没人遇到过这个问题嘛?
一样遇到了类似的情况,鸿蒙系统下2.4升级到3.3.2的项目,动态生成的数字缩放有问题:同时生成多个节点,设置相同的缩放值,但是表现出来的却是彼此大小不一,但是位置是没问题的
我用2.4.4也遇到了,不过出现概率很低, 微信小游戏
棋牌也能上架吗 好像得一系列资质才能了
这个问题很快就修复, 我自己弄了个临时解决方案已经提交给官方了。
你好,麻烦能分享一下临时解决方案吗,万分感谢 
替换构建后的game.js文件,因为宽高数据反了,好几处有用到,直接修改了,iso虽然数据也是错的的,但是不需要修改,也不会有问题
const systemInfo = wx.getSystemInfoSync();
const isIOS = systemInfo.system.indexOf(‘iOS’) >= 0;
let _w = systemInfo.screenWidth;
let _h = systemInfo.screenHeight;
let _winw = systemInfo.windowWidth;
let _winh = systemInfo.windowHeight;
if (!isIOS) {
if (systemInfo.deviceOrientation == 'portrait') {
_w = Math.min(systemInfo.screenWidth, systemInfo.screenHeight);
_h = Math.max(systemInfo.screenWidth, systemInfo.screenHeight);
_winw = Math.min(systemInfo.windowWidth, systemInfo.windowHeight);
_winh = Math.max(systemInfo.windowWidth, systemInfo.windowHeight);
} else {
_w = Math.max(systemInfo.screenWidth, systemInfo.screenHeight);
_h = Math.min(systemInfo.screenWidth, systemInfo.screenHeight);
_winw = Math.max(systemInfo.windowWidth, systemInfo.windowHeight);
_winh = Math.min(systemInfo.windowWidth, systemInfo.windowHeight);
}
systemInfo.screenWidth = _w;
systemInfo.screenHeight = _h;
systemInfo.windowWidth = _winw;
systemInfo.windowHeight = _winh;
wx.getSystemInfoSync = function () {
return systemInfo;
}
}
require(’./libs/wrapper/builtin/index’);
// Adapt for IOS, swap if opposite
if (canvas) {
canvas.width = window.devicePixelRatio * _w;
canvas.height = window.devicePixelRatio * _h;
}
if (canvas) {
canvas.width = window.devicePixelRatio * systemInfo.screenWidth;
canvas.height = window.devicePixelRatio * systemInfo.screenHeight;
}
const firstScreen = require(’./first-screen’);
window.DOMParser = require(’./libs/common/xmldom/dom-parser’).DOMParser;
require(’./libs/common/engine/globalAdapter/index’);
require(’./libs/wrapper/unify’);
require(’./libs/wrapper/fs-utils’);
// Polyfills bundle.
require(“src/polyfills.bundle.js”);
// SystemJS support.
require(“src/system.bundle.js”);
const importMap = require(“src/import-map.js”).default;
System.warmup({
importMap,
importMapUrl: 'src/import-map.js',
defaultHandler: (urlNoSchema) => {
require('.' + urlNoSchema);
},
handlers: {
'plugin:': (urlNoSchema) => {
requirePlugin(urlNoSchema);
},
},
});
/**
-
Fetch WebAssembly binaries.
-
Whereas WeChat expects the argument passed to
WebAssembly.instantiate -
to be file path and the path should be relative from project’s root dir,
-
we do the path conversion and directly return the converted path.
-
@param path The path to
.wasmfile relative from engine’s out dir(no leading./). -
See ‘assetURLFormat’ field of build engine options.
*/
function fetchWasm(path) {
const engineDir = 'cocos-js'; // Relative from project out
return `${engineDir}/${path}`;
}
firstScreen.start(‘default’, ‘default’).then(() => {
return System.import('./application.js');
}).then((module) => {
return firstScreen.setProgress(0.2).then(() => Promise.resolve(module));
}).then(({ createApplication }) => {
return createApplication({
loadJsListFile: (url) => require(url),
fetchWasm,
});
}).then((application) => {
return firstScreen.setProgress(0.4).then(() => Promise.resolve(application));
}).then((application) => {
return onApplicationCreated(application);
}).catch((err) => {
console.error(err);
});
function onApplicationCreated(application) {
return application.import('cc').then((module) => {
return firstScreen.setProgress(0.6).then(() => Promise.resolve(module));
}).then((cc) => {
require('./libs/common/engine/index.js');
require('./libs/wrapper/engine/index');
require('./libs/common/cache-manager.js');
// Adjust devicePixelRatio
cc.view._maxPixelRatio = 4;
// Release Image objects after uploaded gl texture
cc.macro.CLEANUP_IMAGE_CACHE = false;
return firstScreen.end().then(() => application.start({
findCanvas: () => {
var container = document.createElement('div');
console.log('findCanvas', window.canvas.width, window.canvas.height);
return { frame: container, canvas: window.canvas, container };
},
}));
});
}
蟹蟹,我试试


