Publishing to Vivo Mini Games
Starting with v2.0.5, Cocos Creator officially supports the release of games to the Vivo Mini Games. It takes just a single click with Cocos Creator to publish to the Vivo Mini Game platform. This document is currently written on the basis of v2.0.6, which is the lowest recommended version to use. If you are using v2.0.5, it is recommended to upgrade to v2.0.6.
Install nodejs-8.1.4 or above, globally:
Note: After installing nodejs, you need to pay attention to whether the npm source address is https://registry.npmjs.org/
# View current npm source address npm config get registry # If not, reset the npm source address npm config set registry https://registry.npmjs.org/
npm install -g qgame-toolkit
First, use Cocos Creator to open the project that needs to be released. Select Vivo Mini Game in the Platform dropdown of the Build... panel.
Where App Package Name, App Name, App Icon, App Version Name, App Version Number, Supported Minimum Platform Version Number (Note: Please fill in 1020) These parameters are required and filled in according to the user's needs and the prompt information in the parameter input box. The Small Packet Mode, Small Packet Mode Server Path are optional. For the Keystore and two signature files (certificate.pem path and private.pem path), need to select the Keystore or fill in two paths according to user requirements.
The specific filling rules for the relevant parameter configuration are as follows:
App icon is required. When building, the app icon will be built into the project of the Vivo Mini Game game. Please make sure that the image under the app icon path is true. For example, if the application icon path is
/assets/image/logo.png, the image directory and logo.png need to exist in the Assets directory of Cocos Creator Explorer. App icon suggest using PNG pictures.
Small Packet Mode and Small Packet Mode Server Path
This item is optional. The in-package volume of the mini-game contains code and resources that cannot exceed 4M, and resources can be loaded via network requests. Small Packet Mode is to help users keep the script files in the small game package, other resources are uploaded to the remote server, and downloaded from the remote server as needed. And the download, cache and version management of remote resources, Cocos Creator has already helped the user. What the user needs to do is the following two steps:
When building, check the Small Packet Mode and fill in the Small Packet Mode Server Path. Then click on Build.
After the build is complete, click the Open button after the Publish Path to upload the jsb-link/res directory under the release path to the packet mode server. For example, if the default publishing path is build, you need to upload the build/jsb-link/res directory.
At this point, the built-up qgame directory will no longer contain the res directory, and the resources in the res directory will be downloaded from the filled Small Packet Mode Server Path via the network request.
When you check the Keystore, the default is to build the rpk package with a certificate that comes with Creator, which is used only for debugging.
If you don't check the Keystore, you need to configure the signature files certificate.pem path and private.pem path, where you build a rpk package that you can publish directly. The user can configure two signature files by using the ... button to the right of the input box.
Note: These two signature files are not recommended to be placed in the build directory of the publish package, otherwise the build directory will be emptied each time when it is built, resulting in file loss.
The user can generate the signature files from the command line, as follows:
How to generate a release signature
The user needs to generate the signature file private.pem, certificate.pem through tools such as openssl. The certificate in the build/qgame/sign/debug directory is for debugging purposes only.
# Generate a signature file with the openssl command tool openssl req -newkey rsa:2048 -nodes -keyout private.pem -x509 -days 3650 -out certificate.pem
openssltool can be opened directly in the terminal in linux or Mac environment, and in the Windows environment you need to install
openssland configure system environment variables.
Second, after the relevant parameters of the Build... panel are set, click Build. After the build is complete, click the Open button behind the Build Path to open the build release package. You can see that the qgame directory is generated under the default release path build directory, which is the exported Vivo Mini Game project directory.
And the rpk package will be generated in the /build/qgame/dist directory.
Third, run the packaged rpk to your phone. There are two ways to run rpk on your phone:
Generate URLs and QR codes using the Vivo Mini Game Packer Commands.
# First assign the command line to the qgame directory cd E:\workspace\YourProject\build\qgame # Generate URL and QR code npm run server
Then open the Quick App & Vivo Mini Game Debugger that was installed before on your Android device.
Finally, click the Scan code install button to copy the URL generated in the first step to the browser, and then directly scan the QR code on the web page to open the rpk.
Copy the generated small game rpk file (located in the dist directory of the game project qgame directory) to the mobile phone SD card
Open the Quick App & Vivo Mini Game Debugger that has been installed before on your Android device, click Local Install, then find the rpk file from your phone SD and select Open.