本文将会详细讲解cocos2d-js下的热更新机制,这篇内容先给大家介绍一下两个manifest文件就当热身了。
首先介绍project.manifest: 举个例子
{
"packageUrl" : "http://192.168.1.108/games/dragon_gold",
"remoteManifestUrl" : "http://192.168.1.108/games/dragon_gold/project.manifest",
"remoteVersionUrl" : "http://192.168.1.108/games/dragon_gold/version.manifest",
"version" : "1.0.2",
"groupVersions" : {
"1" : "1.0.1",
"2" : "1.0.2"
},
"engineVersion" : "3.6",
"assets" : {
"update1" : {
"path" : "dragon_gold1.zip",
"md5" : "140caaa2a4508912424e807a941bf71",
"compressed" : true,
"group" : "1"
},
"update2" : {
"path" : "dragon_gold2.zip",
"md5" : "140caaa2a4508912424e807a941bf7bc",
"compressed" : true,
"group" : "2"
}
},
"searchPaths" : [
]
}
这一节就说到这,下次开始用我目前做的一个项目来详细讲解热更新的用法。(备注:这一节是用工作时间写的,有点马虎了.......)
原文地址:http://blog.csdn.net/whl_cxy/article/details/46414119