Facebook InstantGames
Facebook Instant Games 开发快速指南
开发者可以基于现有的Egret HTML5游戏迁移到Facebook Instant Games平台,也可以开发全新针对于Facebook Instant Games平台的HTML5游戏。
本指南旨在带领开发者快速使用Egret工具提交并测试Facebook Instant Games平台游戏,其涉及平台功能与规则限制,请参考Facebook官方文档。
创建 Facebook Instant Games 应用
您需要在 https://developers.facebook.com 登录您的Facebook账号
在我的应用中,点击添加新应用,填写应用相关信息,如下图:
进入到新创建的项目详情面板中,在添加商品中,选择Facebook Instant Games,如图:
在小游戏详情面板中,填写基本信息
进入到虚拟主机产品,点击生成素材上传访问口令按钮,将生成的口令保存,以备后用,如图:
创建 Egret 项目
创建Egret项目,扩展库中需要选择Facebook Instant Games
编写代码或迁移您的项目
此处以一个示例项目为例,代码如下:
Button.ts
class Button extends egret.Sprite {public constructor(label: string) {super();this.drawText(label);this.addEventListener(egret.TouchEvent.TOUCH_BEGIN, this.touch_begin, this);this.addEventListener(egret.TouchEvent.TOUCH_END, this.touch_end, this);this.addEventListener(egret.TouchEvent.TOUCH_TAP, this.click, this);this.draw();this.touchEnabled = true;}private touch_begin(evt: egret.TouchEvent): void {this.isUp = false;this.draw();}private touch_end(evt: egret.TouchEvent): void {this.isUp = true;this.draw();}private click(evt: egret.TouchEvent): void {this.dispatchEvent(new egret.Event("CHAGE_STAGE"));}private isUp: boolean = true;private draw(): void {this.graphics.clear();this.removeChildren();if (this.isUp) {this.drawUp();}else {this.drawDown();}this.addChild(this.textF);}private textF: egret.TextField;private drawText(label: string): void {if (this.textF == null) {let text: egret.TextField = new egret.TextField();text.text = label;text.width = (Context.stageWidth - 30) / 2;text.height = 35;text.size = 22;text.verticalAlign = egret.VerticalAlign.MIDDLE;text.textAlign = egret.HorizontalAlign.CENTER;this.textF = text;this.textF.strokeColor = 0x292b2f;}}private drawUp(): void {this.graphics.beginFill(0x666666);this.graphics.lineStyle(2, 0x282828);this.graphics.drawRoundRect(0, 0, (Context.stageWidth - 30) / 2, 35, 15, 15);this.graphics.endFill();this.graphics.lineStyle(2, 9474192, 0.5);this.graphics.moveTo(5, 2);this.graphics.lineTo((Context.stageWidth - 30) / 2 - 5, 2);this.graphics.endFill();this.graphics.lineStyle(2, 0x676767, 0.7);this.graphics.moveTo(5, 37);this.graphics.lineTo((Context.stageWidth - 30) / 2 - 5, 37);this.graphics.endFill();this.textF.stroke = 0;}private drawDown(): void {this.graphics.beginFill(0x3b3b3b);this.graphics.lineStyle(2, 0x282828);this.graphics.drawRoundRect(0, 0, (Context.stageWidth - 30) / 2, 35, 15, 15);this.graphics.endFill();this.graphics.lineStyle(2, 0x313131, 0.5);this.graphics.moveTo(5, 2);this.graphics.lineTo((Context.stageWidth - 30) / 2 - 5, 2);this.graphics.endFill();this.graphics.lineStyle(2, 0x676767, 0.7);this.graphics.moveTo(5, 37);this.graphics.lineTo((Context.stageWidth - 30) / 2 - 5, 37);this.graphics.endFill();this.textF.stroke = 1;}}
Context.ts
class Context {static stageWidth: number = 0;static stageHeight: number = 0;public static init(_stage: egret.Stage): void {Context.stageWidth = _stage.stageWidth;Context.stageHeight = _stage.stageHeight;}}
Menu.ts
class Menu extends egret.Sprite {public constructor(title: string) {super();this.graphics.lineStyle(2, 0x282828);this.graphics.moveTo(0, 35);this.graphics.lineTo(Context.stageWidth, 35);this.graphics.endFill();this.graphics.lineStyle(2, 0x6a6a6a);this.graphics.moveTo(0, 37);this.graphics.lineTo(Context.stageWidth, 37);this.graphics.endFill();this.drawText(title);this.addChild(this.textF);}private textF: egret.TextField;private drawText(label: string): void {if (this.textF == null) {let text: egret.TextField = new egret.TextField();text.text = label;text.width = Context.stageWidth;text.height = 35;text.size = 22;text.verticalAlign = egret.VerticalAlign.MIDDLE;text.textAlign = egret.HorizontalAlign.CENTER;this.textF = text;this.textF.strokeColor = 0x292b2f;}}private viewNum: number = 0;public addTestFunc(label: string, callback: Function, target: Object): void {let btn: Button = new Button(label);btn.x = (Context.stageWidth - 30) / 2 + 20;btn.y = 48 + this.viewNum * 47;this.addChild(btn);btn.addEventListener("CHAGE_STAGE", callback, target);this.viewNum++;}}
Main.ts
class Main extends egret.DisplayObjectContainer {public static menu: any;private static _that: egret.DisplayObjectContainer;public constructor() {super();this.once(egret.Event.ADDED_TO_STAGE, this.addStage, this);}private addStage(evt: egret.Event): void {this.initializeAsync();FBInstant.startGameAsync().then(() => {egret.log("start game");Main._that = this;Context.init(this.stage);Main.menu = new Menu("Egret Facebook SDK Demo");this.addChild(Main.menu);this.createMenu();});}public static backMenu(): void {Main._that.removeChildren();Main._that.addChild(Main.menu);}private createMenu(): void {Main.menu.addTestFunc("baseinfo", this.baseinfo, this);Main.menu.addTestFunc("quit", this.quit, this);Main.menu.addTestFunc("logEvent", this.logEvent, this);Main.menu.addTestFunc("shareAsync", this.shareAsync, this);Main.menu.addTestFunc("player", this.player, this);Main.menu.addTestFunc("getConnectedPlayersAsync", this.getEgretConnectedPlayersAsync, this);Main.menu.addTestFunc("contextinfo", this.contextinfo, this);Main.menu.addTestFunc("share", this.share, this);}private initializeAsync(): void {FBInstant.initializeAsync().then(function () {egret.log("getLocale:", FBInstant.getLocale());egret.log("getPlatform:", FBInstant.getPlatform());egret.log("getSDKVersion", FBInstant.getSDKVersion());egret.log("getSupportedAPIs", FBInstant.getSupportedAPIs());egret.log("getEntryPointData", FBInstant.getEntryPointData());});setTimeout(function () {FBInstant.setLoadingProgress(100);}, 1000);}private baseinfo() {egret.log("baseinfo");egret.log("getLocale:", FBInstant.getLocale());egret.log("getPlatform:", FBInstant.getPlatform());egret.log("getSDKVersion", FBInstant.getSDKVersion());egret.log("getSupportedAPIs", FBInstant.getSupportedAPIs());egret.log("getEntryPointData", FBInstant.getEntryPointData());}private quit(): void {egret.log("quit");FBInstant.quit();}private logEvent(): void {egret.log("logEvent");FBInstant.logEvent("test", 2, { "test": "ta" });}private shareAsync(): void {egret.log("shareAsync");let data: FBInstant.SharePayload = {intent: "",text: "",image: "",};FBInstant.shareAsync(data);}private player() {egret.log("player");egret.log("player.getID", FBInstant.player.getID());egret.log("player.getName", FBInstant.player.getName());egret.log("player.getPhoto", FBInstant.player.getPhoto());}private async getEgretConnectedPlayersAsync() {egret.log("frends info:::");let datas: FBInstant.ConnectedPlayer[] = await FBInstant.player.getConnectedPlayersAsync();egret.log(datas);datas.forEach(element => {egret.log("player.getID", element.getID());egret.log("player.getName", element.getName());egret.log("player.getPhoto", element.getPhoto());});}private contextinfo(): void {egret.log("Context.getID", FBInstant.context.getID());egret.log("Context.getType", FBInstant.context.getType());}private share(): void {egret.log("share");let data: FBInstant.SharePayload = {intent: "",text: "",image: "",};FBInstant.shareAsync(data);}}
开发建议
我们建议您,在开发过程中为接入预留接口。本机测试过程中可忽略Facebook接口,当需要在Facebook中测试时,再开启相关API。
打包上传
在 index.html 里引入 sdk 的 js 文件。注意:该 js 文件必须像下面这样远程加载,不能放到本地,否则无法通过 Facebook 的审核。
<script src="https://www.facebook.com/assets.php/en_US/fbinstant.6.1.js"></script>
如果您安装了最新版本的Egret Wing,可点击发布按钮打开上传面板。或者可通过Egret Launcher,项目中的发布设置按钮打开上传面板。
选择Facebook选项卡,填写您的APP ID和刚刚生成的上传口令,在备注中,填写此次上传版本的描述信息。
点击上传即可将当前项目打包并推送到Facebook服务器中。
测试
上传成功了,您可在应用管理后台看到刚刚上传的版本。
如要对此版本进行测试,则点击推送到生产环境
当对应版本从“待命”变为“生产”后,则可对此版本进行测试。
在Facebook Instant Games中,点击详情,最下方的分享游戏,将当前游戏分享至您的Facebook信息流中。
在手机Facebook APP中点击您刚刚分享的游戏,可打开游戏进行测试。