Game Application Case Study
Overview
This case study demonstrates the development of casual games using uni-app, covering game mechanics, user interaction, social features, and monetization strategies across multiple platforms.
Key Features
Game Mechanics
- Touch-based controls
- Physics simulation
- Collision detection
- Score and level systems
User Experience
- Smooth animations
- Sound effects and music
- Visual feedback
- Intuitive controls
Social Features
- Leaderboards
- Achievement system
- Social sharing
- Multiplayer capabilities
Monetization
- In-app purchases
- Reward-based ads
- Virtual currency
- Premium features
Technical Implementation
Game Architecture
javascript
// Game state management
export const gameState = {
score: 0,
level: 1,
lives: 3,
gameStatus: 'ready', // ready, playing, paused, gameOver
// Game objects
player: {
x: 0,
y: 0,
width: 50,
height: 50,
velocity: { x: 0, y: 0 }
},
enemies: [],
powerUps: [],
particles: []
}
// Game loop implementation
export class GameEngine {
constructor(canvas) {
this.canvas = canvas
this.ctx = canvas.getContext('2d')
this.lastTime = 0
this.running = false
}
start() {
this.running = true
this.gameLoop()
}
gameLoop(currentTime = 0) {
if (!this.running) return
const deltaTime = currentTime - this.lastTime
this.lastTime = currentTime
this.update(deltaTime)
this.render()
requestAnimationFrame((time) => this.gameLoop(time))
}
update(deltaTime) {
// Update game objects
this.updatePlayer(deltaTime)
this.updateEnemies(deltaTime)
this.checkCollisions()
this.updateParticles(deltaTime)
}
render() {
// Clear canvas
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
// Render game objects
this.renderPlayer()
this.renderEnemies()
this.renderUI()
}
}
Canvas Optimization
javascript
// High-performance Canvas rendering
export const canvasUtils = {
// Object pooling
objectPool: {
bullets: [],
enemies: [],
particles: []
},
// Get object instance
getObject(type) {
const pool = this.objectPool[type]
return pool.length > 0 ? pool.pop() : this.createObject(type)
},
// Recycle object instance
recycleObject(type, obj) {
obj.reset()
this.objectPool[type].push(obj)
},
// Batch rendering optimization
batchRender(objects) {
this.ctx.save()
objects.forEach(obj => {
if (obj.visible) {
obj.render(this.ctx)
}
})
this.ctx.restore()
}
}
Platform Adaptations
WeChat Mini Game
javascript
// WeChat Mini Game specific features
export const wechatGameAPI = {
// Share to group chat
shareToGroup: (title, imageUrl) => {
wx.shareAppMessage({
title: title,
imageUrl: imageUrl,
success: () => {
console.log('Share successful')
}
})
},
// Show rewarded video ad
showRewardedVideoAd: () => {
const videoAd = wx.createRewardedVideoAd({
adUnitId: 'your-ad-unit-id'
})
return videoAd.show()
},
// Vibration feedback
vibrateShort: () => {
wx.vibrateShort()
}
}
App Optimization
javascript
// App performance optimization
export const appOptimization = {
// Native rendering acceleration
enableNativeRender: () => {
// #ifdef APP-PLUS
plus.webview.currentWebview().setStyle({
hardwareAccelerated: true,
kernel: 'WKWebview'
})
// #endif
},
// Memory management
memoryManagement: {
clearCache: () => {
// Clear texture cache
this.textureCache.clear()
// Force garbage collection
if (window.gc) {
window.gc()
}
}
}
}
Game Mechanics Design
Physics Engine
javascript
// Simple physics engine implementation
export class PhysicsEngine {
constructor() {
this.gravity = 0.5
this.friction = 0.8
}
// Apply gravity
applyGravity(object) {
object.velocity.y += this.gravity
}
// Collision detection
checkCollision(obj1, obj2) {
return obj1.x < obj2.x + obj2.width &&
obj1.x + obj1.width > obj2.x &&
obj1.y < obj2.y + obj2.height &&
obj1.y + obj1.height > obj2.y
}
// Collision response
resolveCollision(obj1, obj2) {
const centerX1 = obj1.x + obj1.width / 2
const centerY1 = obj1.y + obj1.height / 2
const centerX2 = obj2.x + obj2.width / 2
const centerY2 = obj2.y + obj2.height / 2
const dx = centerX2 - centerX1
const dy = centerY2 - centerY1
const distance = Math.sqrt(dx * dx + dy * dy)
if (distance > 0) {
const normalX = dx / distance
const normalY = dy / distance
// Separate objects
const overlap = (obj1.width + obj2.width) / 2 - distance
obj1.x -= normalX * overlap / 2
obj1.y -= normalY * overlap / 2
obj2.x += normalX * overlap / 2
obj2.y += normalY * overlap / 2
}
}
}
Level System
javascript
// Level configuration management
export const levelSystem = {
levels: [
{
id: 1,
name: 'Tutorial',
enemies: 5,
timeLimit: 60,
background: 'bg1.jpg',
music: 'level1.mp3'
},
{
id: 2,
name: 'Forest Adventure',
enemies: 10,
timeLimit: 90,
background: 'bg2.jpg',
music: 'level2.mp3'
}
],
getCurrentLevel() {
return this.levels.find(level => level.id === gameState.level)
},
loadLevel(levelId) {
const level = this.levels.find(l => l.id === levelId)
if (level) {
this.initializeLevel(level)
}
}
}
Audio System
Audio Management
javascript
// Audio manager
export class AudioManager {
constructor() {
this.sounds = new Map()
this.musicVolume = 0.7
this.sfxVolume = 0.8
}
// Preload audio
preloadAudio(name, url) {
const audio = uni.createInnerAudioContext()
audio.src = url
audio.volume = this.sfxVolume
this.sounds.set(name, audio)
}
// Play sound effect
playSound(name) {
const audio = this.sounds.get(name)
if (audio) {
audio.stop()
audio.play()
}
}
// Play background music
playMusic(name, loop = true) {
const audio = this.sounds.get(name)
if (audio) {
audio.loop = loop
audio.volume = this.musicVolume
audio.play()
}
}
}
Data Persistence
Game Save System
javascript
// Game data management
export const gameData = {
// Save game progress
saveProgress() {
const saveData = {
level: gameState.level,
score: gameState.score,
unlockedLevels: gameState.unlockedLevels,
achievements: gameState.achievements,
settings: gameState.settings,
timestamp: Date.now()
}
uni.setStorageSync('gameProgress', saveData)
},
// Load game progress
loadProgress() {
try {
const saveData = uni.getStorageSync('gameProgress')
if (saveData) {
Object.assign(gameState, saveData)
}
} catch (error) {
console.error('Failed to load game progress:', error)
}
},
// Reset game data
resetProgress() {
uni.removeStorageSync('gameProgress')
this.initializeDefaultState()
}
}
Performance Optimization
Rendering Optimization
javascript
// Rendering performance optimization
export const renderOptimization = {
// Frustum culling
frustumCulling(objects, camera) {
return objects.filter(obj => {
return obj.x + obj.width > camera.x &&
obj.x < camera.x + camera.width &&
obj.y + obj.height > camera.y &&
obj.y < camera.y + camera.height
})
},
// Layered rendering
layeredRendering(objects) {
const layers = {
background: [],
game: [],
ui: []
}
objects.forEach(obj => {
layers[obj.layer].push(obj)
})
// Render by layer order
Object.keys(layers).forEach(layer => {
this.renderLayer(layers[layer])
})
}
}
Social Features
Leaderboard System
javascript
// Leaderboard implementation
export const leaderboard = {
// Submit score
submitScore(score) {
return uni.request({
url: '/api/leaderboard/submit',
method: 'POST',
data: {
userId: gameState.userId,
score: score,
level: gameState.level,
timestamp: Date.now()
}
})
},
// Get leaderboard
getLeaderboard(type = 'global', limit = 100) {
return uni.request({
url: '/api/leaderboard',
method: 'GET',
data: {
type: type,
limit: limit
}
})
}
}
Best Practices
Performance Optimization
- Use object pooling to reduce memory allocation
- Implement frustum culling to reduce rendering overhead
- Use requestAnimationFrame appropriately
User Experience
- Provide intuitive touch controls
- Implement smooth animation effects
- Add appropriate audio feedback
Cross-platform Compatibility
- Handle input differences across platforms
- Adapt to different screen sizes
- Optimize performance for each platform
Conclusion
Developing game applications with uni-app enables the goal of "develop once, deploy everywhere". The key lies in proper architecture design, performance optimization, and full utilization of platform-specific features to create excellent gaming experiences.