text: /**
   * A brief explanation for "project.json":
   * Here is the content of project.json file, this is the global configuration for your game, you can modify it to customize some behavior.
   * The detail of each field is under it.
   {
      "project_type": "javascript",
      // "project_type" indicate the program language of your project, you can ignore this field
  
      "debugMode"     : 1,
      // "debugMode" possible values :
      //      0 - No message will be printed.
      //      1 - cc.error, cc.assert, cc.warn, cc.log will print in console.
      //      2 - cc.error, cc.assert, cc.warn will print in console.
      //      3 - cc.error, cc.assert will print in console.
      //      4 - cc.error, cc.assert, cc.warn, cc.log will print on canvas, available only on web.
      //      5 - cc.error, cc.assert, cc.warn will print on canvas, available only on web.
      //      6 - cc.error, cc.assert will print on canvas, available only on web.
  
      "showFPS"       : true,
      // Left bottom corner fps information will show when "showFPS" equals true, otherwise it will be hide.
  
      "frameRate"     : 60,
      // "frameRate" set the wanted frame rate for your game, but the real fps depends on your game implementation and the running environment.
  
      "noCache"       : false,
      // "noCache" set whether your resources will be loaded with a timestamp suffix in the url.
      // In this way, your resources will be force updated even if the browser holds a cache of it.
      // It's very useful for mobile browser debuging.
  
      "id"            : "gameCanvas",
      // "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.
  
      "renderMode"    : 0,
      // "renderMode" sets the renderer type, only useful on web :
      //      0 - Automatically chosen by engine
      //      1 - Forced to use canvas renderer
      //      2 - Forced to use WebGL renderer, but this will be ignored on mobile browsers
  
      "engineDir"     : "frameworks/cocos2d-html5/",
      // In debug mode, if you use the whole engine to develop your game, you should specify its relative path with "engineDir",
      // but if you are using a single engine file, you can ignore it.
  
      "modules"       : ["cocos2d"],
      // "modules" defines which modules you will need in your game, it's useful only on web,
      // using this can greatly reduce your game's resource size, and the cocos console tool can package your game with only the modules you set.
      // For details about modules definitions, you can refer to "../../frameworks/cocos2d-html5/modulesConfig.json".
  
      "jsList"        : [
      ]
      // "jsList" sets the list of js files in your game.
   }
   *
   */
  
  if (cc.sys.isNative) {
  	var hotUpdateSearchPaths = cc.sys.localStorage.getItem('HotUpdateSearchPaths');
  	console.log("HotUpdateSearchPaths::" + hotUpdateSearchPaths);
  	if (hotUpdateSearchPaths) {
  		jsb.fileUtils.setSearchPaths (JSON.parse (hotUpdateSearchPaths));
  	}
  }
  
  function HotUpdate() {
  	HotUpdateManager.init("res/manifests/project.manifest", "Tests/AssetsManagerTest/");
  	HotUpdateManager.update();
  }
  
  cc.game.onStart = function(){
      if(!cc.sys.isNative && document.getElementById("cocosLoading")) //If referenced loading.js, please remove it
          document.body.removeChild(document.getElementById("cocosLoading"));
  	
      // Pass true to enable retina display, on Android disabled by default to improve performance
      cc.view.enableRetina(cc.sys.os === cc.sys.OS_IOS ? true : false);
  
      // Adjust viewport meta
      cc.view.adjustViewPort(true);
  
      // Uncomment the following line to set a fixed orientation for your game
      // cc.view.setOrientation(cc.ORIENTATION_PORTRAIT);
  
      // Setup the resolution policy and design resolution size
      cc.view.setDesignResolutionSize(960, 640, cc.ResolutionPolicy.SHOW_ALL);
  
      // The game will be resized when browser size change
  	cc.view.resizeWithBrowserSize(true);
  	
      //load resources
      cc.LoaderScene.preload(g_resources, function () {
  		cc.director.runScene(new HelloWorldScene());
      }, this);
  };
  cc.game.run();