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index.html
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index.html
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<!DOCTYPE html>
<!--
* Copyright (c) 2012 Research In Motion Limited.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
-->
<html>
<head>
<script type="text/javascript">
/* Ensure that our viewport is scaled properly. */
(function () {
var meta = document.createElement('meta');
meta.setAttribute('name', 'viewport');
meta.setAttribute('content', 'initial-scale=' + (1.0 / window.devicePixelRatio) + ',user-scalable=no');
document.getElementsByTagName('head')[0].appendChild(meta);
}());
</script>
<link type="text/css" rel="stylesheet" href="css/styles.css" />
</head>
<body>
<div id="freewill"></div>
<canvas id="ccCanvas"></canvas>
<script type="text/javascript" src="local:///chrome/webworks.js"></script>
<script type="text/javascript">
/* Once WebWorks is ready, we will begin our Cocos2d-HTML5 initailization. */
function onwebworksready() {
document.removeEventListener('webworksready', onwebworksready, false);
/* Create a new script to begin loading Cocos2d-HTML5. */
var script = document.createElement('script');
script.id = 'cocos2d-html5'; /* This ID is required. */
script.c = {
box2d:
false, /* Should we load box2d.js? (true | false) */
engineDir:
'./cocos/cocos2d/', /* Location of the cocos2d framework. */
appFiles: [
'./js/Freewill.js', /* Generic virtual controls. */
'./js/SceneStart.js' /* Our primary layer. */
]
};
script.src = script.c.engineDir + 'platform/jsloader.js';
document.ccConfig = script.c;
document.body.appendChild(script);
/* Once the noted script completes, it will load and trigger main.js. */
}
/* Once the DOM is ready, we wait for WebWorks to be ready. */
function ondomcontentloaded() {
window.removeEventListener('DOMContentLoaded', ondomcontentloaded, false);
document.addEventListener('webworksready', onwebworksready, false);
/**
* Uncomment the following line of code if testing without Ripple.
*/
//onwebworksready();
}
/* Wait for the DOM to be ready. */
window.addEventListener('DOMContentLoaded', ondomcontentloaded, false);
</script>
</body>
</html>