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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

  1. Performance Optimization

    • Use object pooling to reduce memory allocation
    • Implement frustum culling to reduce rendering overhead
    • Use requestAnimationFrame appropriately
  2. User Experience

    • Provide intuitive touch controls
    • Implement smooth animation effects
    • Add appropriate audio feedback
  3. 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.

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