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https://github.com/smallmain/cocos-enhance-kit.git
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92 lines
4.5 KiB
JavaScript
Executable File
92 lines
4.5 KiB
JavaScript
Executable File
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/**
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* A brief explanation for "project.json":
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* Here is the content of project.json file, this is the global configuration for your game, you can modify it to customize some behavior.
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* The detail of each field is under it.
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{
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"project_type": "javascript",
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// "project_type" indicate the program language of your project, you can ignore this field
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"debugMode" : 1,
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// "debugMode" possible values :
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// 0 - No message will be printed.
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// 1 - cc.error, cc.assert, cc.warn, cc.log will print in console.
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// 2 - cc.error, cc.assert, cc.warn will print in console.
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// 3 - cc.error, cc.assert will print in console.
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// 4 - cc.error, cc.assert, cc.warn, cc.log will print on canvas, available only on web.
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// 5 - cc.error, cc.assert, cc.warn will print on canvas, available only on web.
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// 6 - cc.error, cc.assert will print on canvas, available only on web.
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"showFPS" : true,
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// Left bottom corner fps information will show when "showFPS" equals true, otherwise it will be hide.
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"frameRate" : 60,
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// "frameRate" set the wanted frame rate for your game, but the real fps depends on your game implementation and the running environment.
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"id" : "gameCanvas",
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// "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.
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"renderMode" : 0,
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// "renderMode" sets the renderer type, only useful on web :
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// 0 - Automatically chosen by engine
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// 1 - Forced to use canvas renderer
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// 2 - Forced to use WebGL renderer, but this will be ignored on mobile browsers
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"engineDir" : "frameworks/cocos2d-html5/",
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// (Deprecated) In debug mode, if you use the whole engine to develop your game, you should specify its relative path with "engineDir",
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// but if you are using a single engine file, you can ignore it.
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"modules" : ["cocos2d"],
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// "modules" defines which modules you will need in your game, it's useful only on web,
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// using this can greatly reduce your game's resource size, and the cocos console tool can package your game with only the modules you set.
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// For details about modules definitions, you can refer to "../../frameworks/cocos2d-html5/modulesConfig.json".
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"jsList" : [
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]
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// "jsList" sets the list of js files in your game.
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}
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*
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*/
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cc.game.onStart = function(){
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if(!cc.sys.isNative && document.getElementById("cocosLoading")) //If referenced loading.js, please remove it
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document.body.removeChild(document.getElementById("cocosLoading"));
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// Pass true to enable retina display, disabled by default to improve performance
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cc.view.enableRetina(false);
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// Adjust viewport meta
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cc.view.adjustViewPort(true);
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// Setup the resolution policy and design resolution size
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cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL);
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// The game will be resized when browser size change
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cc.view.resizeWithBrowserSize(true);
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//load resources
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cc.LoaderScene.preload(g_resources, function () {
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cc.director.runScene(new HelloWorldScene());
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}, this);
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};
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cc.game.run(); |