App 2.0开发模式的行业看法
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2025-02-14
// build.gradle 添加依赖
implementation 'com.example.minigame:sdk-core:2.1.0'
// MainActivity 初始化SDK
MiniGameConfig config = new MiniGameConfig.Builder()
.setAppId("YOUR_APP_ID")
.setAppSecret("YOUR_APP_SECRET")
.enableDebug(true)
.build();
MiniGameEngine.init(this, config);
// 启动小游戏
MiniGameEngine.launchGame("game123", new GameLaunchCallback() {
@Override
public void onSuccess(GameView gameView) {
setContentView(gameView);
}
@Override
public void onError(int code, String message) {
Log.e("MiniGame", "启动失败: " + message);
}
});// game.js
const canvas = document.getElementById('gameCanvas');
const gl = canvas.getContext('webgl');
// 顶点着色器
const vsSource = `
attribute vec4 aPosition;
void main() { gl_Position = aPosition; }
`;
// 片元着色器
const fsSource = `
precision mediump float;
uniform vec4 uColor;
void main() { gl_FragColor = uColor; }
`;
// 创建着色器程序
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
gl.useProgram(shaderProgram);
// 绘制彩色三角形
const positions = new Float32Array([
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0
]);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
const color = [Math.random(), Math.random(), Math.random(), 1.0];
const uColor = gl.getUniformLocation(shaderProgram, 'uColor');
gl.uniform4fv(uColor, color);
function render() {
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
requestAnimationFrame(render);
}
render();// 初始化广告模块
const ad = miniGameSDK.createAdvertisement({
adUnitId: 'AD_UNIT_ID',
style: { width: 300, height: 200 }
});
// 展示Banner广告
ad.show().then(() => {
console.log('广告展示成功');
}).catch(err => {
console.error('广告加载失败:', err);
});
// 激励视频广告回调
miniGameSDK.onRewardedVideoAdClose(res => {
if (res.isEnded) {
miniGameSDK.showToast({ title: '获得奖励!' });
}
});# 安装脚手架 npm install -g minigame-cli # 创建项目 minigame init my-game --template=typescript # 目录结构 ├── src │ ├── game.ts # 主逻辑 │ ├── assets # 资源文件 │ └── config.json # 全局配置
config.json示例:{
"resolution": {
"width": 750,
"height": 1334,
"scaleMode": "FIXED_WIDTH"
},
"physics": {
"enable": true,
"gravity": [0, 9.8]
}
}// player.ts
export class Player {
private sprite: Sprite;
private velocity: Vector2 = new Vector2(0, 0);
constructor(texture: Texture) {
this.sprite = new Sprite(texture);
this.sprite.anchor.set(0.5);
}
update(deltaTime: number) {
this.sprite.position.x += this.velocity.x * deltaTime;
this.sprite.position.y += this.velocity.y * deltaTime;
}
jump(force: number) {
this.velocity.y = -force;
}
}
// 碰撞检测
function checkCollision(objA: GameObject, objB: GameObject): boolean {
const boundsA = objA.getBounds();
const boundsB = objB.getBounds();
return boundsA.intersects(boundsB);
}// platform.js
export const Platform = {
isWechat: typeof wx !== 'undefined',
isNative: typeof nativeBridge !== 'undefined'
};
// 音频播放适配
export function playSound(src) {
if (Platform.isWechat) {
wx.createInnerAudioContext({ src }).play();
} else {
const audio = new Audio(src);
audio.play();
}
}// object-pool.js
export class GameObjectPool {
constructor(createFn, size = 10) {
this.pool = [];
this.createFn = createFn;
this.expand(size);
}
get() {
if (this.pool.length === 0) this.expand(5);
return this.pool.pop().reset();
}
release(obj) {
this.pool.push(obj);
}
expand(count) {
for (let i = 0; i < count; i++) {
this.pool.push(this.createFn());
}
}
}
// 使用示例
const bulletPool = new GameObjectPool(() => new Bullet());
const bullet = bulletPool.get();
bulletPool.release(bullet);// batch-renderer.js
export class BatchRenderer {
constructor(maxSprites = 1000) {
this.buffer = new Float32Array(maxSprites * 8);
this.textures = [];
this.index = 0;
}
addSprite(sprite) {
const { x, y, width, height } = sprite;
const uvs = sprite.texture.uvs;
const offset = this.index * 8;
this.buffer.set([x, y, uvs[0], uvs[1], width, height, uvs[2], uvs[3]], offset);
this.textures.push(sprite.texture);
this.index++;
}
flush() {
if (this.index === 0) return;
// 提交数据到GPU
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.buffer);
// 执行批量绘制
gl.drawElements(gl.TRIANGLES, this.index * 6, gl.UNSIGNED_SHORT, 0);
this.index = 0;
}
}// netcode.js
export class NetworkManager {
constructor() {
this.socket = new WebSocket('wss://game-server.example.com');
this.snapshotBuffer = [];
}
sendInput(input) {
this.socket.send(JSON.stringify({
type: 'INPUT',
seq: Date.now(),
data: input
}));
}
onMessage(callback) {
this.socket.addEventListener('message', event => {
const msg = JSON.parse(event.data);
if (msg.type === 'SNAPSHOT') {
this.snapshotBuffer.push(msg);
}
});
}
applySnapshots() {
while (this.snapshotBuffer.length > 0) {
const snapshot = this.snapshotBuffer.shift();
// 插值处理
this.interpolate(snapshot);
}
}
}// tile.js
export class Tile {
constructor(type, x, y) {
this.type = type;
this.x = x;
this.y = y;
this.selected = false;
}
checkMatch(tiles) {
const matches = [];
// 横向检测
let left = this.x - 1;
while (left >= 0 && tiles[this.y][left].type === this.type) {
matches.push(tiles[this.y][left]);
left--;
}
// 纵向检测
// ...
return matches.length >= 2 ? matches : [];
}
}// skill.ts
export abstract class Skill {
abstract cast(caster: Character, target: Character): void;
}
export class Fireball extends Skill {
cast(caster: Character, target: Character) {
const damage = caster.attack * 1.5 - target.defense;
target.takeDamage(damage);
// 播放特效
ParticleSystem.playAt(target.position, 'fire');
}
}
// 状态机
export class BattleStateMachine {
private states: Map<string, State> = new Map();
private currentState: State;
addState(name: string, state: State) {
this.states.set(name, state);
}
transitionTo(name: string) {
if (this.currentState) this.currentState.exit();
this.currentState = this.states.get(name);
this.currentState.enter();
}
}# 使用GAN生成地图
def generate_level(noise):
generator = load_model('level_generator.h5')
level_data = generator.predict(noise)
return postprocess(level_data)
# 示例输出
noise = np.random.normal(0, 1, (1, 100))
level = generate_level(noise)// ai-npc.js
export class NPCBrain {
constructor() {
this.behaviorTree = new BehaviorTree({
nodes: [
{ type: 'Selector', children: [
{ type: 'Sequence', children: [
{ type: 'Condition', check: 'isPlayerNear' },
{ type: 'Action', execute: 'attackPlayer' }
]},
{ type: 'Action', execute: 'patrol' }
]}
]
});
}
update() {
this.behaviorTree.tick();
}
}开发效率提升:工具链自动化程度提高,减少重复编码
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