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首先我们需要了解:
1。白鹭开发文档(开放数据域):http://developer.egret.com/cn/github/egret-docs/Engine2D/minigame/openDataContext/index.html
2.微信小游戏开发文档(关系链数据):https://developers.weixin.qq.com/minigame/dev/tutorial/open-ability/open-data.html
实现的核心功能是在main.ts中添加代码
(1)添加全局变量
(2)定义排行榜按钮,加载排行榜资源
(3)给按钮添加监听事件
main.ts中全部代码如下:
class Main extends eui.UILayer {
private bitmap: egret.Bitmap;
private isdisplay = false;
private rankBtn: eui.Button;
private rankingListMask: egret.Shape;
protected createChildren(): void {
super.createChildren();
egret.lifecycle.addLifecycleListener((context) => {
// custom lifecycle plugin
context.onUpdate = () => {
}
})
egret.lifecycle.onPause = () => {
egret.ticker.pause();
}
egret.lifecycle.onResume = () => {
egret.ticker.resume();
}
//inject the custom material parser
//注入自定义的素材解析器
let assetAdapter = new AssetAdapter();
egret.registerImplementation("eui.IAssetAdapter", assetAdapter);
egret.registerImplementation("eui.IThemeAdapter", new ThemeAdapter());
this.runGame().catch(e => {
console.log(e);
})
}
private async runGame() {
await this.loadResource()
this.createGameScene();
// const result = await RES.getResAsync("description_json")
// this.startAnimation(result);
await platform.login();
await platform.showShareMenu();
const userInfo = await platform.getUserInfo();
console.log(userInfo);
// await platform.showShareMenu();
}
private async loadResource() {
try {
const loadingView = new LoadingUI();
this.stage.addChild(loadingView);
await RES.loadConfig("resource/default.res.json", "resource/");
await this.loadTheme();
await RES.loadGroup("preload", 0, loadingView);
this.stage.removeChild(loadingView);
}
catch (e) {
console.error(e);
}
}
private loadTheme() {
return new Promise((resolve, reject) => {
// load skin theme configuration file, you can manually modify the file. And replace the default skin.
//加载皮肤主题配置文件,可以手动修改这个文件。替换默认皮肤。
let theme = new eui.Theme("resource/default.thm.json", this.stage);
theme.addEventListener(eui.UIEvent.COMPLETE, () => {
resolve();
}, this);
})
}
/**
* 根据name关键字创建一个Bitmap对象。name属性请参考resources/resource.json配置文件的内容。
* Create a Bitmap object according to name keyword.As for the property of name please refer to the configuration file of resources/resource.json.
*/
private createBitmapByName(name: string): egret.Bitmap {
let result = new egret.Bitmap();
let texture: egret.Texture = RES.getRes(name);
result.texture = texture;
return result;
}
/**
* 描述文件加载成功,开始播放动画
* Description file loading is successful, start to play the animation
*/
private startAnimation(result: Array): void {
// let parser = new egret.HtmlTextParser();
// let textflowArr = result.map(text => parser.parse(text));
// let textfield = this.textfield;
// let count = -1;
// let change = () => {
// count++;
// if (count >= textflowArr.length) {
// count = 0;
// }
// let textFlow = textflowArr[count];
// // 切换描述内容
// // Switch to described content
// textfield.textFlow = textFlow;
// let tw = egret.Tween.get(textfield);
// tw.to({ "alpha": 1 }, 200);
// tw.wait(2000);
// tw.to({ "alpha": 0 }, 200);
// tw.call(change, this);
// };
// change();
}
private textfield: egret.TextField;
/**
* 创建场景界面
* Create scene interface
*/
protected createGameScene(): void {
let sky = this.createBitmapByName("bg_jpg");
this.addChild(sky);
let stageW = this.stage.stageWidth;
let stageH = this.stage.stageHeight;
sky.width = stageW;
sky.height = stageH;
//打开关闭排行榜按钮
this.rankBtn = new eui.Button();
this.rankBtn.label = "排行";
this.rankBtn.x = 260;
this.rankBtn.y = 750;
this.addChild(this.rankBtn);
this.rankBtn.addEventListener(egret.TouchEvent.TOUCH_TAP, this.onClickRankBtn, this);
//加载资源
const platform: any = window.platform;
platform.openDataContext.postMessage({
command: 'loadRes'
});
}
private onClickRankBtn() {
console.log('点击btnClose按钮');
let platform: any = window.platform;
if (this.isdisplay) {
this.bitmap.parent && this.bitmap.parent.removeChild(this.bitmap);
this.rankingListMask.parent && this.rankingListMask.parent.removeChild(this.rankingListMask);
this.isdisplay = false;
platform.openDataContext.postMessage({
isDisplay: this.isdisplay,
text: 'hello',
year: (new Date()).getFullYear(),
command: "close"
});
} else {
//处理遮罩,避免开放数据域事件影响主域。
this.rankingListMask = new egret.Shape();
this.rankingListMask.graphics.beginFill(0x000000, 1);
this.rankingListMask.graphics.drawRect(0, 0, this.stage.width, this.stage.height);
this.rankingListMask.graphics.endFill();
this.rankingListMask.alpha = 0.5;
this.rankingListMask.touchEnabled = true;
this.addChild(this.rankingListMask);
//简单实现,打开这关闭使用一个按钮。
this.addChild(this.rankBtn);
//主要示例代码开始
this.bitmap = platform.openDataContext.createDisplayObject(null, this.stage.stageWidth, this.stage.stageHeight);
this.addChild(this.bitmap);
//主域向子域发送自定义消息
platform.openDataContext.postMessage({
isDisplay: this.isdisplay,
text: 'hello',
year: (new Date()).getFullYear(),
command: "open"
});
//主要示例代码结束
this.isdisplay = true;
}
}
}
在微信开发工具上预览效果:
此时如果你在手机上预览,会出现如下效果:
你会发现key,name,scroes显示的字体不见了。(可能是到了手机上,字体就默认为白色的原因吧)
这时候,我们需要在index.js里面改变字体颜色:
context.fillStyle="#FF0000";
上面步骤我们只实现了基本的调用开放数据域中的排行,排行榜的具体样式,可以根据实际情况在开发者工具上的index.js中作修改调整。
最后,附上官方排行榜demo,供大家参考学习:
https://github.com/egret-labs/egret-target-wxgame
当然,上面的代码只是简单的调用了默认的排行榜,那么,如何做出自定义排行榜呢,为了研究这个问题,又消耗了我一周的时间研究,期间看了许多排行榜的代码,终于,在错误中蹦跶出来了,开心,下面跟大家分享一下我遇到的最大问题:
这个错误,我问了若干人,给我的回答是资源路径问题或者不存在导致,可是博主检查了几十遍发现没问题,终于在今天,我发现自己是多么的愚蠢,原来是未发送load命令,导致资源未加载,从而出现的错误,需要demo实例的朋友可以点击左侧加群下载。