如图我自己编写了一个窗口,然后我希望在自己的窗口里面使用cocos creator engine,编写自己的一些逻辑,比如显示某个prefab的样子
大致代码如下:
创建BrowserWindow
let win = new BrowserWindow();
win.loadURL("test.html"`);
html代码
<!DOCTYPE html>
<html lang="en">
<head>
<script src="unpack://engine/bin/cocos2d-js-for-preview.js" type="text/javascript"></script>
</head>
<body>
<div>
<canvas id="GameCanvas" width="960" height="640">
</canvas>
</div>
</body>
<script>
let option = {
id: 'GameCanvas',
debugMode: cc.debug.DebugMode.INFO,
showFPS: true,
frameRate: 60,
}
cc.game.run(option, function () {
cc.view.setCanvasSize(960, 640);
cc.view.enableRetina(true);
cc.view.resizeWithBrowserSize(true);
cc.view.setResolutionPolicy(cc.ResolutionPolicy.SHOW_ALL);
cc.view.enableAutoFullScreen([
cc.sys.BROWSER_TYPE_BAIDU,
cc.sys.BROWSER_TYPE_WECHAT,
cc.sys.BROWSER_TYPE_MOBILE_QQ,
cc.sys.BROWSER_TYPE_MIUI,
].indexOf(cc.sys.browserType) < 0);
// 创建根节点
let scene = new cc.Scene();
scene.name = "test-scene";
let canvasNode = new cc.Node();
let canvas = canvasNode.addComponent(cc.Canvas);
canvasNode.x = 0;
canvasNode.y = 0;
canvasNode.name = "Canvas";
scene.addChild(canvasNode);
// 创建测试节点
let testNode = new cc.Node();
let label = testNode.addComponent(cc.Label);
label.string = "test";
canvasNode.addChild(testNode);
cc.director.runScene(scene);
});
</script>
</html>
然后发现已经正确按照预期显示了
现在我想load一个prefab,去实际显示下,不知道该如何做,还望大佬们指点下



问一下,大佬研究出解决方案了吗