos creator 提供的几种适配策略 EXACT_FIT: 整个应用程序在指定区域可见,无需尝试保留原始纵横比.可能会出现失真,应用程序会被拉伸或压缩.也就是说设计分辨率的长和宽不会等 ...
- Cocos Creator 中的动作系统那些事儿
动作系统就是可以在一定的时间内实现位移.旋转.缩放.跳动等各种动作. 需要注意的是,动作系统跟 Cocos Creator 编译器的动画系统不同,动作系统是面向程序员的API接口,而动画系统是通过编译 ...
- Cocos Creator iPhoneX适配的解决办法
研究了5个小时的iPhoneX适配. 从catalog,storyboard,safearea等一系列文章中发现.如果我们想完全撑满全屏.那直接建一个storyboard就好了.但撑满全屏后,流海就是 ...
- cocos creator游戏适配这事
在想cocos适配之前,我们想想网页是怎么适配的.浏览器有各种规格,网页的一般做法是:背景图片铺满,网页内容保持在背景图片上居中,就实现了适应或者适配.css一般这样: .bg{ height:582 ...
- cocos creator 中的粒子效果
途中的粒子效果,通过plist文件和png两个文件,创建一个粒子节点,将plist文件拖入到粒子节点的file属性中,然后给custom属性打钩,把png文件拖入到texture属性中即可.
随机推荐
- APICloud框架——总结一下最近开发APP遇到的一些问题
距离上一次发文都过去十天了, 下班回来懒的就想睡觉, 今天520一个重要的节日, 恩爱已经秀完, 该干点事情了!! 总结一下最近开发遇到的一些问题, 以及解决方案 纯css三角形 /* 没有哪个方向的 ...
- Java图书管理系统(用Java常用集合实现)
图书管理系统 一.需求说明 1.功能:登录,注册,忘记密码,管理员管理,图书管理. 2.管理员管理:管理员的增删改查. 3.图书管理:图书的增删改查. 4.管理员属性包括:id,姓名,性别,年龄,家庭 ...
- iOS 证书详情介绍
1.Certification(证书)安装证书后使这台电脑就有开发APP和真机调试的功能. 证书分为开发证书(Developer Certification)和发布证书(Distribution Ce ...
- ReentrantLock深入学习
ReentrankLock 分为 非公平锁及公平锁 首先我们看一下它里面有哪些属性: private final Sync sync;Sync 这个类是 ReentrantLock的 一个静态内部类 ...
- Debian系统简要说明
Debian这个是我最喜欢也是比较熟悉的一个系统了,BD下做个简要说明 一,APT以及dpkg常见用法如下:功能具体语句 软件源设置 /etc/apt/sources.list 更新软件源数据 ...
- js实现省市区三级联动
电商平台或者一些网站的个人信息部分,通常会有填写地址的功能.该功能一般分为二级联动(省.市)和三级联动(省.市.区),只需要JavaScript就可以实现. 这里介绍一种很简洁易用的方法.参考地址:h ...
- Java阶段性测试--第二三大题参考代码
第二大题: 1.打印出所有的 "水仙花数 ",所谓 "水仙花数 "是指一个三位数,其各位数字立方和等于它本身 package Test1; //1.打印出所有的 ...
- Ubuntu安装genymotion模拟器步骤
1.安装VitrualBox genymotion模拟器需要有VirtualBox环境,打开终端(ctrl + alt + T),执行以下命令: sudo apt-get install virtua ...
- 字符串的拼接python
数字可以强制转换为字符串,但是字符串不能强制转换为数字(会报错) a='abcs' b='dsys' 方法一.a+b 最low的一个方法,因为每+一次内存增加一次 方法二.print '%s%s'%( ...
- java实现发送邮件
前言:先引入javamail用到的jar包, 自己下载http://fhed.v061.10000net.cn/gulili198509051s/newjspkongjian/ueditor/jsp/ ...