mirror of https://github.com/axmolengine/axmol.git
Merge pull request #14283 from pandamicro/v3
Improve js templates with noCache and cc.view.setRealPixelResolution docs
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commit
be02cbdf2c
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@ -22,6 +22,10 @@
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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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"noCache" : false,
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// Set "noCache" to true can make the loader ignoring the html page cache while loading your resources,
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// especially useful in Android web browsers.
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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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@ -51,12 +55,15 @@ 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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// Pass true to enable retina display, on Android disabled by default to improve performance
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cc.view.enableRetina(cc.sys.os === cc.sys.OS_IOS ? true : 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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// Instead of set design resolution, you can also set the real pixel resolution size
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// Uncomment the following line and delete the previous line.
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// cc.view.setRealPixelResolution(960, 640, 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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@ -4,6 +4,7 @@
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"debugMode" : 1,
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"showFPS" : true,
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"frameRate" : 60,
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"noCache" : false,
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"id" : "gameCanvas",
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"renderMode" : 0,
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"engineDir":"frameworks/cocos2d-html5",
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@ -22,6 +22,10 @@
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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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"noCache" : false,
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// Set "noCache" to true can make the loader ignoring the html page cache while loading your resources,
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// especially useful in Android web browsers.
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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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@ -51,12 +55,15 @@ 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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// Pass true to enable retina display, on Android disabled by default to improve performance
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cc.view.enableRetina(cc.sys.os === cc.sys.OS_IOS ? true : 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(960, 640, cc.ResolutionPolicy.SHOW_ALL);
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// Instead of set design resolution, you can also set the real pixel resolution size
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// Uncomment the following line and delete the previous line.
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// cc.view.setRealPixelResolution(960, 640, 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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@ -4,6 +4,7 @@
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"debugMode" : 1,
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"showFPS" : true,
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"frameRate" : 60,
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"noCache" : false,
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"id" : "gameCanvas",
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"renderMode" : 0,
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"engineDir":"frameworks/cocos2d-html5",
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@ -2,6 +2,7 @@
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"debugMode" : 1,
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"showFPS" : true,
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"frameRate" : 60,
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"noCache" : false,
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"id" : "gameCanvas",
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"renderMode" : 0,
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"engineDir" : "../../web/",
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web
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web
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@ -1 +1 @@
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Subproject commit c0242a98fb49681b053438a55f8eb15e56682b5d
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Subproject commit 8737f56bda7e73233ecca06369134bc83c4fa008
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