rapidgame
Version:
A cross-platform commandline tool that prebuilds cocos2d-x libraries for Windows, Mac, Linux, Android and iOS. Also a game templating system.
54 lines (48 loc) • 1.68 kB
HTML
<html>
<head>
<meta charset="utf-8">
<meta name="apple-mobile-web-app-capable" content="yes"/>
<meta name="full-screen" content="yes"/>
<meta name="screen-orientation" content="landscape"/>
<meta name="x5-fullscreen" content="true"/>
<meta name="360-fullscreen" content="true"/>
<title>TwoScene</title>
<style type="text/css">
* { margin:0; padding:0; }
html, body { width:100%; height:100%; background: #000; }
canvas { display:block; position: absolute; z-index: 1; }
canvas:-webkit-full-screen, canvas:-moz-full-screen, canvas:-ms-fullscreen, canvas:fullscreen {}
body {background-color: #d0ccca;}
.center { text-align: center; }
@font-face {
font-family: "DolceVita";
src: local("☺"),
url("Assets/Molle.ttf") format("truetype");
}
</style>
<script>
// ensure that we have JSON parsing
window.JSON || document.write('<script src="https://cdnjs.cloudflare.com/ajax/libs/json3/3.2.4/json3.min.js"><\/script>');
</script>
</head>
<body id="gameBody">
<div id="fb-root"></div>
<div class="center" id="gameDiv">
<canvas id="gameCanvas"></canvas>
<script>
(function(d){
var e = d.getElementById("gameCanvas");
e.style.width = d.body.clientWidth + "px";
e.style.height = d.body.clientHeight + "px";
}(document));
</script>
<!-- We want to create a custom loading scene, so use a dummy cocos2d_loadJsImg to inhibit jsloader.js. -->
<img id="cocos2d_loadJsImg" />
</div>
<!-- Either use CCBoot.js + Game.js or TwoScene-min.js -->
<script src="lib/cocos2d/html/CCBoot.js"></script>
<script src="Assets/lib/Game.js"></script>
<!--<script src="TwoScene-min.js"></script>-->
</body>
</html>