mirror of https://github.com/axmolengine/axmol.git
149 lines
6.4 KiB
JavaScript
149 lines
6.4 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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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 documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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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 ofproject.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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"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", "extensions", "external"],
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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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"plugin": {
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"facebook": {
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"appId" : "1426774790893461",
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"xfbml" : true,
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"version" : "v2.0"
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}
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},
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// "plugin" is used by plugin-x for its settings, if you don't use it, you can ignore it.
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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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if(cc.sys){
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var scene3SearchPaths = cc.sys.localStorage.getItem("Scene3SearchPaths");
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if (scene3SearchPaths)
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jsb.fileUtils.setSearchPaths(JSON.parse(scene3SearchPaths));
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}
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cc.game.onStart = function(){
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cc.view.enableRetina(false);
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if (cc.sys.isNative) {
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var resolutionPolicy = (cc.sys.os == cc.sys.OS_WP8 || cc.sys.os == cc.sys.OS_WINRT) ? cc.ResolutionPolicy.SHOW_ALL : cc.ResolutionPolicy.FIXED_HEIGHT;
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cc.view.setDesignResolutionSize(800, 450, resolutionPolicy);
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cc.view.resizeWithBrowserSize(true);
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var searchPaths = jsb.fileUtils.getSearchPaths();
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searchPaths.push('script');
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searchPaths.push('src');
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var paths = [
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'res/resjs',
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'res',
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'res/scenetest',
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'res/scenetest/ArmatureComponentTest',
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'res/scenetest/AttributeComponentTest',
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'res/scenetest/BackgroundComponentTest',
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'res/scenetest/EffectComponentTest',
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'res/scenetest/LoadSceneEdtiorFileTest',
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'res/scenetest/ParticleComponentTest',
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'res/scenetest/SpriteComponentTest',
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'res/scenetest/TmxMapComponentTest',
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'res/scenetest/UIComponentTest',
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'res/scenetest/TriggerTest'
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];
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for (var i = 0; i < paths.length; i++) {
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searchPaths.push(paths[i]);
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}
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jsb.fileUtils.setSearchPaths(searchPaths);
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}
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else
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{
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cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL);
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cc.view.resizeWithBrowserSize(true);
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// js-test use cpptest resource in debug mode , and in the release mode, console will copy the resource into the res dir
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// so the respath will modify to res,
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if (cc.game.config[cc.game.CONFIG_KEY.engineDir] !== "frameworks/cocos2d-html5") {
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cc.loader.resPath = '../cpp-tests/Resources';
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}
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else {
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cc.loader.resPath = 'res';
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document.getElementById("cocosbanner").src = "res/Images/cocos2dbanner.png";
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}
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}
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cc.LoaderScene.preload(g_resources, function () {
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if(window.sideIndexBar && typeof sideIndexBar.start === 'function'){
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sideIndexBar.start();
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}else{
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var scene = new cc.Scene();
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scene.addChild(new TestController());
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cc.director.runScene(scene);
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}
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}, this);
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};
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cc.game.run();
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