2.6 KiB
2.6 KiB
Technical Preferences for WeChat Mini-Game Development
This document outlines the preferred technologies, patterns, and libraries for developing games on the WeChat Mini-Game platform. It serves as a guide for the game-orchestrator and game-developer agents to ensure consistency and optimal performance.
Core Technologies
- Language: JavaScript (ES6+) is preferred for its broad compatibility and performance on the platform. TypeScript can be used for larger projects, but be mindful of the added compilation step.
- Rendering Engine: Utilize the native Canvas 2D API provided by the WeChat Mini-Game runtime. Avoid heavy, general-purpose rendering engines that are not optimized for the platform.
- UI: Prefer WeChat's native UI components for menus, buttons, and other non-gameplay screens where possible. This ensures a familiar user experience and better performance.
Architecture and Patterns
- State Management: For simple games, a lightweight event bus or a simple singleton pattern is preferred for managing game state. For more complex games, consider a minimal state management library like
tiny-atomorunistore. Avoid large, complex libraries like Redux. - Component Model: Follow a simple component-based architecture. Each major game entity (e.g., player, enemy, HUD) should be its own component with a clear interface.
- Object Pooling: Implement object pooling for frequently created and destroyed objects (e.g., bullets, particles) to reduce pressure on the garbage collector.
Performance
- Asset Optimization: All assets must be heavily optimized. Use tools like TinyPNG for images and ensure audio files are compressed.
- Package Size: The initial package size must be kept under 4MB. Use subpackages for non-essential assets and levels.
- Memory Management: Be mindful of memory usage. Avoid creating large objects in the game loop and clean up unused resources explicitly.
Anti-Patterns (Things to Avoid)
- Large Frameworks: Do not use large, general-purpose JavaScript frameworks like React, Vue, or Angular for the main game loop. They are not designed for the performance requirements of a game loop.
- Heavy Libraries: Avoid including large libraries that are not essential for the game's functionality. Every kilobyte counts towards the package size limit.
- Blocking Operations: Never perform blocking operations (e.g., synchronous file I/O) on the main thread. Use asynchronous APIs or worker threads for heavy tasks.
- Deep Object Nesting: Avoid deep nesting of objects in your game state, as this can make state updates and debugging more complex.