我使用下面的方法,在每个文件用 Phaser 加载后增加加载百分比。我还包括一个尝试捕获,以便在测试本地游戏时游戏不会崩溃。
preload: function () {
try{
FBInstant.initializeAsync()
.then(function() {
});
}
catch(err) {
console.log('FB Instant Games Error: No Internet Connected');
}
this.load.image('gameItem1', 'assets/sprite/game_item1.png');
this.load.image('gameItem2', 'assets/sprite/game_item2.png');
}
接着...
startFacebookGame: function(){
try{
FBInstant.startGameAsync()
.then(function() {
// Retrieving context and player information can only be done
// once startGameAsync() resolves
var contextId = FBInstant.context.getID();
var contextType = FBInstant.context.getType();
var playerName = FBInstant.player.getName();
var playerPic = FBInstant.player.getPhoto();
var playerId = FBInstant.player.getID();
// Once startGameAsync() resolves it also means the loading view has
// been removed and the user can see the game viewport
});
}
catch(err) {
console.log('Analytics Connection Error');
}
},
fileComplete: function(progress, cacheKey, success, totalLoaded, totalFiles) {
try{
FBInstant.setLoadingProgress(progress);
}
catch(err) {
console.log('FB Instant Games progress Failed: No Internet Connected.');
}
//console.log("Progress: " + progress);
},