/** * A brief explanation for "project.json": * Here is the content of project.json file, this is the global configuration for your game, you can modify it to customize some behavior. * The detail of each field is under it. { "project_type": "javascript", // "project_type" indicate the program language of your project, you can ignore this field "debugMode" : 1, // "debugMode" possible values : // 0 - No message will be printed. // 1 - cc.error, cc.assert, cc.warn, cc.log will print in console. // 2 - cc.error, cc.assert, cc.warn will print in console. // 3 - cc.error, cc.assert will print in console. // 4 - cc.error, cc.assert, cc.warn, cc.log will print on canvas, available only on web. // 5 - cc.error, cc.assert, cc.warn will print on canvas, available only on web. // 6 - cc.error, cc.assert will print on canvas, available only on web. "showFPS" : true, // Left bottom corner fps information will show when "showFPS" equals true, otherwise it will be hide. "frameRate" : 60, // "frameRate" set the wanted frame rate for your game, but the real fps depends on your game implementation and the running environment. "noCache" : false, // "noCache" set whether your resources will be loaded with a timestamp suffix in the url. // In this way, your resources will be force updated even if the browser holds a cache of it. // It's very useful for mobile browser debuging. "id" : "gameCanvas", // "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web. "renderMode" : 0, // "renderMode" sets the renderer type, only useful on web : // 0 - Automatically chosen by engine // 1 - Forced to use canvas renderer // 2 - Forced to use WebGL renderer, but this will be ignored on mobile browsers "engineDir" : "frameworks/cocos2d-html5/", // In debug mode, if you use the whole engine to develop your game, you should specify its relative path with "engineDir", // but if you are using a single engine file, you can ignore it. "modules" : ["cocos2d"], // "modules" defines which modules you will need in your game, it's useful only on web, // 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. // For details about modules definitions, you can refer to "../../frameworks/cocos2d-html5/modulesConfig.json". "jsList" : [ ] // "jsList" sets the list of js files in your game. } * */ cc.game.onStart = function(){ if(!cc.sys.isNative && document.getElementById("cocosLoading")) //If referenced loading.js, please remove it document.body.removeChild(document.getElementById("cocosLoading")); // Pass true to enable retina display, on Android disabled by default to improve performance cc.view.enableRetina(cc.sys.os === cc.sys.OS_IOS ? true : false); // Adjust viewport meta cc.view.adjustViewPort(true); // Setup the resolution policy and design resolution size cc.view.setDesignResolutionSize(960, 640, cc.ResolutionPolicy.SHOW_ALL); // Instead of set design resolution, you can also set the real pixel resolution size // Uncomment the following line and delete the previous line. // cc.view.setRealPixelResolution(960, 640, cc.ResolutionPolicy.SHOW_ALL); // The game will be resized when browser size change cc.view.resizeWithBrowserSize(true); //load resources cc.LoaderScene.preload(g_resources, function () { cc.director.runScene(new HelloWorldScene()); }, this); }; cc.game.run();