cc.Application
and cc.AppControl
have been replaced with cc.game
to simplify the code to run a game.
First include the xxx/cocos2d-html5/CCBoot.js
into index.html
.
Then you can type the code to boot your game, which is usually put in main.js
.
And you should config settings of project in project.json
.
cc.game.onStart = function(){
//load resources
cc.LoaderScene.preload(resource_list, function () {
cc.director.runScene(new MyScene());
}, this);
};
cc.game.run();
The engine will read project.json
while cc.game.run
is called.
There is a requirement that all scripts have prepared but the main loop of the game will be run latter.
cc.game.onStart = function(){
//load resources
cc.LoaderScene.preload(resource_list, function () {
cc.director.runScene(new MyScene());
}, this);
};
cc.game.prepare();
document.getElementById("myBtn").addEventListener("click", function(){
cc.game.run();
});
Like debugMode
in project.json
:
DEBUG_MODE_NONE : 0 //NONE
DEBUG_MODE_INFO : 1 //Level of INFO, WARN, ERROR will be printed
DEBUG_MODE_WARN : 2 //Level of WARN, ERROR will be printed
DEBUG_MODE_ERROR : 3 //Level of ERROR will be printed
DEBUG_MODE_INFO_FOR_WEB_PAGE : 4 //Level of INFO, WARN, ERROR will be printed in html page
DEBUG_MODE_WARN_FOR_WEB_PAGE : 5 //Level of WARN, ERROR will be printed in html page
DEBUG_MODE_ERROR_FOR_WEB_PAGE : 6 //Level of ERROR will be printed in html page
Key of project.json
:
engineDir : "engineDir",
dependencies : "dependencies",
debugMode : "debugMode",
showFPS : "showFPS",
frameRate : "frameRate",
id : "id",
renderMode : "renderMode",
jsList : "jsList",
classReleaseMode : "classReleaseMode"
Use ``cc.game.config[cc.game.CONFIG_KEY.***]` to get the config value of game.
With cocos-js3.0 we can add event listeners for entering background or foreground,such as switching broswer's tab or pressing your home button on cellphone.And you can add two or more handlers to the same event.
cc.eventManager.addCustomListener(cc.game.EVENT_HIDE, function(){
//onEnterBackground handler
});
cc.eventManager.addCustomListener(cc.game.EVENT_SHOW, function(){
//onEnterForeground handler
});