mirror of https://github.com/axmolengine/axmol.git
75 lines
3.7 KiB
JavaScript
75 lines
3.7 KiB
JavaScript
/**
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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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"noCache" : false,
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// "noCache" set whether your resources will be loaded with a timestamp suffix in the url.
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// In this way, your resources will be force updated even if the browser holds a cache of it.
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// It's very useful for mobile browser debuging.
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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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// 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, 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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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(); |