cocos3.15.1 android studio 编译不过去
cocos2dx AssetsManager android下载报错
@313963253 写道:
D/Cocos2dxDownloader﹕ onSuccess(i:200 headers:[Lorg.apache.http.Header;@c95f813 file:/data/user/0/com.XXX.XXX/files/update_file/cocos2dx-update-temp-package.zip.tmp
D/cocos2d-x debug info﹕ downloading... 3%
D/cocos2d-x debug info﹕ downloading... 3%
D/cocos2d-x debug info﹕ downloading... 3%
D/cocos2d-x debug info﹕ downloading... 4%
D/cocos2d-x debug info﹕ downloading... 4%
D/cocos2d-x debug info﹕ can not open downloaded zip file /data/user/0/com.XXX.XXX/files/update_file/cocos2dx-update-temp-package.zip
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引擎3.15,cocos2d::ui:textfield
有不用anysdk,只独立接入微信的教程么?
使用cocos2d-x 3.15版本如何创建一个android项目
Spine 在 Web 版掉帧严重
@wangfuguii 写道:
我们的项目中有几个比较重的 Spine 动画,在 Native 中运行可以跑满 60 帧,在 Web 降到 40 帧,弱弱的问一句,有没有可能使用 web assembly 编译 Spine JS 运行时来提升性能?
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参与者: 1
大家最近不活跃了啊,是不是筹划3d呢 ,听说10月3d 会现身
弱弱的请教,设置了shader的节点淡出时会卡一下的问题
@RazgrizHsu 写道:
是这样的,
我设定了一个Node,带了模糊效果,
结果在淡出的时候,这个节点会卡一下,也就是不像其他Node在淡出时那么自然请教各位前辈,
我是应该在淡出之前,将该节点的shader停止,还是该如何做呢?请前辈们指点,感谢
附带shader的代码:
const _vert = ` attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; varying vec2 v_texCoord; varying vec4 v_fragmentColor; void main() { gl_Position = ( CC_PMatrix * CC_MVMatrix ) * a_position; v_fragmentColor = a_color; v_texCoord = a_texCoord; } ` const _vert_no_mvp = ` attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; varying vec2 v_texCoord; varying vec4 v_fragmentColor; void main() { gl_Position = CC_PMatrix * a_position; v_fragmentColor = a_color; v_texCoord = a_texCoord; } ` const _frag = ` #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform float u_strength; uniform float u_widthStep; uniform float u_heightStep; const float blurRadius = 3.0; const float blurPixels = ( blurRadius * 2.0 + 1.0 ) * ( blurRadius * 2.0 + 1.0 ); void main() { float radius = blurRadius; vec3 sumColor = vec3( 0.0, 0.0, 0.0 ); for(float fy = -blurRadius; fy <= blurRadius; ++fy ) { for(float fx = -blurRadius; fx <= blurRadius; ++fx) { vec2 coord = vec2( fx * u_widthStep, fy * u_heightStep ); sumColor += texture2D( CC_Texture0, v_texCoord + coord ).rgb; } } gl_FragColor = vec4( mix( texture2D( CC_Texture0, v_texCoord ).rgb, sumColor / blurPixels, u_strength ), 1.0 );; } ` let shaderClass = cc.Class( { extends: cc.Component, editor: { requireComponent: cc.Sprite, executeInEditMode: true, }, properties: { previewId: { default: null, editorOnly: true, visible: false, }, _program: { default: null, visible: false, }, Strength: { default: 0.8, type: cc.Float, }, }, onLoad() { this.updateRender(); }, onEnable() { this.node.on( 'touchstart', function (event) { event.stopPropagation(); }); this.node.on( 'touchend', function (event) { event.stopPropagation(); }); }, onDestroy() { //if ( this.previewId !== null ) clearInterval( this.previewId ); }, onFocusInEditor() { this.updateRender(); // if ( this.previewId !== null ) clearInterval( this.previewId ); // this.previewId = setInterval( this.updateRender.bind( this ), 1 ); }, onLostFocusInEditor() { //if ( this.previewId !== null ) clearInterval( this.previewId ); }, updateRender() { this.render( this.Strength ); }, render( strength ) { if ( !this._program ) this._program = new cc.GLProgram(); if ( cc.sys.isNative ) { this._program.initWithString( _vert_no_mvp, _frag ); this._program.link(); this._program.updateUniforms(); const glProgram_state = cc.GLProgramState.getOrCreateWithGLProgram( this._program ); } else { this._program.initWithVertexShaderByteArray( _vert, _frag ); this._program.addAttribute( cc.macro.ATTRIBUTE_NAME_POSITION, cc.macro.VERTEX_ATTRIB_POSITION); this._program.addAttribute( cc.macro.ATTRIBUTE_NAME_COLOR, cc.macro.VERTEX_ATTRIB_COLOR); this._program.addAttribute( cc.macro.ATTRIBUTE_NAME_TEX_COORD, cc.macro.VERTEX_ATTRIB_TEX_COORDS); this._program.link(); this._program.updateUniforms(); } this._uniStrength = this._program.getUniformLocationForName( "u_strength" ); this._uniWidthStep = this._program.getUniformLocationForName( "u_widthStep" ); this._uniHeightStep = this._program.getUniformLocationForName( "u_heightStep" ); if ( cc.sys.isNative ) { const glProgram_state = cc.GLProgramState.getOrCreateWithGLProgram( this._program ); glProgram_state.setUniformFloat( "u_strength", strength ); glProgram_state.setUniformFloat( "u_widthStep", ( 1.0 / this.node.getContentSize().width ) ); glProgram_state.setUniformFloat( "u_heightStep", ( 1.0 / this.node.getContentSize().height ) ); } else { /* 模糊 0.5 */ /* 细节 -2.0 */ /* 细节 -5.0 */ /* 细节 -10.0 */ /* 边缘 2.0 */ /* 边缘 5.0 */ /* 边缘 10.0 */ /* 模糊 1.0 */ this._program.setUniformLocationWith1f( "u_strength", ( strength + 0.2 ) ); this._program.setUniformLocationWith1f( "u_widthStep", ( 1.0 / this.node.getContentSize().width ) ); this._program.setUniformLocationWith1f( "u_heightStep", ( 1.0 / this.node.getContentSize().height ) ); } this.setProgram( this.node._sgNode, this._program ); }, setProgram( node, program ) { if ( !cc.sys.isNative ) { node.setShaderProgram( program ); } else { let glProgram_state = cc.GLProgramState.getOrCreateWithGLProgram( program ); node.setGLProgramState( glProgram_state ); } let children = node.children; if (!children) return; for ( let i = 0; i < children.length; i++ ) this.setProgram( children[i], program ); }, }); module.exports = shaderClass;
顺带请教一下,
设置了shader的节点,该如何让节点不再使用这个shader呢?感激不尽
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开发组有没有再发布时将脚本不合并的计划?
大神求解,android项目编译报错
Cocos creator Dev 模式下,index.html是在哪个目录下读取的。
@pxd123456789 写道:
发帖须知:(请删除以下文本后再发帖)
发帖前请先搜索是否有相关帖子: http://forum.cocos.com/search?q=category%3Acreator%20 ,
已经在论坛提交的内容,请勿重复在 QQ 上私信或 @ 开发者。
常见问题可先查看 FAQ: http://forum.cocos.com/t/faq-8-29/35510 或者在 Q 群咨询。反馈 Bug 时请提供
- Creator 版本号:
- 目标平台:(Web / iOS / Android / 模拟器)
- 详细报错信息,包含调用堆栈:
- 做了什么操作引起的 Bug:
- 之前是否有哪个版本是没问题的:
移动平台 Web 相关 Bug 请提供
- 手机型号:
- 手机浏览器:(微信 / QQ / 特定浏览器)
编辑器相关 Bug 请提供
- 操作系统:
- 编辑器之前是否有其它报错:
偶发 Bug 请提供
- 出现概率:
- 额外线索:(场景节点规模 / 项目资源规模等)
标题要能概括问题,例如:
《1.3.1 升级 1.4 问题》 可改成 《1.3.1 升级 1.4 后提示脚本找不到》
《不明白这句提示是什么意思,求解》 可改成 《模拟器报错 QuadCommand: resizing index size ...》
标题语气建议平和一点:
《急!!creator jsb 能否手动GC,卡顿严重》 可改成 《creator jsb 能否手动GC,卡顿严重》
《CocosCreator 严重Bug(触控的过来看看)》 可改成 《BitmapFont 路径报错,必现》我保证会把这些发帖须知删掉后再发帖,如果我发的帖子出现了这句话,那证明我视力有问题。(大家快看我是呆逼呀!)
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cocos2dx3.15版本 在IOS竖屏模式下软键盘用九宫格输入内容无法全部清除
app启动就出现这个错误,麻烦引擎人员看下
@3600605 写道:
08-22 14:18:34.311: E/cocos2d-x(22654): cocos2d: warning, Director::setProjection() failed because size is 0
08-22 14:18:34.311: D/ViewRootImpl(22654): MSG_RESIZED_REPORT: ci=Rect(0, 0 - 0, 0) vi=Rect(0, 0 - 0, 0) or=2
08-22 14:18:34.311: D/Cocos2dxActivity(22654): onWindowFocusChanged() hasFocus=true
08-22 14:18:34.331: D/cocos2d-x(22654): cocos2d: fullPathForFilename: No file found at script/jsb_prepare.js. Possible missing file.
08-22 14:18:34.351: I/Timeline(22654): Timeline: Activity_idle id: android.os.BinderProxy@3ad233d time:435187895
08-22 14:18:34.361: D/cocos2d-x(22654): cocos2d: fullPathForFilename: No file found at script/jsb_boot.js. Possible missing file.
08-22 14:18:34.361: D/cocos2d(22654): android SDK version:23
08-22 14:18:34.381: I/System.out(22654): pool-7-thread-1 calls detatch()
08-22 14:18:34.391: D/cocos2d-x debug info(22654): Cocos2d-JS v3.14
08-22 14:18:34.391: D/BugrptJSExceptionHandler(22654): [registerJSExceptionHandler] begin ctx:0xeece8360
08-22 14:18:34.391: D/CocosBugrpt(22654): [initAndroidExceptinHandler] begin
08-22 14:18:34.391: D/JniHelper(22654): JniHelper::getJavaVM(), pthread_self() = -568846032
08-22 14:18:34.611: D/BugrptJSExceptionHandler(22654): [reportError] msg:mutating the [[Prototype]] of an object will cause your code to run very slowly; instead create the object with the correct initial [[Prototype]] value using Object.create
08-22 14:18:34.611: D/JniHelper(22654): JniHelper::getJavaVM(), pthread_self() = -568846032
08-22 14:18:34.611: D/BugrptJSExceptionHandler(22654): [sendAndroidJSReport] send exception begin
08-22 14:18:34.711: D/cocos2d-x(22654): create rendererRecreatedListener for GLProgramState
08-22 14:18:34.751: D/libGLESv2(22654): DTS_GLAPI : DTS is not allowed for Package : com.huidutek.sjmj
08-22 14:18:34.861: D/cocos2d-x debug info(22654): Success to load scene: db://assets/resources/scenes/loading.fire
08-22 14:18:34.891: D/cocos2d-x(22654): create rendererRecreatedListener for GLProgramState
08-22 14:18:34.901: D/cocos2d-x debug info(22654): getSchemeParame--------->Android
08-22 14:18:34.901: D/JniHelper(22654): JniHelper::getJavaVM(), pthread_self() = -568846032
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关于 spine 的一些问题
cocos2d-lua版本怎么没了
常驻节点做父节点
@ly13714214979 写道:
这个是我的节点,
绑定成功后打印出来的节点内容有点问题
子节点竟然都是空的,名字也是空的,cc.instantiate(xxx).parent=this.pnode;addChild会报错,有点紧急,还请各位大佬给指点一下
帖子: 5
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可以指导我搭建服务器吗?
cocoscreator在androidstudio打包失败
碰撞触发不了事件函数
@duanxun 写道:
前辈,我拉了两个精灵,加了下面的脚本,但是始终不触发函数
添加了PhysicsBoxColider,也按照要求分组打勾了 (范例里面不是这个组件名字,应该是1.6有变化)
请问我哪里出错了?cc.Class({
extends: cc.Component,properties: { // foo: { // default: null, // The default value will be used only when the component attaching // to a node for the first time // url: cc.Texture2D, // optional, default is typeof default // serializable: true, // optional, default is true // visible: true, // optional, default is true // displayName: 'Foo', // optional // readonly: false, // optional, default is false // }, // ... }, // use this for initialization onLoad: function () { cc.director.getCollisionManager().enabled=true; cc.director.getCollisionManager().enabledDrawBoundingBox = true; console.log('loaded...'); }, onCollisionEnter: function (other, self) { //this.node.color = cc.Color.RED; console.log('on Enter...'); }, onCollisionStay: function (other) { // console.log('on collision stay'); cc.log('zzz'); }, onCollisionExit: function () { console.log('zzzzzz'); }, // called every frame, uncomment this function to activate update callback update: function (dt) { if ( this.node.name === "left"){ this.node.x++; }else{ this.node.x--; } },
});
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关于在浏览器上窗口大小改变的问题
@18581391615 写道:
正常情况下,当浏览器触发了window.onresize时ui会进行变化,可是当在ios sarfari的竖屏窗口大小改变时却没反应。就问有手动调用刷新UI的接口吗
帖子: 1
参与者: 1