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@kitao
Created February 13, 2016 04:45
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Minimal Template for Cocos2d-JS
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Cocos2d-JS Template</title>
<link rel="icon" href="res/favicon.ico">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="full-screen" content="yes">
<meta name="screen-orientation" content="portrait">
<meta name="x5-fullscreen" content="true">
<meta name="360-fullscreen" content="true">
<style>
body, canvas, div {
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
-khtml-user-select: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
}
</style>
</head>
<body style="padding: 0; margin: 0; background: #000;">
<canvas id="gameCanvas"></canvas>
<script src="./lib/cocos2d-js-v3.10.js"></script>
<script>
document.ccConfig = {
debugMode: 1,
frameRate: 60,
id: 'gameCanvas',
renderMode: 0,
jsList: [
'src/SomeScene.js' // add the JavaScript files here
]
};
cc.game.onStart = function() {
cc.view.enableRetina(false);
cc.view.adjustViewPort(true);
cc.view.setDesignResolutionSize(640, 480, cc.ResolutionPolicy.SHOW_ALL); // set the screen size here
cc.view.resizeWithBrowserSize(true);
cc.LoaderScene.preload([
'res/SomeImage.png' // add the preload resource files here
], function() {
cc.director.runScene(new SomeScene()); // set the initial scene here
}, this);
};
cc.game.run();
</script>
</body>
</html>
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