Cocos Creator v1.6.0 内测版发布帖(8月11日更新 rc.1)

項目在模似器裡面跑起來沒問題了,

但是在建構的時候,就拋出這個異常

前幾行在這:

Build Failed: GulpUglifyError: unable to minify JavaScript
Caused by: SyntaxError: Unexpected token: name (framework)
File: /project.js
Line: 7029
at createError (/Applications/Cocos/CocosCreator.app/Contents/Resources/app.asar/node_modules/gulp-uglify/lib/create-error.js:6:14)
at wrapper (/Applications/Cocos/CocosCreator.app/Contents/Resources/app.asar/node_modules/gulp-uglify/node_modules/lodash/_createHybrid.js:87:15)
at trycatch (/Applications/Cocos/CocosCreator.app/Contents/Resources/app.asar/node_modules/gulp-uglify/minifier.js:26:12)

這邊有提示說找不到 framework 的token,
檔案在 project.js 的 7029行,

我想去看看這個檔案是哪裡出錯,但是找不到它

請教這個有辦法解決嗎?

制作9图片,制作完成保存时窗口就崩了

补充一下 我打了ios 也正常

我还没有试1.6

找到問題了,

原因是我的類庫裡寫了es6的語法,
Creator在建構的時候無法識別,

所以我自已先用 gulp的 babel 轉成 es2015,再自已做一次 uglify,

然後Creator就可以成功建構了:grinning:

1赞

ios的Uint8Array问题
1.6 使用Uint8Array会挂掉, build方式jsb-binary
1.52不会
希望官方早点解决, 附demo
TestUInt8Array.zip (529.7 KB)

@nantas

找到原因了,websocket没有问题,其连接请求携带头信息,不是每次都是包含在连接请求里面,会做为后面的"可读"信息发过来,在服务器读操作时处理头信息就行了

Mac 模拟器模式下,无法启动。 Log 如下:
打出了这样的日志
Simulator: ------------------------------------------------
Simulator: LOAD Js FILE: main.js
Simulator: ------------------------------------------------
Simulator: Cocos2d-x-lite v1.6.0
Simulator: /Users/Sam/Workspace/DYGameH/temp/quick-scripts/assets/Script/App/Widget/PanelAudio.js:89:unreachable code after return statement
Simulator: /Users/Sam/Workspace/DYGameH/temp/quick-scripts/assets/Script/App/Model/HYCommon.js:860:unreachable code after return statement
Simulator: iShow!

Simulator: JS Exception: global is not defined, file: /Users/Sam/Workspace/DYGameH/temp/quick-scripts/assets/Script/App/Model/HYWorld.js, lineno: 7

Simulator:
Simulator: Stack: __define@/Users/Sam/Workspace/DYGameH/temp/quick-scripts/assets/Script/App/Model/HYWorld.js:7:1
Simulator: @/Users/Sam/Workspace/DYGameH/temp/quick-scripts/assets/Script/App/Model/HYWorld.js:1854:17
Simulator: boot/onStart@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/main.js:34:21
Simulator: Function.prototype.bind/fBound@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/script/jsb_boot.js:731:20
Simulator: [205]</cc.game.prepare/<@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/src/jsb_polyfill.js:35448:31
Simulator: [97]</proto.load/queue</<@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/src/jsb_polyfill.js:17326:25
Simulator: [155]</module.exports.callInNextTick/<@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/src/jsb_polyfill.js:25316:21
Simulator: [83]</proto.once/cb@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/src/jsb_polyfill.js:14932:17
Simulator: [82]</EventListeners.prototype.invoke@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/src/jsb_polyfill.js:14795:59
Simulator: [83]</proto.emit@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/src/jsb_polyfill.js:14955:68
Simulator: [199]</cc.Director._beforeUpdateListener.callback@/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/simulator/mac/Simulator.app/Contents/Resources/src/jsb_polyfill.js:34923:17

在1.5.1 下是正常的!

项目马上要发布了, 求指点~
@panda @nantas @jare

突然发现项目设置->模块设置里面不能控制原生平台了,再加上空包体越来越大,还有没有别的办法可以引擎瘦身啊?

其实现在官方是优先H5的,JSB的debug你还是靠log得了,这么多年都过来了

求beta2

1.6运行中require(filename)报错:
Simulator: Can not find deps [./data/message_define/gate/gate.js] for path : preview-scripts/assets/script/fy/game/fy-package.js

测试代码(模拟器下运行)

var filename = ‘./data/message_define/gate/gate.js’; //路径正确,quickpreview正确
var json = require(filename); //1.5报错 1.6报错

var filename = ‘gate’;
var json = require(filename); //1.5正常 1.6报错

我看到了, 请问那应该怎么解决呢??如果 global 关键字不可用, 我想用一个和 cc 同级别的命名空间该如何处理呢?(前提是不改动 native 层的逻辑)

原始代码如下:
global.dy = global.dy || {};

提一个bug,同样的代码,1.5.1动画序列这样写没问题,但是1.6.0测试必报错。
node.runAction(new cc.Sequence(cc.moveBy(0.4, cc.p(0,30)), cc.fadeOut(0.2),cc.callFunc(function(){
node.removeFromParent();
})));

用window

OK, 我试一下, 稍候这里反馈结果~

用 window 代替 global 可行,感谢~

网页上可以,手机上不清楚行不行

看错了抱歉哈

你看看工程link选项中是否包含了libicurcore.A.tbd这个库?