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rapidgame

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A cross-platform commandline tool that prebuilds cocos2d-x libraries for Windows, Mac, Linux, Android and iOS. Also a game templating system.

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<!DOCTYPE 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>