mirror of https://github.com/axmolengine/axmol.git
70 lines
2.1 KiB
JavaScript
70 lines
2.1 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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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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// boot code needed for cocos2d + JS bindings.
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// Not needed by cocos2d-html5
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require("js/helper/jsb_constants.js");
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var MW = MW || {};
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var appFiles = [
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'js/Resource.js',
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'js/config/GameConfig.js',
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'js/config/EnemyType.js',
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'js/config/Level.js',
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'js/Effect.js',
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'js/Bullet.js',
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'js/Enemy.js',
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'js/Explosion.js',
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'js/Ship.js',
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'js/LevelManager.js',
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'js/GameControlMenu.js',
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'js/GameLayer.js',
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'js/GameOver.js',
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'js/AboutLayer.js',
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'js/SettingsLayer.js',
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'js/SysMenu.js'
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];
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cc.dumpConfig();
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for( var i=0; i < appFiles.length; i++) {
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require( appFiles[i] );
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}
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var director = cc.Director.getInstance();
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director.setDisplayStats(true);
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// set FPS. the default value is 1.0/60 if you don't call this
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director.setAnimationInterval(1.0 / 60);
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// create a scene. it's an autorelease object
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var mainScene = SysMenu.scene();
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// run
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director.runWithScene(mainScene);
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